gaming machines
The gaming machine improves entertainment value by dynamically displaying special patterns and suggesting potential wins through varied effect patterns, addressing the lack of creativity in existing advance notification effects.
Patent Information
- Application Number
- JP2022172937
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-28
- Publication Date
- 2025-09-19
- Estimated Expiration
- 2042-10-28
AI Technical Summary
Existing gaming machines lack creativity in their advance notification effects, leading to monotonous player experiences.
Implement a gaming machine with an image display system that variably displays special patterns, executes special games based on judgment results, and uses performance control to suggest potential wins through multiple modes of effect patterns, enhancing player anticipation and engagement.
Enhances entertainment value by providing dynamic and engaging advance notification presentations that increase player expectation and excitement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines. [Background technology]
[0002] Some gaming machines are configured to display a symbol game image when a gaming ball lands validly in a predetermined starting area. This symbol game image is displayed in a state where the identification symbol is displayed in a variable state and then in a state where the variation is stopped, and the player is notified of the result of the judgment of whether they have won or lost depending on the state of the identification symbol in the variable-stop state. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2010-57725 A Summary of the Invention [Problem to be solved by the invention]
[0004] Some of the gaming machines are configured to perform advance notification effects. This advance notification effect is monotonous, in that when the start of a symbol game is suspended in response to a game ball validly entering the starting area, the reserved symbol is displayed in a special manner that differs from the normal manner, and there is still room for improvement in terms of its creativity.
[0005] The present invention has been made in consideration of the above circumstances, and its purpose is to provide a gaming machine that can improve the entertainment value of advance notification presentations. [Means for solving the problem]
[0006] The gaming machine described in claim 1 comprises an image display means for displaying an image, an operable performance device, a judgment means (main control circuit 40) for judging whether or not to execute a special game advantageous to a player in accordance with a game ball entering a predetermined start area (first start hole 18 / second start hole 23), a pattern display control means for, when the judgment is made, variably displaying a special pattern on a predetermined pattern display means and then statically displaying a special pattern indicating the result of the judgment, a special game execution means (main control circuit 40) for executing the special game (jackpot game) with a predetermined ball entry area (big prize opening 19) in an open state when a special pattern indicating that the judgment means has judged that the special game will be executed is statically displayed on the pattern display means, a reservation means for reserving up to a predetermined number of rights for the judgment, a preliminary judgment means for making a preliminary judgment as to whether or not to execute the special game before the judgment is made for the rights reserved by the reservation means, and a performance control means for controlling the performance, and the performance control means The control means displays a variation of the effect pattern on the image display means in accordance with the variation of the special pattern, and there are times when the effect pattern is displayed stationary in a losing mode indicating that the determination means has determined that the special game will not be executed, and times when the effect pattern is displayed stationary in a winning mode indicating that the determination means has determined that the special game will be executed, and when the effect pattern is displayed stationary in the winning mode as a result of a target variation in which the special pattern and the effect pattern are displayed variably in accordance with the determination, a special effect (a pattern pre-reading notice effect) can be executed that notifies the player of winning information (the type of effect pattern in three rows) related to the win before the target variation starts, based on the result of the advance determination related to the right of the determination corresponding to the target variation, and the effect executed during the target variation suggests that there is a possibility that the effect pattern will be displayed stationary in the winning mode by operating the effect device in a first operation mode. No. 1 Possibility suggestion And a second possibility suggestion effect that suggests that there is a possibility that the effect pattern will be stopped and displayed in the winning mode; The performance control means is When the reach effect during the target variation is not being performed, the first possibility suggestion effect is executed before the second possibility suggestion effect is executed, Based on the results of the advance judgment regarding the right of judgment corresponding to the target change, In two or more advance variations in which the special pattern and the performance pattern are displayed before the target variation, The aforementioned No. 1It is possible to further execute an expected performance that makes the player expect that a possibility suggestion performance will be executed, and the expected performance includes a first expected performance that operates the performance element in a second operation mode different from the first operation mode, and a second expected performance that does not operate the performance element, and the performance control means executes the first expected performance and the second expected performance during the target fluctuation. No. 1 Its distinctive feature is that it is possible to implement a possibility suggestion performance. [Brief explanation of the drawings]
[0012] [Figure 1] FIG. 1 is a diagram showing a first embodiment of the present invention (a perspective view showing the appearance of a pachinko gaming machine); [Figure 2] A diagram showing a game board [Figure 3] Figure showing the front frame [Figure 4] Block diagram showing the electrical configuration [Figure 5] (a) is a diagram showing a list of random number counters, (b) is a diagram showing a normal chart hit determination table, (c) is a diagram showing a normal chart fluctuation display time table, (d) is a diagram showing a normal chart game pattern table, (e) is a diagram showing a jackpot determination table, (f) is a diagram showing a fall determination table, (g) is a diagram showing a special chart 1 jackpot type table, (h) is a diagram showing a special chart 2 jackpot type table, (i) is a diagram showing a special chart 1 area, and (j) is a diagram showing a special chart 2 area. [Figure 6] (a) is a diagram showing the special chart 1 variation pattern table, (b) is a diagram showing the special chart 2 variation pattern table 1, and (c) is a diagram showing the special chart 2 variation pattern table 2. [Figure 7] 1A is a diagram showing a jackpot game pattern table, and FIG. 1B is a flowchart showing the main processing of the main control circuit. [Figure 8] Flowchart showing timer interrupt processing of the main control circuit [Figure 9] Flowchart showing the special diagram 2 processing of the main control circuit [Figure 10] 1A is a flowchart showing the time-saving count update process of the main control circuit, and FIG. 1B is a flowchart showing the variation pattern selection process. [Figure 11] Flowchart showing the fall determination process of the main control circuit [Figure 12] Flowchart showing the special diagram 1 processing of the main control circuit [Figure 13] (a) is a diagram for explaining the transition of game modes, and (b) and (c) are diagrams for explaining the relationship between game modes and presentation modes. [Figure 14] (a) to (d) are diagrams showing background images of the effect symbol game, and (e) is a diagram showing a list of effect contents of the effect symbol game. [Figure 15] A diagram showing images of normal effects and simultaneous stop of all figures effects [Figure 16] A diagram showing an image of a normal reach effect [Figure 17] A diagram showing an image of the special reach effect [Figure 18] A diagram showing an image of the super time-saving effect [Figure 19] FIG. 10 is a diagram showing an image of a jackpot game presentation. [Figure 20] A diagram to explain the big win preview performance [Figure 21] Flowchart showing the pattern pre-reading notice performance processing of the sub-control circuit [Figure 22] (a) (b) is a diagram showing the pre-reading receiving area of the sub-control circuit, (c) to (f) are diagrams for explaining the method of combining three columns of performance symbols in the pattern pre-reading notice performance processing. [Figure 23] A diagram showing an image of a symbol pre-reading preview performance [Figure 24] A diagram showing an image of a symbol pre-reading preview performance [Figure 25] A diagram showing an image of a symbol pre-reading preview performance [Figure 26] A diagram showing an image of a symbol pre-reading preview performance [Figure 27] A diagram showing the first half of the reliability preview [Figure 28] A diagram showing the second half of the reliability preview [Figure 29](a) is a flowchart showing the reliability notice performance processing of the sub-control circuit, (b) is a diagram showing a notice judgment table, (c) (d) are diagrams showing a notice pattern judgment table, and (e) is a diagram showing the special chart 1 pre-reading reception area. [Figure 30] (a) to (e) are diagrams for explaining the preview suggestion performance 1, and (f) is a diagram showing a color pattern table. [Figure 31] (a) to (c) are diagrams for explaining the preview suggestion performance 2, and (d) is a diagram showing an operation pattern table. [Figure 32] (a) is a flowchart showing the advance notice suggestion processing of the sub-control circuit, (b) (c) are diagrams showing a color pattern selection table, (d) (e) are diagrams showing an operation pattern selection table. [Figure 33] Flowchart showing the notice type notification performance processing of the sub-control circuit [Figure 34] A diagram showing an image of a notice type notification effect [Figure 35] 1A is a flowchart showing the main processing of the sub-control circuit, and FIG. 1B is a flowchart showing the timer interrupt processing. [Figure 36] 1A is a flowchart showing the received command analysis process of the sub-control circuit, and FIG. 1B is a flowchart showing the symbol game performance start process. [Figure 37] FIG. 21 shows the second embodiment. [Figure 38] 10A and 10B are diagrams showing a third embodiment (a is a flowchart showing a notice hold effect process, b is a diagram showing a notice determination table, and c to d are diagrams showing images of a notice hold effect). [Figure 39] FIG. 10 shows an example 4 (a diagram showing an image of a step-up preview effect) [Figure 40] FIG. 10 shows an example 5 (a diagram showing an image of a mode preview effect) [Figure 41] FIG. 6 shows an example 6 (a diagram showing images of continuous preview effects) [Figure 42] FIG. 7 shows an example of the seventh embodiment (a diagram showing an image of a pseudo-consecutive announcement effect) [Figure 43] FIG. 10 shows an example 8 (a diagram showing an image of a reach notice performance) [Figure 44]FIG. 9 shows an example 9 (a diagram showing an image of a battle reach notice performance) [Figure 45] FIG. 10 shows an example 10 (a diagram for explaining the preview suggestion effect 11) [Figure 46] FIG. 11 shows an example (a diagram for explaining the preview suggestion effect 12) [Figure 47] FIG. 12 shows the twelfth embodiment (a diagram for explaining the preview suggestion effect 13) [Figure 48] Figure showing Example 13 (a figure for explaining the notice suggestion performance 21 and the big hit notice performance) [Figure 49] FIG. 14 shows the fourteenth embodiment (a diagram for explaining the preview suggestion effect 14) [Figure 50] FIG. 15 shows the fifteenth embodiment (a diagram for explaining the preview suggestion performance 22) [Figure 51] Figure showing Example 16 (a figure for explaining the advance notice suggestion performance 23) DETAILED DESCRIPTION OF THE INVENTION
[0013] [Example 1] 1. Mechanical structure of the gaming machine The outer frame 1 in Figure 1 is installed on the machine tray of a pachinko parlor. The outer frame 1 is a vertically long rectangular frame with openings on the front and back, and an inner frame 3 is attached to the left end of the outer frame 1 via a hinge fitting 2. The inner frame 3 is a rectangular container with an opening on the front, and is rotatable relative to the outer frame 1 around the vertical axis of the hinge fitting 2 between a stored position where it is stored within the outer frame 1 and a pulled-out position where it is pulled out forward from within the outer frame 1. A vertical, flat game board 4 is attached to the inner frame 3, as shown in Figure 2. The game board 4 is made of a colorless, transparent synthetic resin and covers the front opening of the inner frame 3 from the front.
[0014] As shown in FIG. 1, a front frame 5 is attached to the hinge fitting 2. This front frame 5 is a rectangular frame with an opening 6, and a colorless, transparent window panel 7 that covers the opening 6 is fixed to the front frame 5. This front frame 5 is rotatable about the vertical axis of the hinge fitting 2 between a closed state in which it covers the game board 4 from the front and an open state in which it opens the game board 4, and the window panel 7 faces the game board 4 from the front across a gap when the front frame 5 is in the closed state. As shown in FIG. 3, an upper tray 8 and a lower tray 9 are fixed to the front frame 5 in two rows, one above the other. The upper tray 8 stores game balls, and the lower tray 9 stores game balls that the upper tray 8 cannot store. The upper tray 8 is equipped with an operation button 10 that can be operated by the player.
[0015] A launching device (not shown) is attached to the front frame 5. This launching device has a striking hammer that strikes the game balls and a launching motor that operates the striking hammer, and game balls are supplied to the striking hammer one by one from the upper tray 8. This launching device supplies a new game ball to the striking hammer each time the striking hammer strikes a game ball, and as shown in Figure 3, a launching handle 11 is connected to the launching device. This launching handle 11 is attached to the lower right corner of the front frame 5 so that it can be rotated around an axis oriented in the front-to-rear direction, and the force with which the striking hammer strikes the game ball is adjusted according to the amount of clockwise operation (angle of rotation) of the launching handle 11.
[0016] As shown in Figure 2, an outer rail 12 and an inner rail 13 are fixed to the front of the game board 4. An arc-shaped launch passage 14 is formed between the outer rail 12 and the inner rail 13, and game balls struck by the battering mallet rise from bottom to top within the launch passage 14. The outer rail 12 and the inner rail 13 define a game area 15 on the front of the game board 4. The game area 15 is a circular area connected to the exit at the top end of the launch passage 14, and game balls rising within the launch passage 14 are released into the game area 15 from the exit of the launch passage 14. A plurality of game pegs (not shown) are driven into the game area 15, and game balls released into the game area 15 fall within the game area 15 while colliding with the plurality of game pegs.
[0017] As shown in FIG. 2, a left-hitting area 16 and a right-hitting area 17 are set within the game area 15. The left-hitting area 16 is the area to the left of the center line of the game area 15, and when the amount of clockwise operation of the launch handle 11 is small, the game ball is released from the exit of the launch passage 14 into the left-hitting area 16. This type of hitting in which the game ball is released into the left-hitting area 16 is referred to as a left-hitting. The right-hitting area 17 is the area to the right of the center line of the game area 15, and when the amount of clockwise operation of the launch handle 11 is large, the game ball is released from the exit of the launch passage 14 through the left-hitting area 16 into the right-hitting area 17. This type of hitting in which the game ball is released into the right-hitting area 17 is referred to as a right-hitting.
[0018] As shown in Figure 2, a first starting hole 18 is fixed within the game area 15. This first starting hole 18 is pocket-shaped with an open top, allowing game balls to enter from the top. This first starting hole 18 is located across the left-hand hitting area 16 and the right-hand hitting area 17, allowing game balls to easily enter the first starting hole 18 from the top entrance when hitting from the left, but making it difficult for the ball to enter when hitting from the right. This first starting hole 18 corresponds to a predetermined starting area.
[0019] As shown in FIG. 2, a large prize opening 19 is fixed within the right-hand hitting area 17. This large prize opening 19 is shaped like a horizontally long box with an open front and is equipped with a door panel 20. This door panel 20 is rotatable about a horizontal axis (not shown) at its lower end between a vertically closed state and a horizontally open state, and in the closed state, it closes the front entrance of the large prize opening 19 so that game balls cannot enter. When a game ball is hit from the right with this door panel 20 open, the game ball falls onto the door panel 20 and rolls from front to back along the door panel 20, entering the entrance of the large prize opening 19. In other words, the large prize opening 19 is designed to allow game balls to enter when the game ball is hit from the right. This large prize opening 19 corresponds to a predetermined ball entry area.
[0020] As shown in Figure 2, within the right-hand hitting area 17, a guide plate 21 is fixed below the big prize opening 19. This guide plate 21 slopes downward from right to left, and when the game ball is hit from the right, the game ball falls onto the guide plate 21 and then rolls from right to left along the guide plate 21. Within the right-hand hitting area 17, a normal starting opening 22 is fixed above the big prize opening 19. This normal starting opening 22 is U-shaped with openings on the top and bottom, and when the game ball is hit from the right, the game ball can pass through from the top to the bottom.
[0021] Within the game area 15, as shown in FIG. 2, a second starting hole 23 is fixed below the first starting hole 18. This second starting hole 23 has an open top and is equipped with an opening / closing member 24. This opening / closing member 24 is movable between a protruding state in which it protrudes forward from the front of the game board 4 and a recessed state in which it recesses backward, and the entrance at the top of the second starting hole 23 is closed when the opening / closing member 24 is in the protruding / retracted state to prevent the game ball from entering. The entrance of this second starting hole 23 is open when the opening / closing member 24 is recessed, and when the game ball is hit from the right while the second starting hole 23 is open, it rolls from right to left along the guide plate 21 and enters the entrance of the second starting hole 23. This second starting hole 23 corresponds to a predetermined starting area.
[0022] As shown in FIG. 2, an LED display 25 is fixed to the gaming board 4. This LED display 25 is disposed outside the gaming area 15, and displays the result of the winning or losing judgment on the LED display 25. A decorative frame 26 is fixed to the gaming board 4. This decorative frame 26 is colored and opaque, and has an opening 27. When viewed from the front, this decorative frame 26 has a frame-like shape that surrounds a display area E of a performance symbol display 28. As shown in FIG. 1, this performance symbol display 28 is made up of a color LCD display fixed within the inner frame 3, and the display area E is set to be a horizontally long rectangle. This performance symbol display 28 corresponds to a display, and the display area E of the performance symbol display 28 is visible to the player through the window panel 7, the opening 27 in the decorative frame 26, and the gaming board 4.
[0023] As shown in FIG. 3 , an illumination device 29 is fixed to the front frame 5. This illumination device 29 is located at the upper end of the front frame 5 and has multiple hemispherical LED covers 30. Each LED cover 30 is translucent white and houses an LED 31. Each LED 31 is a full-color LED whose color and brightness can be controlled. Each LED 31 has an LED chip that emits red, green, and blue light. The mixture ratio of the three colors can be changed by changing the amount of current flowing through each LED chip, making the emitted color controllable. The brightness of each LED 31 is controlled by PWM control, and each LED cover 30 is illuminated in a manner corresponding to the color and brightness of the LED 31 as the internal LED 31 emits light. Two speakers 32 are fixed to the front frame 5. These two speakers 32 face each other in the left-right direction with the electric light 29 in between, and each speaker 32 outputs sound forward.
[0024] As shown in Figure 2, a notice effect device 33 is housed within the inner frame 3. This notice effect device 33 has a colored, transparent movable member 34 and is movable up and down between an upper limit position (see two-dot chain line) and a lower limit position (see solid line). The upper limit position of this notice effect device 33 is set above the display area E of the effect symbol display 28, and the notice effect device 33 is not visible to the player when in the upper limit position. The lower limit position of this notice effect device 33 is set to a position overlapping the display area E of the effect symbol display 28 from the front, and the notice effect device 33 is visible to the player when in the lower limit position. A full-color LED 35 (see Figure 4) with controllable color and brightness is housed within the movable member 34 of this notice effect device 33, and the movable member 34 emits light in a color corresponding to the lighting color of the LED 35 when the LED 35 is turned on. This movable member 34 is connected to a pulse motor 36 (see Figure 4) via an elevation mechanism (not shown), and is moved between an upper limit position and a lower limit position as the pulse motor 36 is driven and controlled in the forward and reverse directions.
[0025] 2. Electrical configuration of gaming machine The main control circuit 40 in Figure 4 is primarily a microcomputer and has ROM, RAM, a CPU, and I / O. This main control circuit 40 controls the game content, such as the special chart 1 lottery, special chart 2 lottery, special chart variable display, jackpot game, game state setting, normal chart lottery, normal chart variable display, and normal chart game, and corresponds to game control means. The ROM of this main control circuit 40 stores a main processing program, a timer interrupt processing program, a normal chart hit determination table, a normal chart variable display time table, a normal chart game pattern table, a jackpot determination table, a special chart 1 jackpot type table, a special chart 2 jackpot type table, a special chart 1 variable pattern table, a special chart 2 variable pattern table, a jackpot game pattern table, a normal chart hit determination table, a normal chart game pattern table, etc., and the RAM of the main control circuit 40 is set up with a special chart 1 area and a special chart 2 area. This main control circuit 40 corresponds to a determination means, a special game means, a setting means, a time-shortening setting means, a demotion determination means, a game mode setting means, and a game control means.
[0026] As shown in Fig. 4, a first start gate sensor 41, a second start gate sensor 42, a normal map sensor 43, and a special prize gate sensor 44 are connected to the main control circuit 40. The first start gate sensor 41 detects game balls that have entered the first start gate 18, the second start gate sensor 42 detects game balls that have entered the second start gate 23, the normal map sensor 43 detects game balls that have passed through the normal start gate 22, and the special prize gate sensor 44 detects game balls that have entered the special prize gate 19. A start gate solenoid 45 and a special prize gate solenoid 46 are connected to the main control circuit 40. The start gate solenoid 45 operates the opening / closing member 24 of the second start gate 23, and the special prize gate solenoid 46 operates the door panel 20 of the special prize gate 19. An LED display 25 is connected to this main control circuit 40, and the main control circuit 40 controls the display content of the LED display 25 to perform variable special display.
[0027] The payout control circuit 50 in Figure 4 is mainly composed of a microcomputer. This payout control circuit 50 has ROM, RAM, and a CPU, and when the main control circuit 40 detects signals from the first start hole sensor 41, the second start hole sensor 42, and the large prize hole sensor 44, it sends a payout command to the payout control circuit 50. A prize ball payout device 51 is connected to this payout control circuit 50, and when the payout control circuit 40 detects a payout command from the main control circuit 40, it drives and controls the prize ball payout device 51 to pay out a unit number of game balls into the upper tray 8 as prize balls.
[0028] The sub-control circuit 60 in Figure 4 is primarily a microcomputer. The main control circuit 40 sends commands to the sub-control circuit 60 according to the progress of the game, and the sub-control circuit 60 sets the display content of the effect symbol display 28, the illumination content of the illumination device 29, the sound content of the speaker 32, and the operation content of the advance notice effect device 33 in response to the commands from the main control circuit 40. This sub-control circuit 60 has ROM, RAM, a CPU, I / O, an RTC, a drive circuit, a PWM circuit, a speaker circuit, and a motor circuit. The ROM stores programs for main processing, reception interrupt processing, and timer interrupt processing. The RAM functions as work memory, and the CPU executes the ROM programs for main processing, reception interrupt processing, and timer interrupt processing in response to commands from the main control circuit 40. The operation button 10 is connected to this sub-control circuit 60, and the sub-control circuit 60 detects the operation of the operation button 10 in response to an electrical signal from the operation button 10. This sub-control circuit 60 corresponds to a symbol playing means, a notice presentation means, an information display means, a presentation mode setting means, a holding means, a preliminary judgment means, a final notice presentation means, a preliminary notice presentation means, and a notice image display means.
[0029] The drive circuit in Figure 4 is primarily a microcomputer. This drive circuit controls the effect symbol display 28 in accordance with the display content settings of the sub-control circuit 60 and includes ROM, RAM, a CPU, CGROM, CGRAM, and a VDP. The ROM stores an image control program for specifying image data, the RAM functions as work memory, and the CPU executes the program stored in the ROM. The CGROM stores image data for displaying images on the effect symbol display 28, and the VDP reads image data from the CGROM in response to commands from the CPU. The VDP expands the image data readout results into the CGRAM, synthesizes the expanded image data, and draws it in the CGRAM's frame buffer. The resulting image is output as an RGB signal to the effect symbol display 28, and the effect symbol display 28 displays the image in color in accordance with the RGB signal from the VDP.
[0030] The PWM circuit in Figure 4 is based on a microcomputer, and PWM controls the color and brightness of the multiple LEDs 31 in the illumination device 29 to cause the multiple LED covers 30 in the illumination device 29 to light up according to the settings for the illumination content, and PWM controls the color and brightness of the LEDs 35 in the notice display device 33 to cause the movable member 34 of the notice display device 33 to light up according to the settings for the illumination content. The speaker circuit in Figure 4 is based on a microcomputer, and controls both speakers 32 to output sounds from both speakers 32 at a scale, volume, and tone according to the settings for the sound content. The motor circuit in Figure 4 is based on a microcomputer, and drives and controls the pulse motor 36 in the forward and reverse directions to move the notice display device 33 between its upper and lower limit positions.
[0031] 3. Gaming function 3-1. Regular Play 3-1-1. General lottery When the game ball passes through the normal symbol starting hole 22, the value of the random number for determining whether the normal symbol is a hit or not is obtained in Fig. 5(a), and the result of the determination of whether the normal symbol is a hit or not is obtained from the normal symbol hit determination table in Fig. 5(b). This normal symbol hit determination table has non-electric support and electric support states set, and in the electric support state, the hit determination result is obtained with a higher probability than in the non-electric support state.
[0032] 3-1-2. General map change display When the result of the normal map hit / miss judgment is obtained, the normal map fluctuation display begins. This normal map fluctuation display starts by flashing a predetermined number of LEDs on the LED display 25 in a predetermined pattern, and then stops flashing in either a "normal map hit" or "normal map miss" mode. If the predetermined number of LEDs are judged to be a "normal map hit," they stop flashing in a "normal map hit mode," and if they are judged to be a "normal map miss," they stop flashing in a "normal map miss mode." The required time for this normal map fluctuation display is obtained from the normal map fluctuation display time table in Figure 5(c). This normal map fluctuation display time table assigns normal map fluctuation times to each of the "electric support state" and "non-electric support state," and a shorter normal map fluctuation display time is obtained in the "electric support state" compared to the "non-electric support state."
[0033] 3-1-3. Regular Play When the normal map variation display is stopped in the "normal map hit" mode, a normal map game pattern corresponding to the current game state is selected from the normal map game pattern table in Figure 5 (d), and normal map play is started according to the selection result of the normal map game pattern. This normal map play sets the second start port 23 in an open state, and in the "electric support state", the second start port 23 is opened once for a long time (6 seconds) as a normal map game, and in the "non-electric support state", the second start port 23 is opened once for a short time (1 second) as a normal map game.
[0034] 3-2. Special Chart 1 Game 3-2-1. Acquisition of special chart 1 game data When a game ball enters the first starting hole 18, the values of the random numbers for determining whether a special symbol has been hit, the random number for determining the type of jackpot, the random number for determining whether a jackpot has been hit, and the value of the variable pattern random number are acquired as shown in FIG. 5(a), and the acquired results of the random number values for determining whether a special symbol has been hit and the acquired results of the variable pattern random number values are stored in RAM as a set of special symbol 1 game data. As shown in FIG. 5(i), special symbol 1 reserve areas 1 to 4 are set in this RAM, and the special symbol 1 game data is stored in the order of acquisition: "special symbol 1 reserve area 4," "special symbol 1 reserve area 3," "special symbol 1 reserve area 2," and "special symbol 1 reserve area 1." In other words, when special symbol 1 game data is stored in all of special symbol 1 reserve areas 1 to 4, the special symbol 1 game data in "special symbol 1 reserve area 4" is the oldest, and the special symbol 1 game data in "special symbol 1 reserve area 1" is the newest. A state in which special chart 1 game data is stored in all of special chart 1 holding areas 1 to 4 is referred to as the special chart 1 holding number being "4", a state in which special chart 1 game data is stored in three of special chart 1 holding areas 2 to 4 is referred to as the special chart 1 holding number being "3", a state in which special chart 1 game data is stored in two of special chart 1 holding areas 3 to 4 is referred to as the special chart 1 holding number being "2", a state in which special chart 1 game data is stored in one of special chart 1 holding areas 4 is referred to as the special chart 1 holding number being "1", and a state in which special chart 1 game data is not stored in any of special chart 1 holding areas 1 to 4 is referred to as the special chart 1 holding number being "0".
[0035] 3-2-2. Special Drawing 1 Lottery If special chart 1 game data is stored in the "special chart 1 reserve area 4," the special chart 1 lottery will be held on the condition that the current game is stopped. This game-stopped state refers to a state in which special chart 1 game, special chart 2 game, and jackpot game are all stopped, and the special chart 1 lottery is allowed during normal game play. This game-stopped state corresponds to a playable state, and a state in which either special chart 1 game, special chart 2 game, or jackpot game is being played corresponds to a non-playable state.
[0036] When the game is stopped and special symbol 1 game data is stored in the "special symbol 1 reserve area 4", the storage result of the value of the random number for determining whether the special symbol is a hit or a miss is detected from the "special symbol 1 reserve area 4", and in the "high probability state", a judgment result of either "hit" or "miss" is obtained from the jackpot judgment table for the high probability state in Figure 5(e) depending on the detection result of the value of the random number for determining whether the special symbol is a hit or a miss, and in the "normal probability state", a judgment result of either "hit" or "miss" is obtained from the jackpot judgment table for the normal probability state depending on the detection result of the value of the random number for determining whether the special symbol is a hit or a miss. The probability of determining a hit in this "normal probability state" is set lower than the probability of determining a hit in the "high probability state".
[0037] When a "jackpot" determination result is obtained from the jackpot determination table, the storage result of the value of the random number for determining the jackpot type is detected from the "Special Chart 1 Reserve Area 4", and the jackpot type according to the detection result of the value of the random number for determining the jackpot type is obtained from the Special Chart 1 jackpot type table in Figure 5 (g). This Special Chart 1 jackpot type table has two types of jackpot types set: "jackpot pattern 1" and "jackpot pattern 2", and when "jackpot pattern 1" is obtained, "electric support state 1" and "high probability state" are set, and when "jackpot pattern 2" is obtained, "electric support state 2" and "normal probability state" are set.
[0038] When the type of jackpot is determined in accordance with the obtained judgment result of "jackpot", the storage result of the value of the fluctuation pattern random number is detected from the "special chart 1 reserve area 4", and the special chart fluctuation pattern and special chart fluctuation display time according to the detection result of the value of the fluctuation pattern random number are selected from the special chart 1 fluctuation pattern table of Figure 6(a).When the judgment result of "miss" is obtained, the storage result of the value of the fluctuation pattern random number is detected from the "special chart 1 reserve area 4", and the special chart fluctuation pattern and special chart fluctuation display time according to the detection result of the value of the fluctuation pattern random number are selected from the special chart 1 fluctuation pattern table of Figure 6(a).
[0039] 3-2―3. Fall Lottery When a special chart variation pattern and special chart variation display time are selected, the storage result of the value of the random number for fall judgment is detected from the "special chart 1 reserve area 4", and either "fall occurred" or "no fall occurred" is selected from the fall judgment table in Figure 5(f) according to the detection result of the value of the random number for fall judgment. If "fall occurred" is selected as this judgment result, if the current game state is a "high probability state", the "high probability state" is canceled and the "normal probability state" is set instead of the "high probability state".
[0040] 3-2-4. Special Chart 1 Change Display When the special chart variation pattern and special chart variation display time are selected, the special chart 1 variation display will begin. This special chart 1 variation display causes a predetermined number of LEDs on the LED display 25 to start flashing in a predetermined pattern and then stop flashing, and if the predetermined number of LEDs are determined to be a miss, they stop flashing in the "special chart 1 miss" mode, and if they are determined to be a jackpot, they stop flashing in the "jackpot" mode according to the jackpot type judgment result. The time required from the start of this flashing to the end of the flashing depends on the selection result of the special chart variation display time.
[0041] 3-2-5. Jackpot games When the predetermined number of LEDs of the LED indicator 25 stops flashing in a manner corresponding to the jackpot type determination result, a jackpot game pattern corresponding to the jackpot type determination result is selected from the jackpot game pattern table of FIG. 7(a), and the jackpot game begins according to the selected jackpot game pattern. This jackpot game allows game balls to enter the jackpot entry port 19 by opening and closing the jackpot entry port 19. The jackpot game pattern has an opening period before the start of the first round and an ending period after the end of the final round. The opening period is a period during which the jackpot entry port 19 is closed, and is a waiting period during which the jackpot entry port 19 changes from a state in which game balls cannot enter to a state in which they can enter. The ending period is a period during which the jackpot entry port 19 is closed, and is a period during which the player is made aware that the jackpot game has ended. The period from the start of the opening period to the end of the ending period is called the jackpot game. This jackpot game corresponds to a special game.
[0042] The jackpot game pattern table in Figure 7(a) contains two types of patterns: "jackpot game pattern L" and "jackpot game pattern S." Each of these "jackpot game pattern L" and "jackpot game pattern S" consists of multiple rounds. In each round, the jackpot entry port 19 remains open until a time limit elapses, then closes for a set period of time. If the maximum number of game balls enters the jackpot entry port 19 before the time limit elapses, the jackpot entry port 19 closes for a set period of time without waiting for the time limit to elapse. In other words, each of "jackpot game pattern L" and "jackpot game pattern S" consists of multiple unit games. The first round begins upon the end of the opening period, and the ending period begins after the closing time has elapsed following the end of the final round. Jackpot game pattern L consists of 16 rounds and can award a large number of prize balls to the player. Jackpot game pattern L is triggered when "jackpot symbol 1" or "jackpot symbol 2" is selected. The jackpot game pattern S consists of five rounds and can pay out a small number of prize balls to the player. This jackpot game pattern S is played when "jackpot pattern 3" or "jackpot pattern 3" is selected in response to a jackpot being determined in the special drawing 2 lottery, but is not played if a jackpot is determined in the special drawing 1 lottery.
[0043] 3-2-6. Game status update 3-2-6-1. High probability state and normal probability state If "jackpot symbol 2" is selected, the "normal probability state" is set when the jackpot game ends, as shown in Figure 5(g), and if "jackpot symbol 1" is selected, the "high probability state" is set when the jackpot game ends. There is no limit set for the number of times this "high probability state" can continue, and the "high probability state" will continue until "fall" is drawn.
[0044] 3-2-6-2. Electric support state and non-electric support state If "Jackpot Pattern 1" is selected, "Electric Support State 1" is set when the jackpot game ends. This "Electric Support State 1" has a limit of "100 times," and if the "High Probability State" falls to the "Normal Probability State" in response to a "Fall" being drawn before the total number of times that the Special Chart 1 game and the Special Chart 2 game reach the limit, "Electric Support State 1" continues until the total number of times that the Special Chart 1 game and the Special Chart 2 game reach the limit "100 times." If the total number of times that the Special Chart 1 game and the Special Chart 2 game reach the limit "100 times," the "High Probability State" falls to the "Normal Probability State" in response to a "Fall" being drawn, and the "Non-Electric Support State" is set. If "Jackpot Pattern 2" is selected, "Electric Support State 2" is set when the jackpot game ends. This "electric support state 2" has a limit of "100 times," and "electric support state 2" switches to "non-electric support state" when the total number of times special chart 1 play and special chart 2 play reaches the limit.
[0045] 3-2-6-3. Special Chart 1 Pre-reading When the game ball enters the first starting hole 18 and the acquisition result of the special game data is stored in one of the special game data holding areas 1-4, a pre-determination of whether or not the game will be won, a pre-determination of the variation pattern, a pre-determination of the variation display time, and a pre-determination of whether or not the game will fall are made according to the acquisition result of the special game data. If the pre-determination result of whether or not the game will be won is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are made. These pre-determinations of whether or not the game will be won and the pre-determination of the jackpot type are made in the above-mentioned procedure, and if the pre-determination result of whether or not the game will be won is a jackpot, a pre-determination of the game state is made according to the pre-determination result of the jackpot type. In other words, if the pre-determination result of the jackpot type is "jackpot symbol 1," a pre-determination of "electric support state 1" or "high probability state" is made, and if it is "jackpot symbol 2," a pre-determination of "electric support state 2" or "normal probability state" is made.
[0046] When a pre-determination of whether or not a win / loss has been made and a pre-determination of the game state has been made, the pre-determination result of whether or not a win / loss has been made and the pre-determination result of the game state are stored in RAM as a set of special chart 1 look-ahead data. As shown in Figure 5(i), special chart 1 look-ahead areas 1 to 4 are set in this RAM, and special chart 1 look-ahead data corresponding to the special chart 1 game data in "special chart 1 reserve area 4" is stored in "special chart 1 look-ahead area 4," special chart 1 look-ahead data corresponding to the special chart 1 game data in "special chart 1 reserve area 3" is stored in "special chart 1 look-ahead area 3," special chart 1 look-ahead data corresponding to the special chart 1 game data in "special chart 1 reserve area 2" is stored in "special chart 1 look-ahead area 2," and special chart 1 look-ahead data corresponding to the special chart 1 game data in "special chart 1 reserve area 1" is stored in "special chart 1 look-ahead area 1."
[0047] 3-3. Special Chart 2 Game 3-3-1. Acquisition of special chart 2 game data When the game ball enters the second starting hole 23 validly, the value of the random number for determining whether or not a special symbol has been hit, the value of the random number for determining the type of big win, the value of the random number for determining whether or not a ball has been hit, and the value of the variable pattern random number are acquired, and the acquired value of the random number for determining whether or not a special symbol has been hit - the acquired value of the variable pattern random number are stored in RAM as a set of special symbol 2 game data. As shown in Figure 5(j), special symbol 2 reserve areas 1 to 4 are set in this RAM, and the special symbol 2 game data is stored in the order of acquisition in the order of "special symbol 2 reserve area 4", "special symbol 2 reserve area 3", "special symbol 2 reserve area 2", and "special symbol 2 reserve area 1". A state in which special chart 2 game data is stored in all of these special chart 2 reserve areas 1 to 4 is referred to as the special chart 2 reserve number being "4", a state in which special chart 2 game data is stored in three of the special chart 2 reserve areas 2 to 4 is referred to as the special chart 2 reserve number being "3", a state in which special chart 2 game data is stored in two of the special chart 2 reserve areas 3 to 4 is referred to as the special chart 2 reserve number being "2", a state in which special chart 2 game data is stored in one of the special chart 2 reserve areas 4 is referred to as the special chart 2 reserve number being "1", and a state in which special chart 2 game data is not stored in any of the special chart 2 reserve areas 1 to 4 is referred to as the special chart 2 reserve number being "0".
[0048] 3-3-2. Special Drawing 2 Lottery The special drawing 2 lottery is held with priority over the special drawing 1 lottery, and if special drawing 2 game data is stored in the "special drawing 2 reserve area 4," the special drawing 2 lottery is held on the condition that the game is currently stopped. In other words, if both special drawing 1 game data and special drawing 2 game data exist, the special drawing 2 lottery is started according to the special drawing 2 game data, and the special drawing 1 lottery is started after all of the special drawing 2 game data has been drawn. This special drawing 2 lottery is held by detecting the special drawing 2 game data from the "special drawing 2 reserve area 4" and according to the detection result of the special drawing 2 game data, and the jackpot determination table in Figure 5(e) is used to determine whether or not the winning is won.
[0049] The special chart 2 jackpot type table in Figure 5(h) is used to determine the jackpot type of special chart 2. This special chart 2 jackpot type table has "jackpot pattern 1," "jackpot pattern 3," and "jackpot pattern 4" set, and when either "jackpot pattern 1" or "jackpot pattern 3" is obtained, "electric support state 1" and "high probability state" are set, and when "jackpot pattern 4" is obtained, "electric support state 2" and "normal probability state" are set.
[0050] To determine the special chart fluctuation pattern and special chart fluctuation display time for special chart 2, special chart 2 fluctuation pattern table 1 in Figure 6(b) or special chart 2 fluctuation pattern table 2 in Figure 6(c) is used. Special chart 2 fluctuation pattern table 1 is used when the current game state is "electric support state 2" and when the number of continuations is "electric support state 1" with 200 or fewer spins, and differs from special chart 1 fluctuation pattern table in that a time-saving special chart fluctuation pattern and a time-saving special chart fluctuation display time are assigned to the special chart 2 reserved number of "3 to 4" when a miss is determined. Special chart 2 fluctuation pattern table 2 is used when the current game state is "electric support state 1" with 201 or more spins, and differs from special chart 2 fluctuation pattern table 1 in that a super time-saving special chart fluctuation pattern "PH08" and a super time-saving special chart fluctuation display time "500 msec" are assigned to the fluctuation pattern random number value "10 to 99" when a miss is determined. The state in which the special chart fluctuation pattern is obtained from this special chart 2 fluctuation pattern table 2 is called the "super electric support state."
[0051] 3-3-3. Fall Lottery When a special chart variation pattern and special chart variation display time are selected, the storage result of the value of the random number for fall judgment is detected from the "special chart 2 reserve area 4", and either "fall occurred" or "no fall occurred" is selected from the fall judgment table in Figure 5(f) according to the detection result of the value of the random number for fall judgment. If "fall occurred" is selected as this judgment result, if the current game state is a "high probability state", the "high probability state" is canceled and the "normal probability state" is set instead of the "high probability state".
[0052] 3-3-4. Special Chart 2 Change Display When the special chart variation pattern and special chart variation display time for special chart 2 are selected, the special chart 2 variation display is performed for the required time according to the selection result of the special chart variation display time. This special chart 2 variation display starts flashing the multiple LEDs for special chart 2 of the LED display 25 in a predetermined pattern and then stops flashing, and when it is determined that there is a miss, the LEDs for special chart 2 stop flashing in the manner of "special chart 2 miss", and when it is determined that there is a jackpot, the LEDs stop flashing in the manner according to the judgment result of the jackpot type.
[0053] 3-3-5. Jackpot games When the LED for special chart 2 of the LED display 25 stops flashing in a manner corresponding to the result of the determination of the type of jackpot, a jackpot game pattern corresponding to the result of the determination of the type of jackpot is selected from the jackpot game pattern table of Figure 7(a), and jackpot game starts with the selected result of the jackpot game pattern. 3-3-6. Updating game status If either "Jackpot Pattern 1" or "Jackpot Pattern 3" is selected, "Electric Support State 1" and "High Probability State" will be set when the jackpot game ends, and if "Jackpot Pattern 4" is selected, "Electric Support State 2" and "Normal Probability State" will be set when the jackpot game ends.
[0054] 3-3-7. Special Chart 2 Prediction When the game ball enters the second starting hole 23, and the acquisition result of the special chart 2 game data is stored in one of the special chart 2 reserve areas 1 to 4, a pre-determination of whether or not the ball has been won, a pre-determination of the fluctuation pattern, a pre-determination of the fluctuation display time, and a pre-determination of whether or not the ball has fallen are made according to the acquisition result of the special chart 2 game data, and if the pre-determination result of whether or not the ball has been won is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are made. These pre-determinations of whether or not the ball has been won and the pre-determination of the game state are made in the above-mentioned procedure, and the pre-determination results of whether or not the ball has been won and the pre-determination results of the game state are stored in RAM as a set of special chart 2 pre-read data. As shown in Figure 5(j), this RAM has special chart 2 pre-reading areas 1 to 4 set up, and special chart 2 pre-reading data corresponding to the special chart 2 game data in "special chart 2 reserve area 4" is stored in "special chart 2 pre-reading area 4", special chart 2 pre-reading data corresponding to the special chart 2 game data in "special chart 2 reserve area 3" is stored in "special chart 2 pre-reading area 3", special chart 2 pre-reading data corresponding to the special chart 2 game data in "special chart 2 reserve area 2" is stored in "special chart 2 pre-reading area 2", and special chart 2 pre-reading data corresponding to the special chart 2 game data in "special chart 2 reserve area 1" is stored in "special chart 2 pre-reading area 1".
[0055] 4. Processing Function of Main Control Circuit 40 4-1.Main processing When the power is turned on, the main control circuit 40 detects the main processing program of Fig. 7(b) from the ROM and disables interrupts in S1. Then, in S2, it updates the values of each random number in Fig. 5(a) and enables interrupts in S3. The value of each random number is incremented by "1" from the current value, and when it is incremented to the upper limit, it is reset to "0" and added again.
[0056] 4-2. Timer interrupt processing When the main control circuit 40 sets interrupt permission in S3, it allows the timer interrupt process to start in S4. This timer interrupt process is executed at a fixed interval, and the random number update process in S3 is repeated during the waiting time from the end of the current timer interrupt process to the start of the next timer interrupt process.
[0057] 8 shows the timer interrupt processing of the main control circuit 40, in which the main control circuit 40 transmits the commands etc. set in the output buffer of the RAM in the previous timer interrupt processing to the sub-control circuit 60 in the output processing of S11 of the current timer interrupt processing. Then, in the random number update processing of S12, the values of the random numbers in FIG. 5(a) are updated, and in the sensor detection processing of S13, the presence or absence of signals from the first start gate sensor 41, the second start gate sensor 42, the normal prize sensor 43, and the large prize gate sensor 44 is detected.
[0058] When the main control circuit 40 completes the sensor detection process of S13, it determines in S14 whether or not a signal from the normal symbol sensor 44 has been detected in the sensor detection process of S13. If it determines that a signal from the normal symbol sensor 44 has not been detected, it proceeds to S16, and if it determines that a signal from the normal symbol sensor 44 has been detected, it acquires the value of the random number for determining whether the normal symbol is a hit or miss in the normal symbol game data acquisition process of S15, and then proceeds to S16.
[0059] When the main control circuit 40 proceeds to S16, it determines whether a signal from the second start port sensor 42 has been detected in the sensor detection process of S13. If it determines that a signal from the second start port sensor 42 has not been detected, it proceeds to S19. If it determines that a signal from the second start port sensor 42 has been detected, it compares the special 2 reserved number with "4." If it determines that the special 2 reserved number is "4," it proceeds to S19. If it determines that the special 2 reserved number is less than "4," it acquires the special 2 game data in S17. Here, it stores the acquired special 2 game data in one of the special 2 reserve areas 1-4 according to the storage order, sets a special 2 reserve command in the output buffer, and proceeds to S18. This special 2 reserve command notifies the sub-control circuit 60 of the special 2 reserved number and is sent to the sub-control circuit 60 in the next timer interrupt process.
[0060] When the main control circuit 40 proceeds to S18, it performs a preliminary determination of whether or not a win has occurred, a preliminary determination of the fluctuation pattern, a preliminary determination of the fluctuation display time, a preliminary determination of the type of jackpot, a preliminary determination of whether or not a fall has occurred, and a preliminary determination of the game state on the results of the acquisition of the special chart 2 game data, and stores the preliminary determination results of whether or not a win has occurred and the game state as special chart 2 pre-read data in one of the special chart 2 pre-read areas 1 to 4 according to the storage order. Next, the stored result of the special chart 2 pre-read data is set in the output buffer of the RAM to be sent to the sub-control circuit 81 in the next timer interrupt process, and proceeds to S19.
[0061] When the main control circuit 40 transitions to S19, it determines whether a signal from the first start gate sensor 41 has been detected in the sensor detection process of S13. If it determines that a signal from the first start gate sensor 41 has not been detected, it transitions sequentially to the normal process of S22, the special pattern 2 process of S23, and the special pattern 1 process of S24. If it determines that a signal from the first start gate sensor 41 has been detected, it compares the special pattern 1 reserved number with "4." If it determines that the special pattern 1 reserved number is "4," it transitions sequentially to S22 through S24. If it determines that the special pattern 1 reserved number is less than "4," it acquires the special pattern 1 game data in S20. Here, the acquired special pattern 1 game data is stored in one of the special pattern 1 reserved areas 1 through 4 according to the storage order, and a special pattern 1 reserved command is set in the output buffer. This special pattern 1 reserved command notifies the sub-control circuit 60 of the special pattern 1 reserved number and is sent to the sub-control circuit 60 during the next timer interrupt process.
[0062] When the main control circuit 40 stores the acquisition result of the special chart 1 game data in S20, in S21 it performs a preliminary judgment of whether it is a win or not, a preliminary judgment of the fluctuation pattern, a preliminary judgment of the fluctuation display time, a preliminary judgment of the type of jackpot, a preliminary judgment of whether it will fall or not, and a preliminary judgment of the game state on the acquisition result of the special chart 1 game data, and stores the preliminary judgment results of whether it is a win or not and the game state as special chart 1 pre-read data in one of the special chart 1 pre-read areas 1 to 4 according to the storage order. Next, the stored result of the special chart 1 pre-read data is set in the output buffer of the RAM to be sent to the sub-control circuit 60 in the next timer interrupt processing, and proceeds in order to S22 to S24. 4-3. General Map Processing
[0063] The main control circuit 40 determines whether the normal symbol is a hit or miss in the normal symbol processing of S22 based on the result of obtaining the value of the random number for determining whether the normal symbol is a hit or miss, and selects the normal symbol fluctuation display time according to the current game state from the normal symbol fluctuation display time table of Fig. 5 (c). Then, the result of the normal symbol hit or miss determination is announced in response to the normal symbol fluctuation display being executed based on the result of the selection of the normal symbol fluctuation display time. Here, when the result of the "normal symbol hit" determination is announced, a normal symbol play pattern according to the current game state is selected from the normal symbol play pattern table of Fig. 5 (d), and the game ball is allowed to enter the second starting hole 23 in response to the result of the selection of the normal symbol play pattern and the normal symbol play being performed.
[0064] 4-4. Special Drawing 2 Processing 9 shows the special chart 2 processing of S23, in which the main control circuit 40 selectively executes the special chart 2 lottery processing of S31, the time reduction count update processing of S32, the fall determination processing of S33, the special chart 2 variation stop processing of S34, the jackpot game start processing of S35, the jackpot game in progress processing of S36, and the jackpot game stop processing of S37 depending on the setting result of the value of the second pointer P2 in the RAM. The value of this second pointer P2 is initially set to "1" when the power is turned on.
[0065] 4-4-1. Special Drawing 2 Lottery Processing When the value of the second pointer P2 is set to "1," the main control circuit 40 proceeds to the special chart 2 lottery process of S31. The value of this second pointer P2 is set to "1" when the game is stopped, and the main control circuit 40 determines whether special chart 2 game data is stored in the "special chart 2 reserve area 4" in the special chart 2 lottery process of S31. If it is determined that special chart 2 game data is not stored in the "special chart 2 reserve area 4," the special chart 2 lottery process is terminated, and if it is determined that special chart 2 game data is stored in the "special chart 2 reserve area 4," a win / loss determination, a fluctuation pattern determination, and a fluctuation display time determination are made based on the special chart 2 game data in the "special chart 2 reserve area 4," and if the win / loss determination result is a jackpot, a jackpot type determination is made. Then, the results of the hit / miss judgment, the results of the fluctuation pattern judgment, and the results of the jackpot type judgment are set in the output buffer of the RAM to be sent to the sub-control circuit 60 as special chart 2 game data, and a fluctuation start command 2 is set in the output buffer of the RAM to be sent to the sub-control circuit 60.
[0066] Figure 10(b) shows the variation pattern selection process executed by the main control circuit 40 in S31, and the main control circuit 40 sets the results of the determination of the special chart variation pattern and the determination of the special chart variation display time in the variation pattern selection process of Figure 10(b) to the output buffer of RAM. This main control circuit 40 determines whether the current game state is a "super electric support state" in S31a. If it determines that the current game state is a "super electric support state," it selects a special chart variation pattern and special chart variation display time from special chart 2 variation pattern table 2 in Figure 6(c) in S31b, and if it determines that it is "electric support state 1" or "electric support state 2," it selects a special chart variation pattern and special chart variation display time from special chart 2 variation pattern table 1 in Figure 6(b) in S31c.
[0067] When the RAM output buffer is set in S31 of FIG. 9(a), the main control circuit 40 starts the special chart variable display and organizes "Special Chart 2 Reserve Area 1" to "Special Chart 2 Reserve Area 4". This process erases the special chart 2 game data from "Special Chart 2 Reserve Area 4". If the special chart 2 game data is stored in "Special Chart 2 Reserve Area 3", the special chart 2 game data is shifted to "Special Chart 2 Reserve Area 4". If the special chart 2 game data is stored in "Special Chart 2 Reserve Area 2", the special chart 2 game data is shifted to "Special Chart 2 Reserve Area 3". If the special chart 2 game data is stored in "Special Chart 2 Reserve Area 1", the special chart 2 game data is shifted to "Special Chart 2 Reserve Area 2". When the main control circuit 40 organizes "Special Chart 2 Reserve Area 1 to 4", it organizes "Special Chart 2 Look-Ahead Area 1" to "Special Chart 2 Look-Ahead Area 4" in the same procedure and sets the value of the second pointer P2 to "2".
[0068] 4-4-2.Time-saving count update process If the value of the second pointer P2 is set to "2," the main control circuit 40 proceeds to the time-saving count update process in S32. Figure 10(a) shows the time-saving count update process. In S41, the main control circuit 40 determines whether the current game state is "electric support state 1," "electric support state 2," "super electric support state," or "non-electric support state." If the current game state is determined to be "non-electric support state," the value of the second pointer P2 is set to "3" in S48. If the current game state is determined to be "electric support state 1," "electric support state 2," or "super electric support state," the value of the time-saving count counter is incremented in S42. The value of this time-saving count counter measures the number of times the electric support state continues, and the main control circuit 40 sets a time-saving count command when the time-saving count counter is incremented. This time-saving count command notifies the sub-control circuit 60 of the result of adding the value of the time-saving count counter as the number of times the electric support state continues, and when the main control circuit 40 sets the time-saving count command, it sets the setting result of the time-saving count command in the output buffer of RAM in S43 to send it to the sub-control circuit 60, and then proceeds to S44.
[0069] When the main control circuit 40 transitions to S44 in Fig. 10(a), it determines whether the current game state is the "Power Support State 1". If it is determined that the current game state is the "Power Support State 1" here, it transitions to S45 and compares the addition result of the value of the time-saving count counter with "201". If it is determined that the value of the time-saving count counter is "201" here, it changes the current game state from the "Power Support State 1" to the "Super Power Support State" at S46, and sets a super power support command in the output buffer of the RAM at S47. This super power support command notifies the sub-control circuit 60 of the setting of the "Super Power Support State". When the main control circuit 40 sets the super power support command at S47, it sets "3" to the value of the second pointer P2 at S48.
[0070] If the main control circuit 40 determines at S44 in Fig. 10(a) that the current game state is not the "Power Support State 1", it determines at S49 whether the current game state is the "Power Support State 2". If it is determined that the current game state is not the "Power Support State 2" here, it sets "3" to the value of the second pointer P2 at S48. If it is determined that the current game state is the "Power Support State 2" here, it compares the value of the time-saving count counter with the upper limit value "100" at S50. If it is determined that the value of the time-saving count counter is not the upper limit value "100" here, it transitions to S48 and sets "3" to the value of the second pointer P2.
[0071] If the main control circuit 40 determines at S50 in Fig. 10(a) that the value of the time-saving count counter is the upper limit value "100", it changes the current game state from the "Power Support State 2" to the "Non-Power Support State" at S51, and sets a power support cancellation command in the output buffer of the RAM at S52. This power support cancellation command notifies the sub-control circuit 60 that the state has switched from the "Power Support State 2" to the "Non-Power Support State". When the main control circuit 40 sets the power support cancellation command at S52, it sets "3" to the value of the second pointer P2 at S48.
[0072] 4-4-3. Fall Judgment Process If the value of the second pointer P2 is set to "3," the main control circuit 40 proceeds to the fall judgment process of S33. Figure 11 shows the fall judgment process of S33, in which the main control circuit 40 determines whether the current game state is a "high probability state" in S61. If it determines that the current game state is a "normal probability state," it sets the value of the second pointer P2 to "4" in S72, and if it determines that the current game state is a "high probability state," it proceeds to S62. Here, the value of the fall judgment random number is detected from the "special chart 2 reserve area 4," and a judgment result corresponding to the detection result of the value of the fall judgment random number is detected from the fall judgment table of Figure 5 (f).
[0073] When the main control circuit 40 detects the result of the determination of whether or not a fall has occurred in S62, it determines in S63 whether or not the detection result is "fall has occurred." If it determines that the detection result is "no fall," it sets the value of the second pointer P2 to "4" in S72, and if it determines that the detection result is "fall has occurred," it sets the "normal probability state" in place of the "high probability state" in S64, and sets this in the output buffer of the RAM to send a fall command to the sub-control circuit 60 in S65. This fall command notifies the sub-control circuit 60 that the "high probability state" has fallen to the "normal probability state," and is sent to the sub-control circuit 60 in the next timer interrupt process.
[0074] When the main control circuit 40 sets a fall command in the output buffer in S65, it determines in S66 whether the current game state is "electric support state 1." If it determines that the current game state is "electric support state 1," it compares the value of the time-saving count counter with "100" in S67. If it determines that the value of the time-saving count counter is less than "100," it changes "electric support state 1" to "electric support state 2" in S68, sets an electric support change command in the output buffer of RAM to send it to the sub-control circuit 60 in S69, and sets the value of the second pointer P2 to "4" in S72. This electric support change command notifies the sub-control circuit 60 that "electric support state 1" has been switched to "electric support state 2," and is sent to the sub-control circuit 60 in the next timer interrupt process.
[0075] When the main control circuit 40 determines in S67 that the value of the time-saving count counter is equal to or greater than "101," it changes the current game state from "electric support state 1" to "non-electric support state" in S70. Then, in S71, it sets an electric support change command in the output buffer of RAM to be sent to the sub-control circuit 60, and in S72 it sets the value of the second pointer P2 to "4." This electric support cancel command notifies the sub-control circuit 60 that "electric support state 1" has been switched to "non-electric support state," and is sent to the sub-control circuit 60 in the next timer interrupt process.
[0076] If the current gaming state is the "super electric support state," the main control circuit 40 determines in S66 that the current gaming state is not the "electric support state 1," and changes the current gaming state from the "electric support state 1" to the "non-electric support state" in S70. Then, in S71, an electric support change command is set in the output buffer of RAM, and in S72, the value of the second pointer P2 is set to "4." That is, if the value of the time-saving count counter is "100" or less and it is determined that a fall has occurred in the "high probability state" or "electric support state 1," a low probability state is set, but the electric support state continues. If the value of the time-saving count counter is "101" or more and it is determined that a fall has occurred in the "high probability state" or "electric support state 1," a "low probability state" or "non-electric support state" is set.
[0077] 4-4-4. Special Chart 2 Change Stop Processing If the value of the second pointer P2 is set to "4," the main control circuit 40 proceeds to the special chart 2 variation stop process of S34 in FIG. 9. Here, the timer value is added, and the result of the timer addition is compared with the result of the determination of the special chart variation display time. If the result of the timer addition has not reached the result of the determination of the special chart variation display time, the special chart 2 variation stop process is terminated. If the result of the timer addition has reached the result of the determination of the special chart variation display time, the special chart variation display is stopped in a manner corresponding to the result of the hit / miss determination, and a variation stop command 2 is set in the output buffer to be sent to the sub-control circuit 60. If the result of the hit / miss determination is "miss," the value of the second pointer P2 is initially set to "1," and if the result of the hit / miss determination is "jackpot," the value of the second pointer P2 is set to "5."
[0078] 4-4-5. Big win game start processing If the value of the second pointer P2 is set to "5", the main control circuit 40 proceeds to the jackpot game start process of S35 in Fig. 9. Here, the jackpot game is started with a jackpot game pattern according to the result of the jackpot type determination, a jackpot game start command is set in the output buffer to be sent to the sub-control circuit 60, and the value of the second pointer P2 is set to "6".
[0079] 4-4-6. Processing during jackpot play If the value of the second pointer P2 is set to "6," the main control circuit 40 proceeds to the jackpot game in-progress process of S36 in Figure 9 and proceeds with the jackpot game according to the set result of the jackpot game pattern. The main control circuit 40 sets a round start command in the output buffer and sends it to the sub-control circuit 60 each time a round is started during a jackpot game. This round start command notifies the number of times the current round is, and the main control circuit 40 sets a round stop command in the output buffer and sends it to the sub-control circuit 60 each time a round is stopped during a jackpot game. If the main control circuit 40 has allowed the jackpot game to proceed to the end of the jackpot game pattern, it ends the jackpot game, sets a jackpot game end command in the output buffer to be sent to the sub-control circuit 60, and sets the value of the second pointer P2 to "7."
[0080] 4-4-7. Jackpot game stop processing If the value of the second pointer P2 is set to "7," the main control circuit 40 proceeds to the jackpot game stop process of S37 and detects the jackpot type determination result. If the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 3," the game state is set to "high probability state" and "electric support state 1," the time-saving count update counter is reset to "0," and the value of the second pointer P2 is initially set to "1." Then, a "high probability command," "electric support command 1," and a time-saving count command 0 are set in the RAM output buffer to be sent to the sub-control circuit 60. This time-saving count command 0 notifies the sub-control circuit 60 that the number of times the electric support state has continued is "0 times." The "high probability command" notifies the sub-control circuit 60 that the "high probability state" has been set. The "electric support command 1" notifies the sub-control circuit 60 that the electric support state has been set to "100 times."
[0081] If the result of the jackpot type determination is "jackpot symbol 4," the main control circuit 40 sets the game state to "normal probability state" and "electric support state 2," resets the value of the time-saving count update counter to "0," and initializes the value of the second pointer P2 to "1." Then, it sets a "normal probability command," "electric support command 2," and time-saving count command 0 in the output buffer of the RAM to be sent to the sub-control circuit 60. This "normal probability command" notifies the sub-control circuit 60 of the setting of the "normal probability state," and the "electric support command 2" notifies the setting of electric support state 2, with a limit value of "100 times."
[0082] 4-5. Special Drawing 1 Processing 12 shows the special chart 1 processing of S24, in which the main control circuit 40 selectively executes the special chart 1 lottery processing of S81, the time reduction count update processing of S82, the fall determination processing of S83, the special chart 1 variation stop processing of S84, the jackpot game start processing of S85, the jackpot game in progress processing of S86, and the jackpot game stop processing of S87 depending on the setting result of the value of the first pointer P1 in the RAM. The value of this first pointer P1 is initially set to "1" when the power is turned on.
[0083] 4-5-1. Special Drawing 1 Lottery Processing When the value of the first pointer P1 is set to "1", the main control circuit 40 proceeds to the special drawing 1 lottery process of S81. The value of this first pointer P1 is set to "1" when the game is stopped, and the main control circuit 40 determines whether special drawing 1 game data is stored in the "special drawing 1 reserve area 4" in the special drawing 1 lottery process of S71. If it is determined that special drawing 1 game data is not stored in the "special drawing 1 reserve area 4", the special drawing 1 lottery process is terminated, and if it is determined that special drawing 1 game data is stored in the "special drawing 1 reserve area 4", it determines whether special drawing 2 game data is stored in the "special drawing 2 reserve area 4".
[0084] If the main control circuit 40 determines that special chart 2 game data is stored in the "special chart 2 reserve area 4," it terminates the special chart 1 lottery process. If it determines that special chart 2 game data is not stored in the "special chart 2 reserve area 4," it performs a win / loss determination, a fluctuation pattern determination, and a fluctuation display time determination based on the special chart 1 game data in the "special chart 1 reserve area 4" in S81. If the win / loss determination result is a jackpot, it determines the jackpot type. These fluctuation pattern determinations and fluctuation display time determinations are performed according to the special chart 1 fluctuation pattern table in FIG. 6(a). The main control circuit 40 sets the win / loss determination results, fluctuation pattern determination results, and jackpot type determination results in the RAM output buffer to send them to the sub-control circuit 60 as special chart 1 game data, sets a fluctuation start command 1 in the RAM output buffer to send it to the sub-control circuit 60, and sets a special chart 1 reserve command in the RAM output buffer to send it to the sub-control circuit 60. This special chart 1 reserve command notifies the sub-control circuit 60 of the number of special chart 1 reserves.
[0085] When the main control circuit 40 sets the variation start command 1, etc., it starts the special chart variation display and then organizes "Special Chart 1 Reserve Area 1" to "Special Chart 1 Reserve Area 4". This process is performed in the same procedure as "Special Chart 2 Reserve Areas 1-4", and the main control circuit 40 also organizes "Special Chart 1 Read-Ahead Areas 1-4" in the same procedure, and then sets the value of the first pointer P1 to "2". In other words, the special chart 1 lottery process is given a lower priority than the special chart lottery 2 process, and if the special chart 2 reserved number is not "0", the special chart 2 lottery process is performed with priority over the special chart 1 lottery process, and the special chart 1 lottery process starts when the special chart 2 reserved number becomes "0".
[0086] 4-5-2.Time-saving count update process If the value of the first pointer P1 is set to "2", the main control circuit 40 executes the time-saving count update process of FIG. 10(a) in S82 and sets the value of the first pointer P1 to "3". 4-5-3.Fall detection process If the value of the first pointer P1 is set to "3", the main control circuit 40 executes the fall determination process of FIG. 11 in S83 and sets the value of the first pointer P1 to "4". 4-5-4. Special Chart 1 Change Stop Processing When the value of the first pointer P1 is set to "4", the main control circuit 40 proceeds to the special chart 1 variation stop processing of S84 in Fig. 12, and when the sum of the timer values reaches the judgment result of the special chart variation display time, the special chart 1 variation display is stopped in a manner according to the judgment result of whether it is a hit or a miss, and the output buffer is set to send a variation stop command 1 to the sub-control circuit 60. Then, when the judgment result of whether it is a hit or a miss, the value of the first pointer P1 is initially set to "1", and when the judgment result of whether it is a hit or a miss, the value of the first pointer P1 is set to "5".
[0087] 4-5-5. Jackpot game start processing If the value of the first pointer P1 is set to "5", the main control circuit 40 proceeds to the jackpot game start process of S85. Here, the jackpot game starts with a jackpot game pattern according to the result of the jackpot type determination, sets a jackpot game start command in the output buffer to be sent to the sub-control circuit 60, and sets the value of the first pointer P1 to "6". 4-5-6. Processing during jackpot play If the value of the first pointer P1 is set to "6," the main control circuit 40 proceeds to the jackpot game in-progress processing of S86 and proceeds with the jackpot game according to the set result of the jackpot game pattern. The main control circuit 40 sets a round start command in the output buffer and sends it to the sub-control circuit 60 each time a round is started during jackpot game. The main control circuit 40 sets a round stop command in the output buffer and sends it to the sub-control circuit 60 each time a round is stopped during jackpot game. If the final round during jackpot game is stopped, the main control circuit 40 sets a final round stop command in the output buffer and sends it to the sub-control circuit 60. If the jackpot game has progressed to the end of the jackpot game pattern, the main control circuit 40 ends the jackpot game, sets a jackpot game end command in the output buffer to be sent to the sub-control circuit 60, and sets the value of the first pointer P1 to "7."
[0088] 4-5-7. Jackpot game stop processing If the value of the first pointer P1 is set to "7," the main control circuit 40 proceeds to the jackpot game stop process of S87 and detects the jackpot type determination result. If the jackpot type determination result is "jackpot symbol 1," the game state is set to "high probability state" and "electric support state 1," the value of the time-saving count update counter is reset to "0," and the value of the first pointer P1 is initially set to "1." Then, the "high probability command," "electric support command 1," and the time-saving count command 0 are set in the output buffer of RAM to be sent to the sub-control circuit 60. If the jackpot type determination result is "jackpot symbol 2," the main control circuit 40 sets the game state to "normal probability state" and "electric support state 2," resets the value of the time-saving count update counter to "0," and initially sets the value of the second pointer P1 to "1." Then, the "normal probability command", "electric support command 2" and time-saving count command 0 are set in the output buffer of the RAM to be sent to the sub-control circuit 60.
[0089] 5. Game mode explanation The game flow in Figure 13(a) shows how the game state changes, and Figures 13(b) and (c) show the relationship between the game mode and the presentation mode. When the power is turned on, the normal game mode is set. This normal game mode is a "low probability state" and a "non-electric support state." In the normal game mode, a left-hit image prompting the player to hit the game ball with the left is displayed on the presentation symbol display 28. When the player hits the game ball with the left in accordance with this left-hit image, the game ball enters the first starting hole 18, and when a jackpot is determined in response to the game ball entering the first starting hole 18, the low-probability time-saving mode or the high-probability time-saving mode is set.
[0090] The low-probability time-saving mode is a state in which the "low probability state" and "electric support state 2" are set, and is set when "jackpot symbol 2" is selected in response to a jackpot being determined in normal play mode. The high-probability time-saving mode is a state in which the "high probability state" and "electric support state 1" are set, and is set when "jackpot symbol 1" is selected in response to a jackpot being determined in normal play mode. In each of these low-probability time-saving mode and high-probability time-saving mode, a right-hit image prompting the player to hit the game ball to the right is displayed on the effect symbol display 28. If the player hits the game ball to the right in accordance with this right-hit image, the game ball will pass through the normal start hole 22, and in response to a high probability of a hit being determined, the second start hole 23 will be frequently opened for a long period of time. For this reason, the special symbol 2 reserved number is generated to be "3 to 4" for a long time as the game balls enter the second starting hole 23 at short time intervals, and the special symbol variable display time for time saving of "1000 msec" is frequently obtained from the special symbol 2 variable pattern table 1 in Figure 6 (b). Therefore, in each of the low-probability time-saving mode and the high-probability time-saving mode, the jackpot and miss determination process is repeated at shorter time intervals than in the normal game mode, so the probability of winning the next jackpot with fewer game balls consumed is increased. In other words, each of the low-probability time-saving mode and the high-probability time-saving mode is a state that is advantageous to the player compared to the normal game mode.
[0091] In low-probability time-saving mode, the game ball is hit from the right, and if the total number of times the special chart 1 lottery and the special chart 2 lottery (in reality, only the special chart 2 lottery) reaches the limit of "100 times" without being judged as a jackpot in low-probability time-saving mode, "electric support state 2" is replaced by "non-electric support state" and the game transitions to normal game mode. If "jackpot pattern 4" is selected in this low-probability time-saving mode in response to a jackpot being judged before the total number of times the special chart 1 lottery and the special chart 2 lottery reach the limit of "100 times", the low-probability time-saving mode is repeated, and if "jackpot pattern 1" or "jackpot pattern 3" is selected, the game transitions to high-probability time-saving mode. In this high-probability time-saving mode, the game ball is hit to the right, and if "jackpot symbol 4" is selected in response to a judgement of a jackpot, the low-probability time-saving mode is set, and if "jackpot symbol 1" or "jackpot symbol 3" is selected, the high-probability time-saving mode is set. This high-probability time-saving mode is a state in which a jackpot is judged with a higher probability than the low-probability time-saving mode, and is a state that is more advantageous to the player than the low-probability time-saving mode, and the degree of advantage to the player is higher in the "high-probability state" than in the "electric support state."
[0092] In high probability time-saving mode, whether or not a fall has occurred is determined each time a special chart 1 lottery and special chart 2 lottery are performed, and if it is determined that a fall has occurred when the total number of special chart 1 lottery and special chart 2 lottery does not exceed the limit of 100 times, a low probability state and electric support state 2 are set, and the game transitions from high probability time-saving mode to low probability time-saving mode. In this high probability time-saving mode, if the total number of special chart 1 lottery and special chart 2 lottery draws exceeds the limit of 100 times and it is determined that a fall has occurred, a low probability state and non-electric support state are set, and the game transitions from high probability time-saving mode to normal game mode.
[0093] If the total number of Special Chart 1 and Special Chart 2 draws reaches the limit of 201 without a "fall" being determined in the high-probability time-saving mode, the "high probability state" and "super-electric support state" are established. In this high-probability time-saving mode, the shortest special chart variation display time for the super-time-saving mode, "500 msec," is frequently obtained from the Special Chart 2 Variation Pattern Table 2 in Figure 6(c). Therefore, in the high-probability time-saving mode, the jackpot and miss determination process is repeated at even shorter intervals than in the high-probability time-saving mode, increasing the probability of winning the next jackpot with fewer game balls consumed. In other words, the high-probability time-saving mode is a more advantageous state for the player than the high-probability time-saving mode. If a "fall" is determined in the high-probability time-saving mode, the player will immediately fall from the high-probability time-saving mode to the normal game mode. This super-electric support state corresponds to the time-saving mode.
[0094] 6. Explanation of the performance mode The presentation mode specifies a background image as the presentation content when displaying an image for a presentation symbol game, and the presentation modes include normal mode, chance mode, speed mode, and super speed mode. Normal mode is the presentation mode when the normal game mode is set, and in normal mode, a normal background image imitating a cityscape is displayed in the display area E of the presentation symbol display 28, as shown in FIG. 14(a). Chance mode is the presentation mode common to both the low-probability time-saving mode and the high-probability time-saving mode, and in chance mode, a chance background image imitating four women is displayed in the display area E of the presentation symbol display 28, as shown in FIG. 14(b). Speed mode is entered from chance mode when the total number of times the special symbol 1 and special symbol 2 are drawn exceeds the limit of 100 times when the high-probability time-saving mode is set, and in speed mode, a speed background image imitating an ancient land is displayed in the display area E of the presentation symbol display 28, as shown in FIG. 14(c). The super speed mode is entered from the speed mode when the high probability time-saving mode is set and the total number of times that the special chart 1 and special chart 2 are drawn exceeds the limit of 200 times. In the super speed mode, as shown in Figure 14(d), an image in which a "Rush" caption image is superimposed on a speed background image is displayed in the display area E of the performance pattern display 28 as a super speed background image.
[0095] 6-1. Behavior of the performance mode Figure 13(b) shows the behavior of the presentation mode when jackpot symbol 2 or jackpot symbol 4 is selected in response to a jackpot determination. In this case, the chance mode is set in response to the low-probability time-saving mode being set at the end of the jackpot game, and the chance background image is displayed from the first presentation symbol game. In this state, if a total of 100 special symbol 1 and special symbol 2 lotteries are performed without a jackpot being determined, the normal play mode is set, and the normal mode is set in response to the setting of the normal play mode, and the normal background image is displayed from the 101st presentation symbol game.
[0096] Figure 13(c) shows the behavior of the presentation mode when jackpot symbol 1 or jackpot symbol 3 is selected in response to a jackpot determination. In this case, the high-probability time-saving mode is set at the end of the jackpot game, and the chance background image is displayed from the first presentation symbol game. In this state, if a fall is determined to have occurred before a total of 100 special symbol 1 and special symbol 2 drawings are performed, the low-probability time-saving mode is set as the play mode, but as shown in the upper part of Figure 13(c), the chance background image continues to be displayed in response to the continuation of the chance mode as the presentation mode. Then, the normal mode is set from the 101st presentation symbol game, and the normal background image is displayed.
[0097] The bottom row of Figure 13(c) shows the behavior of the presentation mode when a total of 100 or more Special Chart 1 and Special Chart 2 drawings are performed without a fall being determined when the chance mode is set according to the high-probability time-saving mode. In this case, the speed mode is set from the 101st presentation symbol play, and a speed background image is displayed, giving the player the impression that the mode has been upgraded to high-probability time-saving mode. If this no-fall determination continues for more than 200 plays, the super speed mode is set according to the setting of the high-probability super time-saving mode, and the super speed background image is displayed from the next 201st play. If a fall is determined to occur when these super speed mode and speed mode are set, the normal mode is set according to the setting of the normal play mode, and the normal background image is displayed from the next play.
[0098] 6-2. Performance pattern play The effect symbol game image is started by the sub-control circuit 60 in time synchronization with the start of the special symbol 1 variable display or the special symbol 2 variable display, and ends in time synchronization with the end of the special symbol 1 variable display or the special symbol 2 variable display. This effect symbol game image is displayed superimposed on top of the background image corresponding to the effect mode, and in normal mode it is displayed superimposed on top of the normal background image. This effect symbol game image is displayed superimposed on top of the chance background image in chance mode, superimposed on top of the speed background image in speed mode, and superimposed on top of the super speed background image in super speed mode.
[0099] The image of the effect symbol game is a three-column display of effect symbols consisting of the numbers "1" to "9" in a scrolling and stopped state in the left, middle, and right columns, with the scrolling display of each column occurring in ascending order from "1" to "2" to "9" and then repeating from "9" back to "1." The scrolling display of each column stops at one of the numbers "1" to "9," with the odd numbers "1, 3, 5, 7, 9" in each column set to red and the even numbers "2, 4, 6, 8" in each column set to blue. Each of the effect symbols in the left column, middle column, and right column corresponds to a symbol element, the effect symbols in the three columns correspond to an identification symbol, the scrolling state corresponds to a changing state, the stopped scrolling state corresponds to a stopped changing state, and effect symbol game corresponds to a symbol game.
[0100] There are three types of combinations set when the three-column scrolling display is stopped: "jackpot combinations," "miss reach combinations," and "complete miss combinations." A jackpot combination is a combination in which the three columns are identical to one another, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a jackpot (PO01-PO05). A miss reach combination is a combination in which the left and right columns are identical to one another but the middle column is different, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH01-PH05). A complete miss combination is a combination in which the left and right columns are different, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH06-PH08). This jackpot combination corresponds to a winning pattern, and a miss reach combination and a complete miss combination each correspond to a losing pattern.
[0101] Figure 14(e) is a list of the effects of the effect symbol game, and there are five types of effects set for the effect symbol game: "normal effect," "all symbols simultaneous stop effect," "normal reach effect," "special reach effect," and "ultra-time-saving effect." The normal effect begins with the "start of the three-column scrolling display," and the "stop of the scrolling display" is set in the order of "left column," "right column," and "middle column." This normal effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation pattern PH06 for a loss, and as shown in Figures 15(a), (b), (c), and (d), in the normal effect, the three-column scrolling display stops in the order of "left column," "right column," and "middle column," completing a "complete loss combination."
[0102] As shown in Figure 14(e), the simultaneous all-picture stop effect begins with the "start of three-column scrolling display," and the "stop of scrolling display" is set for all three columns simultaneously. This "simultaneous all-picture stop effect" is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart variation pattern PH07 for a miss in response to the number of reserved special charts 1 or 2 being "3 to 4." In the "simultaneous all-picture stop effect," as shown in Figures 15(a) and 15(d), a "complete miss combination" is completed when the three columns of scrolling display stop simultaneously. This simultaneous all-picture stop effect ends in the shortest time (1000 msec) of the special chart variation display times for the low-probability time-saving mode and the high-probability time-saving mode. In the low-probability time-saving mode and the high-probability time-saving mode, the variation display time is shortened in response to the high probability of selecting "special chart variation pattern PH07."
[0103] As shown in Figure 14(e), the normal reach effect begins with the "start of three-column scrolling display," and is set with a "decrease in scrolling speed" before the "stop of scrolling display" for the "middle column." This normal reach effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart variation pattern PH05 for a miss and the special chart variation pattern PO05 for a jackpot. As shown in Figures 16(a), (b), and (c), in the "normal reach effect," when the "stop of scrolling display" is performed in the order of the "left column" and "right column," the "left column" and "right column" enter the same reach state, and the scrolling display of the "middle column" is switched from normal speed to low speed in the reach state.
[0104] In the "normal reach presentation" for a miss, the scrolling display of the "middle column" stops at a presentation pattern different from the "left column" and "right column", and in the "normal reach presentation" for a miss, the miss reach combination is completed when the scrolling display of the final "middle column" stops, as shown in Figure 16(e). In the "normal reach presentation" for a jackpot, the scrolling display of this "middle column" stops at the same presentation pattern as the "left column" and "right column", and in the "normal reach presentation" for a jackpot, the jackpot combination is completed when the scrolling display of the final "middle column" stops, as shown in Figure 16(d).
[0105] As shown in Fig. 14(e), the special reach effect is started by "start of three-column scrolling display," and "decrease in scrolling speed" is set for the "middle column" before "stop of scrolling display." This special reach effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart variation patterns PH01 to PH04 for misses and the special chart variation patterns PO01 to PO04 for jackpots, and in the "special reach effect," a reach state occurs when "stop of scrolling display" is performed in the order of the "left column" and "right column," and the scrolling display of the "middle column" is switched from normal speed to low speed in the reach state.
[0106] As shown in Figure 14(e), the special reach effect is set by "reducing the scrolling speed" for the "middle row" followed by "removing three rows," and in the special reach effect, three rows of effect symbols are removed in the reach state. This special reach effect is set by "removing three rows" followed by "displaying a battle image." Figure 17 shows battle images BL1 to BL4. Each of these battle images BL1 to BL4 begins displaying with the three rows of effect symbols removed, and is set to show the silhouette of a woman fighting an enemy dinosaur.
[0107] As shown in FIG. 17(a), the battle image BL1 is set to have two enemies, "dinosaurs D1 and D2." This battle image BL1 is set to have two dinosaurs, D1 and D2, fighting simultaneously with a female silhouette W, and is displayed when the main control circuit 40 transmits a "special chart variation pattern PO01" for a jackpot and a "special chart variation pattern PH01" for a loss. As shown in FIG. 17(b), the battle image BL2 is set to have one enemy, "dinosaur D1," and is displayed when the main control circuit 40 transmits a "special chart variation pattern PO02" for a jackpot and a "special chart variation pattern PH02" for a loss.
[0108] As shown in FIG. 17(c), the enemy in battle image BL3 is set to one of the "dinosaurs D2," and is displayed when the main control circuit 40 transmits the "special chart variation pattern PO03" for a jackpot and the "special chart variation pattern PH03" for a miss. As shown in FIG. 17(d), the enemy in battle image BL4 is set to one of the "dinosaurs D3," and is displayed when the main control circuit 40 transmits the "special chart variation pattern PO04" for a jackpot and the "special chart variation pattern PH04" for a miss. The reliability of jackpots for these battle images BL1 to BL4 is set to be highest in the order of "battle image BL4," "battle background BL3," "battle image BL2," and "battle image BL1" (see FIG. 6).
[0109] Each of the battle images BL1 to BL4 has two possible endings: a winning ending and a losing ending. As shown in FIG. 17(e), the winning ending suggests that the female protagonist's silhouette W has won, and is displayed when the "special chart variation patterns PO01 to PO04" for a jackpot are transmitted. As shown in FIG. 17(f), the losing ending suggests that the female protagonist's silhouette W has lost, and is displayed when the "special chart variation patterns PH01 to PH04" for a losing reach are transmitted.
[0110] As shown in Figure 14(e), the special reach effect is a setting in which a "battle image display" is followed by a "three-row static display." As shown in Figure 17(e), in the special reach effect for a jackpot, the protagonist wins a fight in each of the battle images BL1 to BL4, and then a winning ending is displayed, followed by a three-row display of performance symbols in a jackpot combination. In the special reach effect for a miss, as shown in Figure 17(f), the protagonist loses a fight in each of the battle images L1 to BL4, and then a losing ending is displayed, followed by a three-row display of performance symbols in a miss reach combination.
[0111] The ultra-time-saving effect is a special effect that is only displayed in the high-probability ultra-time-saving mode, and is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart variation pattern PH08 for misses in the high-probability ultra-time-saving mode. This ultra-time-saving effect ends in the shortest time (500 msec) compared to the all-chart simultaneous stop effect, and in the high-probability ultra-time-saving mode, the variation display time is further shortened in response to the high probability of the "special chart variation pattern PH08" being selected. This ultra-time-saving effect begins with the "start of the three-column scrolling display," as shown in Figure 14(e), and the scrolling display stops in a different order from all other effects: "left column," "middle column," and "right column."
[0112] Figure 18 shows an image of the super time-saving effect. As shown in Figure 18(a), the super time-saving effect begins with an image in which the left, middle, and right column effect symbols simultaneously move downward from their initial positions at the top of the LCD screen of the effect symbol display 28 at the same speed. These three columns of effect symbols are displayed in a completely miss combination, and the initial positions of the left, middle, and right column effect symbols are set to the same height. This super time-saving effect image is displayed superimposed on the super speed background image and includes an announcement image A1 for "hit right" and an announcement image A2 for time-saving information. The announcement image A1 encourages the player to hit right, and the announcement image A2 numerically notifies the player of the number of times that the electric support state 1 has continued.
[0113] In the super time-saving effect, as shown in Figure 18(b), display areas El, Ec, and Er are set within the display area E of the effect symbol display device 28. Display area El is for the effect symbols on the left column, and as shown in Figure 18(b), the moving display of the effect symbols on the left column is stopped within display area El. Display area Ec is for the effect symbols on the middle column, and as shown in Figure 18(c), the moving display of the effect symbols on the middle column is stopped within display area Ec. Display area Er is for the effect symbols on the right column, and as shown in Figure 18(d), the moving display of the effect symbols on the right column is stopped within display area Er. This display area Er is set at the lowest position among the display areas El to Er, display area Ec is set at the second lowest position, and display area El is set at the highest position, and the moving display of the three columns of effect symbols stops in the order of left column → middle column → right column, and the three columns of effect symbols become a completely wrong combination with an upward slanting arrangement from right to left in the stopped state. In other words, the super time-saving effect displays the three columns of effect symbols in a diagonal arrangement different from all the remaining effects in a stopped state of scrolling.
[0114] 6-3.Hold performance The reserved number is a display of the reserved number of special chart 1 or the reserved number of special chart 2. The reserved number of special chart 1 is displayed in normal mode, and the reserved number of special chart 2 is displayed in chance mode, speed mode, and super speed mode, and the reserved number of special chart 1 and the reserved number of special chart 2 are notified to the player as the number of cloud images C, as shown in FIG.
[0115] 6-4. Jackpot game performance The jackpot game effect displays a background image for the jackpot game effect in the display area E of the effect symbol display 28, and begins when the jackpot game starts and ends when the jackpot game ends. Figure 19 shows the background image for the jackpot game effect. This background image consists of an image of two dancing female silhouettes, and a "hit right" announcement image A1 is displayed superimposed on top of the background image for the jackpot game effect, encouraging the player to hit right.
[0116] 6-5. Prize ball winning performance During the jackpot game presentation, a prize ball acquisition presentation is performed. This prize ball acquisition presentation displays prize ball acquisition information superimposed on the background image for the jackpot game presentation, and is performed in presentation pattern 1 for 5-round jackpot games and presentation pattern 2 for 16-round jackpot games. This prize ball acquisition information counts up the number of prize balls that the player can acquire in the currently ongoing jackpot game from an initial value to an end value. The initial value of this prize ball acquisition information is set to "0" in presentation patterns 1 and 2, and the end value of the prize ball acquisition information is set to "400" in presentation pattern 1 and "1280" in presentation pattern 2.
[0117] The count-up display of the prize ball acquisition information is performed as the rounds progress. The update unit for this prize ball acquisition information is set to "80 / 1 round," and as shown in Figures 19(a) to (d), in presentation pattern 1, the prize ball acquisition information is displayed counting up by "80" per round from the initial value "0" to the final value "400," and as shown in Figures 19(a) to (h), in presentation pattern 2, the prize ball acquisition information is displayed counting up by "80" per round from the initial value "0" to the final value "1280." During this jackpot game, a display area E1 is set on the presentation symbol display 28, and the prize ball acquisition information is displayed counting up within the display area E1.
[0118] 6-6. Big hit notice performance Figure 20 shows the jackpot preview effect that takes place while the image of the effect symbol game is displayed. The jackpot preview effect includes a cut-in preview effect, a dialogue preview effect, and an illumination preview effect. Each of these cut-in preview effect, dialogue preview effect, and illumination preview effect starts with a scrolling state of three columns of effect symbols, and is completed before the scrolling display of the first effect symbol in the left column stops. This is done in normal effects, normal reach effects, and special reach effects, excluding the all-image simultaneous stop effect and the super time-saving effect. As shown in Figure 20(a), the cut-in preview effect superimposes the preview image C2 in front of the three columns of effect symbols, suggesting to the player that the three columns of effect symbols in the image of this effect symbol game will form a jackpot combination. As shown in Fig. 20(b), the dialogue preview effect involves superimposing a preview image C3 in front of the three rows of performance symbols and simultaneously outputting a sound corresponding to the preview image C3 from both speakers 32, suggesting to the player that the three rows of performance symbols in the image of the current performance symbol game will form a jackpot combination. As shown in Fig. 20(c), the illumination preview effect involves flashing the illumination device 29 in a preview pattern, suggesting to the player that the three rows of performance symbols in the image of the current performance symbol game will form a jackpot combination.
[0119] 6-7. Predictive design preview performance The symbol pre-reading notice effect is a pre-reading notice effect that indicates to the player that the three rows of symbols will form a winning combination in the next or subsequent symbol play, and is only performed in super speed mode (super electric support mode). The symbol pre-reading notice effect processing of FIG. 21 is activated each time the sub-control circuit 60 receives special symbol 2 pre-reading data from the main control circuit 40. When the sub-control circuit 60 receives special symbol 2 pre-reading data, it determines in S201 whether the current presentation mode is super speed mode. If it determines that the current presentation mode is super speed mode, it determines in S202 whether the number of special symbol 2 reserved is "4," and if it determines that the number of special symbol 2 reserved is "4," it proceeds to S203. This symbol pre-reading notice effect corresponds to a special effect.
[0120] 22(a)(b), special chart 2 pre-read receiving areas 1 to 4 are set in the RAM of the sub-control circuit 60. These special chart 2 pre-read receiving areas 1 to 4 are areas in which the reception results of the special chart 2 pre-read data from the main control circuit 40 are stored, and the special chart 2 pre-read receiving area 4 is set to the highest priority for storing the special chart 2 pre-read data, the special chart 2 pre-read receiving area 3 is set to the second highest priority, the special chart 2 pre-read receiving area 2 is set to the third highest priority, and the special chart 2 pre-read receiving area 1 is set to the lowest priority. These special chart 2 pre-reading receiving areas 1 to 4 are organized in the same procedure as the special chart 2 pre-reading areas 1 to 4 of the main control circuit 40, and the special chart 2 pre-reading receiving area 1 always stores the same special chart 2 pre-reading data as the special chart 2 pre-reading area 1, the special chart 2 pre-reading receiving area 2 always stores the same special chart 2 pre-reading data as the special chart 2 pre-reading area 2, the special chart 2 pre-reading receiving area 3 always stores the same special chart 2 pre-reading data as the special chart 2 pre-reading area 3, and the special chart 2 pre-reading receiving area 4 always stores the same special chart 2 pre-reading data as the special chart 2 pre-reading area 4.
[0121] When the sub-control circuit 60 proceeds to S203 in Fig. 21, it determines whether special chart 2 pre-read data is stored in the special chart 2 pre-read receiving areas 1 to 4 in pre-read pattern 2. This pre-read pattern 2 refers to a state in which one of the special chart variation patterns PH01 to PH04 for a missed special reach effect is stored in the special chart 2 pre-read receiving area 1 corresponding to the fourth effect symbol game, and the special chart variation pattern PH08 for a missed super time-saving effect is stored in each of the special chart 2 pre-read receiving areas 4 to 2 corresponding to the first to third effect symbol games, and the sub-control circuit 60 proceeds from S203 to S204 in Fig. 21 when special chart 2 pre-read data is stored in the special chart 2 pre-read receiving areas 1 to 4 in pre-read pattern 2.
[0122] When the sub-control circuit 60 proceeds to S204 in Fig. 21, it determines with a 50% probability whether or not the three columns of effect symbols will be displayed as a combination of odd symbols in the fourth effect symbol game. If it is determined that the three columns of effect symbols will be displayed as a combination of odd symbols, it sets the combination of the three columns of effect symbols in the first to fourth effect symbol games in odd number symbol setting process 2 in S205, and if it is determined that the three columns of effect symbols will not be displayed as a combination of odd symbols, it sets the combination of the three columns of effect symbols in the first to fourth effect symbol games in even number symbol setting process 2 in S206.
[0123] 22(e) shows the processing contents of the sub-control circuit 60 in odd number symbol setting process 2 of S205, in which the sub-control circuit 60 sets the three columns of effect symbols to an odd number miss reach combination of "737" in the fourth effect symbol game. In the first effect symbol game, this sub-control circuit 60 sets the effect symbol in the right column to "7", sets the effect symbol in the left column to one of four of "1,3,5,7,9" excluding the effect symbol in the right column, and sets the effect symbol in the middle column to one of three of "1,3,5,7,9" excluding the effect symbols in the left and right columns. In the second effect symbol game, this sub-control circuit 60 sets the effect symbol in the middle column to "7", sets the effect symbol in the left column to one of four of "1, 3, 5, 7, 9" excluding the effect symbol in the middle column, and sets the effect symbol in the right column to one of three of "1, 3, 5, 7, 9" excluding the effect symbols in the left and middle columns. In the third effect symbol game, this sub-control circuit 60 sets the effect symbol in the left column to "7", sets the effect symbol in the middle column to one of four of "1, 3, 5, 7, 9" excluding the effect symbol in the left column, and sets the effect symbol in the right column to one of three of "1, 3, 5, 7, 9" excluding the effect symbols in the left and middle columns. A perfect odd-numbered combination in which the effect symbols in these three columns are different from each other is called an odd-numbered chance combination.
[0124] 22(f) shows the processing contents of the sub-control circuit 60 in the even number symbol setting process 2 of S206, in which the sub-control circuit 60 sets the three columns of effect symbols to the even number miss reach combination of "646" in the fourth effect symbol game. In the first effect symbol game, this sub-control circuit 60 sets the effect symbol in the right column to "6", sets the effect symbol in the left column to one of the three of "2, 4, 6, 8" excluding the effect symbol in the right column, and sets the effect symbol in the middle column to one of two of "2, 4, 6, 8" excluding the effect symbols in the left and right columns. In the second effect symbol game, this sub-control circuit 60 sets the effect symbol in the middle column to "6", sets the effect symbol in the left column to one of three of "2, 4, 6, 8" excluding the effect symbol in the middle column, and sets the effect symbol in the right column to one of two of "2, 4, 6, 8" excluding the effect symbols in the left and middle columns. In the third effect symbol game, this sub-control circuit 60 sets the effect symbol in the left column to "6", sets the effect symbol in the middle column to one of three of "2, 4, 6, 8" excluding the effect symbol in the left column, and sets the effect symbol in the right column to one of two of "2, 4, 6, 8" excluding the effect symbols in the left and middle columns. An even-numbered perfect combination in which the effect symbols in these three columns are different from each other is called an even-numbered chance combination.
[0125] 21, when the sub-control circuit 60 determines in S203 that the special chart 2 pre-read data is not stored in the special chart 2 pre-read receiving areas 1 to 4 in pre-read pattern 2, it determines in S207 whether the special chart 2 pre-read data is stored in the special chart 2 pre-read receiving areas 1 to 4 in pre-read pattern 1. This pre-read pattern 1, as shown in FIG. 22(a), refers to a state in which one of the special chart variation patterns PO01 to PO04 for the special reach effect of the jackpot is stored in the special chart 2 pre-read receiving area 1 corresponding to the fourth effect symbol game, and the special chart variation pattern PH08 for the super time-saving effect of the miss is stored in each of the special chart 2 pre-read receiving areas 4 to 2 corresponding to the first to third effect symbol game. If the special chart 2 pre-read data is stored in the special chart 2 pre-read receiving areas 1 to 4 in pre-read pattern 1, the sub-control circuit 60 transitions from S207 to S208.
[0126] When the sub-control circuit 60 proceeds to S208 in Fig. 21, it detects the result of the jackpot type read-ahead from the special symbol 2 read-ahead receiving area 1 corresponding to the special reach effect of the fourth jackpot, and compares the result of the jackpot type detection with "jackpot symbol 1" and "jackpot symbol 3" for the high-probability time-saving mode. If it determines that the jackpot type read-ahead result is "jackpot symbol 1" or "jackpot symbol 3" for the high-probability time-saving mode, it sets a combination of the three columns of effect symbols for the first to fourth effect symbol play in odd symbol setting process 1 of S209, and if it determines that the jackpot type read-ahead result is "jackpot symbol 4" for the low-probability time-saving mode, it sets a combination of the three columns of effect symbols for the first to fourth effect symbol play in even symbol setting process 1 of S210.
[0127] 22(c) shows the processing contents of the sub-control circuit 60 in odd number symbol setting process 1 of S209, which is the same as odd number symbol setting process 2 of S205 except that the three columns of effect symbols are set to the odd number jackpot combination of "777" in the fourth effect symbol game. Fig. 22(d) shows the processing contents of the sub-control circuit 60 in even number symbol setting process 1 of S210, which is the same as even number symbol setting process 2 of S206 except that the three columns of effect symbols are set to the even number jackpot combination of "666" in the fourth effect symbol game.
[0128] Figure 23 is an image of the pattern advance notice effect, and is an image when, in odd pattern setting process 1 of S209 in Figure 21, the three rows of performance patterns in the first performance pattern play are set to the losing combination "357", the three rows of performance patterns in the second performance pattern play are set to the losing combination "573", the three rows of performance patterns in the third performance pattern play are set to the losing combination "715", and the three rows of performance patterns in the fourth performance pattern play are set to the odd jackpot combination "777". Here, in the first play of the effect symbol corresponding to the cloud image C with "4" attached, as shown in Figure 23(b), the super time-saving effect will result in the three rows of effect symbols being in a slanted arrangement, a losing combination "357", as shown in Figure 23(b); in the second play of the effect symbol corresponding to the cloud image C with "3" attached, as shown in Figure 23(c), the super time-saving effect will result in the three rows of effect symbols being in a slanted arrangement, a losing combination "573", as shown in Figure 23(c); and in the third play of the effect symbol corresponding to the cloud image C with "2" attached, as shown in Figure 23(d), the super time-saving effect will result in the three rows of effect symbols being in a slanted arrangement, a losing combination "715". In this case, the player is told that in the fourth play of the effect symbol corresponding to cloud image C with "1" attached, the three rows of effect symbols will form an odd-numbered jackpot combination "777" based on the "effect symbol (7) in the right column" in the first play of the effect symbol, the "effect symbol (7) in the middle column" in the second play of the effect symbol, and the "effect symbol (7) in the left column" in the third play of the effect symbol.
[0129] The image of the fourth effect symbol game is displayed according to the special symbol variation pattern for the jackpot for the special reach effect. In this fourth effect symbol game, as shown in Figures 23(e) and 23(f), the three columns of effect symbols scroll and stop in the left and right columns, creating a reach state with "7." As shown in Figures 23(f) and 23(g), the reach state develops into a battle effect image. This battle effect image ends with a winning outcome, as shown in Figure 23(h), and the three columns of effect symbols are displayed in front of the winning outcome image in the horizontally arranged jackpot combination of the effect symbol "777" as predicted.
[0130] Figure 24 is an image of a symbol pre-reading preview effect, and is an image when, in the even symbol setting process 1 of S210 in Figure 21, the three columns of symbols in the first symbol play are set to the losing combination "246", the three columns of symbols in the second symbol play are set to the losing combination "862", the three columns of symbols in the third symbol play are set to the losing combination "648", and the three columns of symbols in the fourth symbol play are set to the even jackpot combination "666". Here, in the first play of the effect symbol corresponding to the cloud image C with "4" attached, as shown in Figure 24(b), the super time-saving effect will result in the three rows of effect symbols being a losing combination of slanted arrangement "246", as shown in Figure 24(b); in the second play of the effect symbol corresponding to the cloud image C with "3" attached, as shown in Figure 24(c), the super time-saving effect will result in the three rows of effect symbols being a losing combination of slanted arrangement "862", as shown in Figure 24(c); and in the third play of the effect symbol corresponding to the cloud image C with "2" attached, as shown in Figure 24(d), the super time-saving effect will result in the three rows of effect symbols being a losing combination of slanted arrangement "648". In this case, the player is told that in the fourth play of the special symbol corresponding to cloud image C with "1" attached, the three rows of special symbols will form an even-numbered jackpot combination "666" based on the "special symbol (6) in the right column" in the first play of the special symbol, the "special symbol (6) in the middle column" in the second play of the special symbol, and the "special symbol (6) on the left column" in the third play of the special symbol.
[0131] The image of the fourth effect symbol game is displayed according to the special symbol variation pattern for the jackpot for the special reach effect. In this fourth effect symbol game, as shown in Figures 24(e) and 24(f), the three columns of effect symbols scroll and stop in the left and right columns, creating a reach state with "6." As shown in Figures 24(f) and 24(g), the reach state develops into a battle effect image. This battle effect image ends with a winning outcome, as shown in Figure 24(h), and the three columns of effect symbols are displayed in front of the winning outcome image in the horizontally arranged jackpot combination of the effect symbol "666" as predicted.
[0132] Figure 25 is an image of a symbol-forward preview effect, in which the three columns of symbols in the first symbol play are set to the losing combination "357" in the odd symbol setting process 2 of S205 in Figure 21, the three columns of symbols in the second symbol play are set to the losing combination "573", the three columns of symbols in the third symbol play are set to the losing combination "715", and the three columns of symbols in the fourth symbol play are set to the odd losing reach combination "737". In this case, as shown in Figures 25(b) to (d), the three columns of symbols in the ultra-time-saving effect are displayed in the tilted losing combinations "357", "573", and "715" in order, suggesting to the player that the three columns of symbols in the fourth symbol play will form the jackpot combination "777", and the image of the fourth symbol play shows the reach state of "7" as predicted. The image of this fourth performance symbol game is displayed according to the special symbol variation pattern of a miss for the special reach performance, and in the fourth performance symbol game, as shown in Figure 25(h), after the battle image ends with a defeat ending, three rows of performance symbols are displayed in a horizontal combination of a miss reach of "737" superimposed on top of the defeat ending image.
[0133] Figure 26 is an image of a symbol-forward preview effect, in which the three columns of symbols in the first symbol play are set to the losing combination "246" in the even symbol setting process 2 of S206 in Figure 21, the three columns of symbols in the second symbol play are set to the losing combination "862," the three columns of symbols in the third symbol play are set to the losing combination "648," and the three columns of symbols in the fourth symbol play are set to the even losing combination "646." In this case, as shown in Figures 26(b) to (d), the three columns of symbols in the ultra-time-saving effect are displayed in the tilted losing combinations "246," "862," and "648" in that order, suggesting to the player that the three columns of symbols in the fourth symbol play will form the jackpot combination "666," and the image of the fourth symbol play shows the winning combination "6" as predicted. The image of this fourth performance symbol game is displayed according to the special symbol variation pattern of a miss for the special reach performance, and in the fourth performance symbol game, as shown in Figure 26(h), after the battle image ends with a defeat ending, three rows of performance symbols are displayed in a horizontal arrangement combination of a "646" miss reach superimposed on top of the defeat ending image.
[0134] 6-8. Reliability preview The reliability preview effect numerically indicates to the player the probability that the three rows of display symbols will form a winning combination in the current display symbol game, and is composed of two parts: a first half and a second half. The first half of this reliability preview effect is performed by operating the preview effect device 33 and corresponds to the final preview effect. Three types of performance patterns, 1 to 3, are set for the first half of this reliability preview effect. As shown in Figures 27(a), (b), and (e), performance pattern 1 involves lowering the preview effect device 33 from the standby position to the preview position while the three rows of display symbols are scrolling, and then switching the illumination color of the preview effect device 33 from white to red at the preview position. The preview effect device 33 then switches from red illumination to a non-illuminating state at the preview position, and then lifts from the preview position to the standby position without illuminating. When the first half of this reliability preview effect is performed using performance pattern 1, the reliability preview effect transitions from the first half to the second half. This reliability preview effect corresponds to the preview effect.
[0135] In performance pattern 2, as shown in Figures 27(a)(c)(e), when three columns of performance symbols are scrolling, the preview performance device 33 is lowered from the standby position to the preview position in a white illuminating state, and then the preview performance device 33 is switched from the white illuminating state to a non-illuminating state at the preview position, and after being switched to a non-illuminating state at the preview position, the preview performance device 33 is raised from the preview position to the standby position in a non-illuminating state. If the first half of this reliability preview performance is performed in performance pattern 2, the reliability preview performance does not transition from the first half to the second half. In performance pattern 3, as shown in Figures 27(a)(d)(e), when three columns of performance symbols are scrolling, the preview performance device 33 is lowered from the standby position to an intermediate position above the preview position in a white illuminating state, and then the preview performance device 33 is switched from the white illuminating state to a non-illuminating state at the intermediate position, and then the preview performance device 33 is switched to a non-illuminating state at the intermediate position, and then raised from the intermediate position to the standby position in a non-illuminating state. If the first half of this reliability preview performance is performed using performance pattern 3, the reliability preview performance will not transition from the first half to the second half.
[0136] Figure 28 shows the second half of the reliability preview effect. This second half of the reliability preview effect begins when the first half of the reliability preview effect is executed under effect pattern 1, with three columns of effect symbols scrolling and the preview effect device 33 remaining in a non-illuminated standby state. As shown in Figures 28(a), 28(b), and 28(c), during the second half of the reliability preview effect, a display area E2 is set within the display area E of the effect symbol display device 28, and the jackpot reliability is displayed in the display area E2, counting up from an initial value of "1%" to a final value by "1". The final reliability value is set to one of three values: "80%, "90%," or "100%," and the display of the final reliability value continues for a predetermined time period to allow the player to remember the final reliability value. After this predetermined time period has elapsed, the display area E2 and the reliability are erased, and the display content of the effect symbol display device 28 returns to the state it was in immediately before the second half of the reliability preview effect began, as shown in Figures 28(c) and 28(d). The latter half of this reliability notice effect is displayed when an image of a special reach effect is displayed in the current effect symbol game, and as shown in Figures 28(d)(e), when the display content of the effect symbol display 28 returns to its original state, the effect symbols in the left column and the effect symbols in the right column stop scrolling in order, resulting in a reach state. This reach state develops into a battle image, and as shown in Figures 28(f)(g), when the reliability is counted up to "100%," the battle image ends with a winning ending, and as shown in Figures 28(f)-(h), when the reliability is counted up to "80%" or "90%, the battle image ends with either a winning ending or a losing ending.
[0137] 29(a) is the reliability notice performance processing, and the sub-control circuit 60 sets the performance content of the reliability notice performance in the reliability notice performance processing. This reliability notice performance processing is started every time the sub-control circuit 60 receives special chart 1 pre-read data from the main control circuit 40, and when the sub-control circuit 60 receives special chart 1 pre-read data, it determines in S221 whether the current performance mode is normal mode. If it is determined here that the performance mode is not normal mode, it ends the processing, and if it is determined that it is normal mode, it moves to S222. In other words, the reliability notice performance is performed in normal mode.
[0138] As shown in Fig. 29(e), special chart 1 pre-reading receiving areas 1 to 4 are set in the RAM of the sub-control circuit 60. Each of these special chart 1 pre-reading receiving areas 1 to 4 is an area in which the reception results of the special chart 1 pre-reading data from the main control circuit 40 are stored, with the special chart 1 pre-reading receiving area 4 being set to the highest priority for storing the special chart 1 pre-reading data, the special chart 1 pre-reading receiving area 3 being set to the second highest priority, the special chart 1 pre-reading receiving area 2 being set to the third highest priority, and the special chart 1 pre-reading receiving area 1 being set to the lowest priority. These special chart 1 pre-reading receiving areas 1 to 4 are organized in the same procedure as the special chart 1 pre-reading areas 1 to 4 of the main control circuit 40, and the special chart 1 pre-reading receiving area 1 always stores the same special chart 1 pre-reading data as the special chart 1 pre-reading area 1, the special chart 1 pre-reading receiving area 2 always stores the same special chart 1 pre-reading data as the special chart 1 pre-reading area 2, the special chart 1 pre-reading receiving area 3 always stores the same special chart 1 pre-reading data as the special chart 1 pre-reading area 3, and the special chart 1 pre-reading receiving area 4 always stores the same special chart 1 pre-reading data as the special chart 1 pre-reading area 4.
[0139] 29(a), the sub-control circuit 60 determines whether or not special chart 1 pre-read data is stored in all of the special chart 1 pre-read receiving areas 1 to 4. If special chart 1 pre-read data is stored in all of the special chart 1 pre-read receiving areas 1 to 4, the sub-control circuit 60 proceeds from S222 to S223, and determines whether or not to perform a reliability notice performance in the fourth performance symbol game corresponding to the special chart 1 pre-read receiving area 1. This processing is performed according to the results of the preliminary determination of the special chart 1 variation pattern in the special chart 1 advance reading receiving area 1, and as shown in Figure 29(b), if the preliminary determination result of the special chart 1 variation pattern in the special chart 1 advance reading receiving area 1 is PO01 to P04 and PH01 to PH04 for special reach performance, it is determined that a reliability notice performance will be performed with a probability of "30%", and if the preliminary determination result of the special chart 1 variation pattern in the special chart 1 advance reading receiving area 1 is PO05 and PH05 for normal reach performance, it is determined that a reliability notice performance will be performed with a probability of "10%".
[0140] After completing S223 in FIG. 29(a), the sub-control circuit 60 determines in S224 whether the reliability notice performance determination result indicates a notice. If it determines that there is no notice, it proceeds to S228. If it determines that there is a notice, it proceeds to S225 to determine the performance pattern of the reliability notice performance. This determination process is performed according to the preliminary determination result of the special chart 1 variation pattern in the special chart 1 pre-reading receiving area 1. As shown in FIG. 29(c), if the preliminary determination result of the special chart 1 variation pattern in the special chart 1 pre-reading receiving area 1 is PO05 and PH05 for normal reach performance, performance pattern 2 is selected with a probability of "30%", and performance pattern 3 is selected with a probability of "70%". If the preliminary determination result of the special chart 1 variation pattern in this special chart 1 pre-reading receiving area 1 is PO01-04 and PH01-04 for special reach performance, performance pattern 1 is selected with a probability of "100%", as shown in FIG. 29(d).
[0141] 29(a), the sub-control circuit 60 determines in S226 whether the determination result of the effect pattern is effect pattern 1. If the determination result of the effect pattern is effect pattern 2 or 3, the process proceeds to S228 without setting the second half of the reliability preview effect. If the determination result of the effect pattern is effect pattern 1, the process proceeds to S227. Here, it is set that the second half of the reliability preview effect will be performed, and the final value of the reliability in the second half of the reliability preview effect is selected from "80%, " "90%, or "100%." This reliability selection process is performed so that the reliability selection result corresponds to the actual jackpot probability, and the sub-control circuit 60 proceeds to S228 if it has selected the final value of the reliability in S228.
[0142] When the sub-control circuit 60 proceeds to S228 in FIG. 29(a), it determines whether PH06 for a complete miss is stored in each of the special chart 1 pre-reading receiving areas 2-4 as a pre-determination result of the special chart 1 variation pattern. If it determines that PH06 for a complete miss is stored in all of the special chart 1 pre-reading receiving areas 2-4 as a pre-determination result of the special chart 1 variation pattern, it proceeds to the pre-determination suggestion effect setting process of S229. If it determines that at least one of the pre-determination results of the special chart 1 variation pattern in the special chart 1 pre-reading receiving areas 2-4 is not PH06 for a complete miss, it terminates the process. That is, when the special chart 1 reserved number is "4," the reliability pre-determination effect is determined to be executed for the fourth effect pattern play. If a special reach effect is executed for the fourth effect pattern play, it is determined that the first half of the reliability pre-determination effect will be executed using effect pattern 1. In this case, it is determined that the second half of the reliability pre-determination effect will be executed, and the reliability for the second half of the reliability pre-determination effect is set. If a normal reach effect is performed on the fourth effect symbol game, it is determined that the first half of the reliability notice effect will be performed in effect pattern 2 or 3. In this case, it is determined that the second half of the reliability notice effect will not be performed, and the reliability is not set.
[0143] 6-9. Preview hint performance The preview suggestion effect is performed when the current presentation mode is normal mode and the number of reserved special symbols 1 is "4." This preview suggestion effect suggests to the player that a reliability preview effect will be performed on the fourth presentation symbol play, and is performed on the first presentation symbol play corresponding to special symbol 1 pre-reading receiving area 4, the second presentation symbol play corresponding to special symbol 1 pre-reading receiving area 3, the third presentation symbol play corresponding to special symbol 1 pre-reading receiving area 2, and the fourth presentation symbol play corresponding to special symbol 1 pre-reading receiving area 1. This preview suggestion effect corresponds to a pre-pre-prediction effect, and there are two types of preview suggestion effects: preview suggestion effect 1 and preview suggestion effect 2. Preview suggestion effect 1 suggests the execution of a reliability preview effect by displaying an image as a second medium on the presentation symbol display 28, and preview suggestion effect 2 suggests the execution of a reliability preview effect by activating the preview effect device 33 as a first medium.
[0144] 6-9-1. Preview suggestion 1 The advance notice suggestion effect 1 corresponds to the first effect, and is an advance notice effect that uses an image as the first medium. Figure 30 explains the image of the advance notice suggestion effect 1. This advance notice suggestion effect 1 displays a flash image F, in which light is diffused while three columns of effect symbols are scrolling, as an advance notice image on the effect symbol display 28, and the color of the flash image F is set to four types: "white," "yellow," "purple," and "red." This flash image F indicates to the player the probability of the reliability advance notice effect occurring by color, and color patterns 1 to 4 are set for the advance notice suggestion effect 1. This flash image F corresponds to one image.
[0145] Color pattern 1 displays flash image F in "white" during the first symbol play, in "yellow" during the second symbol play, in "purple" during the third symbol play, and in "red" during the fourth symbol play; if advance notice suggestion effect 1 is performed using color pattern 1, the reliability suggestion effect will occur with a 100% probability during the fourth symbol play. Color pattern 2 displays flash image F in the order of "white," "yellow," "purple," and "purple" for each symbol play, and color pattern 2 has the second highest reliability. Color pattern 3 displays flash image F in the order of "white," "yellow," "yellow," and "yellow" for each symbol play, and color pattern 3 has the third highest reliability. Color pattern 4 displays flash image F in the order of "white", "white", "white", "white" for each symbol play, and the reliability of color pattern 4 is set to the lowest. The reliability notice effect starts after the notice suggestion effect 1 ends on the fourth symbol play.
[0146] 6-9-2.Preview hint performance 2 The preview suggestion performance 2 corresponds to the first performance of the advance preview performance, and is a preview performance using the preview performance device 33 as the first medium. Figures 31(a) to (c) show the preview suggestion performance 2, which involves lowering the preview performance device 33 from the standby position to the suggested position while three columns of performance symbols are scrolling, and then raising it to the standby position. At the suggested position, the upper half of this preview performance device 33 overlaps the display area E of the performance symbol display device 28 from the front, and the suggested position of the preview performance device 33 is set higher than the intermediate position and the preview position. The operation of this preview performance device 33, "standby position → suggested position → standby position," is called a unit operation, and the unit operation of the preview performance device 33 is set to be smaller than the operation in the first half of the reliability preview performance.
[0147] As shown in FIG. 31(d), operation patterns 1 to 4 are set for the advance notice suggestion effect 2. Operation pattern 1 performs one unit operation of the advance notice effect device 33 during the first symbol play, two unit operations during the second symbol play, three unit operations during the third symbol play, and four unit operations during the fourth symbol play. When advance notice suggestion effect 2 is performed using operation pattern 1, the reliability advance notice effect occurs with a 100% probability during the fourth symbol play. Operation pattern 2 moves the advance notice effect device 33 "once," "twice," "three times," and "three times" for each symbol play, and the reliability of operation pattern 2 is set to the second highest. Operation pattern 3 moves the advance notice effect device 33 "once," "twice," "twice," and "twice" for each symbol play, and the reliability of operation pattern 3 is set to the third highest. In operation pattern 4, the notice effect device 33 is moved "once", "once", "once", and "once" for each effect symbol play, and the reliability of operation pattern 4 is set to the lowest. The reliability notice effect starts after the notice suggestion effect 2 ends in the fourth effect symbol play.
[0148] Figure 32(a) shows the preview suggestion effect setting process of S229 in Figure 29, and the sub-control circuit 60 determines in S231 whether the preview suggestion effect is being cancelled. This preview suggestion effect is cancelled when the fourth play of the effect symbol has ended in the setting state of preview suggestion effect 1, or when the fourth play of the effect symbol has ended in the setting state of preview suggestion effect 2. If the sub-control circuit 60 determines in S231 that the preview suggestion effect is being cancelled, it determines in S232 with a 5% probability whether to execute preview suggestion effect 1. In other words, preview suggestion effect 1 is executed whether or not a reliability preview effect is executed.
[0149] The sub-control circuit 60 determines whether or not to perform the advance notice suggestion effect 1 in S232 of FIG. 32(a), and then detects the result of the determination of advance notice suggestion effect 1 in S233. If advance notice suggestion effect 1 is detected, the process proceeds to S234, where a color pattern is selected. This color pattern selection process is performed in different ways depending on whether or not the first half of the reliability advance notice effect will be performed in the fourth effect symbol play. If the sub-control circuit 60 determines that the reliability advance notice effect will be performed in the fourth effect symbol play, it selects a color pattern with a probability corresponding to color pattern table 1-1 of FIG. 32(b). If it determines that the reliability advance notice effect will not be performed, it selects a color pattern with a probability corresponding to color pattern table 1-2 of FIG. 32(c). In other words, advance notice suggestion effect 1 suggests to the player the degree of reliability that the reliability advance notice effect will be executed depending on the type of color pattern, and the reliability of the execution of the reliability advance notice effect increases sequentially from color pattern 4 to color pattern 1.
[0150] If the sub-control circuit 60 determines in S232 of FIG. 32(a) that the advance notice suggestion effect 1 will not be performed, the process proceeds from S233 to S235. Here, the execution of advance notice suggestion effect 2 is determined with a probability of "5%", and the determination result of advance notice suggestion effect 2 is detected in S236. If the determination result of advance notice suggestion effect 2 is detected here, the process proceeds to S237, where an operation pattern is selected. This operation pattern selection process is performed in different ways depending on whether or not the first half of the reliability advance notice effect will be performed in the fourth effect pattern play. If the sub-control circuit 60 determines that the first half of the reliability advance notice effect will be performed in the fourth effect pattern play, the operation pattern is selected with a probability according to operation pattern table 2-1 of FIG. 32(d), and if it determines that the first half of the reliability advance notice effect will not be performed, the operation pattern is selected with a probability according to operation pattern table 2-2 of FIG. 32(e). In other words, the preview suggestion effect 2 suggests to the player the degree of reliability that the reliability preview effect will be executed depending on the type of operation pattern, and the reliability of the execution of the reliability preview effect increases in order from operation pattern 4 to operation pattern 1.
[0151] 6-10.Preview announcement performance The notice type notification effect notifies the player of the type of notice effect executed for the current effect symbol game. This notice type notification effect is performed when an image of a special reach effect is displayed in the current effect symbol game, and the effect start timing of the notice type notification effect is set immediately after the battle image starts to be displayed. The cut-in notice effect, the dialogue notice effect, the illumination notice effect, the symbol pre-reading notice effect, and the reliability notice effect are each notice effects that are the subject of notification in the notice type notification effect, and all of the cut-in notice effect to the reliability notice effect start at a predetermined timing before the start timing of the notice type notification effect and end before the start timing of the notice type notification effect.
[0152] 33(a) is performed by the sub-control circuit 60 each time the timer interrupt process is started during the execution of the effect symbol game, and the sub-control circuit 60 determines in S241 whether or not a special reach effect will be performed in the current effect symbol game. If it is determined that a special reach effect will not be performed in the current effect symbol game, the process ends, and if it is determined that a special reach effect will be performed in the current effect symbol game, the process proceeds to S242.
[0153] When the sub-control circuit 60 proceeds to S242, it determines whether it is time to start a notice type notification effect. If it is determined that it is time to start a notice type notification effect, it determines in S243 whether a cut-in notice effect has been performed in the current effect symbol game, and if it is determined that a cut-in notice effect has been performed, it sets flag F1 to ON in S244. This sub-control circuit 60 determines in S245 whether a line notice effect has been performed in the current effect symbol game, and in S247 whether an illumination notice effect has been performed in the current effect symbol game, and if it is determined that a line notice effect has been performed, it sets flag F2 to ON in S246, and if it is determined that an illumination notice effect has been performed, it sets flag F3 to ON in S248.
[0154] In S249, the sub-control circuit 60 determines whether a symbol pre-reading notice effect was performed in the symbol pre-reading notice effect one to three times before for the current symbol game, and if it determines that a symbol pre-reading notice effect was performed, sets flag F4 to ON in S250. This sub-control circuit 60 determines in S251 whether a reliability notice effect was performed in the current symbol game, and if it determines that a reliability notice effect was performed, sets flag F5 to ON in S252.
[0155] In S253, the sub-control circuit 60 executes a notice type notification effect according to the setting state of flags F1 to F5. Figure 34(a) is an image of the notice type notification effect when flag F5 is in the on state. In this case, a vertically long rectangular window image W is displayed at each of the left and right ends of the effect symbol display 28, and the reliability notified in the reliability notice effect is displayed in each window image W as a notice type pattern Y1 together with the word "reliability." Figure 34(b) is an image of the notice type notification effect when flag F4 is in the on state. In this case, the type of notice effect "pattern pre-reading" is displayed as a notice type pattern Y2 on the effect symbol display 28 together with the occurrence number "3x" of the pattern pre-reading notice effect.
[0156] In the notice seed notification effect, as shown in FIG. 34(c), a notice seed pattern area E3 is set. This notice seed pattern area E3 is set when one or more of flags F1 to F3 are turned on, and the notice seed pattern area E3 is divided into display areas E31 to E33. The display area E31 is a dedicated area for displaying the notice seed pattern Y31, the display area E32 is a dedicated area for displaying the notice seed pattern Y32, and the display area E33 is a dedicated area for displaying the notice seed pattern Y33. The notice seed pattern Y31 is a pattern consisting of letters that suggest to the player the pattern displayed in the cut-in notice, and is displayed when flag F1 is turned on. In this case, the notice seed pattern Y31 of "dancer" suggests to the player the pattern of the "silhouette of a dancing woman" in FIG. 34(d). The notice seed pattern Y32 is a character pattern of the same type as the character pattern displayed in the dialogue notice effect, and is displayed when flag F2 is turned on. The notice seed pattern Y33 is a flashing pattern that indicates that the illumination notice effect has been executed, and is displayed when the flag F3 is in the ON state. That is, the cut-in notice effect, the dialogue notice effect, and the illumination notice effect are given the possibility of being executed before the effect start timing in this effect pattern game.
[0157] 7-1.Main processing 35(a) from the ROM in response to power-on, and sets access permission to RAM in S101 and sets interrupt prohibition in S102. Then, in a random number update process in S103, the values of multiple random numbers in RAM are updated, and after interrupts are permitted in S104, S102 to S104 are repeated. While interrupts are permitted, start of reception interrupt processing in S105 and timer interrupt processing in S106 are permitted.
[0158] 7-2. Receive interrupt processing The sub-control circuit 60 starts the reception interrupt process of S105 every time the STB signal is input to the INT terminal from the main control circuit 40. This reception interrupt process is executed with priority over the timer interrupt process of S106, and the sub-control circuit 60 stores the commands and the like sent by the main control circuit 40 in the output process of S11 in Fig. 8 in the reception buffer of RAM during the reception interrupt process.
[0159] 7-3.Timer interrupt processing The sub-control circuit 60 activates the timer interrupt process of S106 every time a timer interrupt signal is input at a fixed interval. Figure 35(b) shows the timer interrupt process of S106, in which the sub-control circuit 60 performs the received command analysis process of S111, the prize ball acquisition effect process of S112, and the advance notice type notification effect process of S113 in the timer interrupt process. The advance notice type notification effect process of Figure 33 shows the advance notice type notification effect process of S113. The prize ball acquisition effect process of S112 determines whether a 5-round jackpot game or a 16-round jackpot game will be played based on the jackpot type determination result from the main control circuit 40, and if it is determined that a 5-round jackpot game will be played, it performs the prize ball acquisition effect in effect pattern 1, and if it is determined that a 16-round jackpot game will be played, it performs the prize ball acquisition effect in effect pattern 2.
[0160] 7-3-1. Received command analysis processing Figure 36 (a) is the received command analysis process of S111, and the sub-control circuit 60 determines in S121 whether the special chart 1 pre-read data or the special chart 2 pre-read data from the main control circuit 40 is stored in the receive buffer. If it is determined that the special chart 1 pre-read data or the special chart 2 pre-read data is stored, the advance notice suggestion processing of S122 and the reliability advance notice processing of S123 are executed. The reliability advance notice processing of Figure 29 (a) is executed in S123, and the advance notice suggestion processing of Figure 32 (a) is executed in S122.
[0161] The sub-control circuit 60 determines whether the special symbol 1 game data or the special symbol 2 game data from the main control circuit 40 is stored in the receive buffer at S124 in Fig. 36(a). If it is determined that the special symbol 1 game data or the special symbol 2 game data is stored, the sub-control circuit 60 executes the pattern game performance start process of S125. Fig. 36(b) shows the pattern game performance start process of S125, and the sub-control circuit 60 detects the reception result of the special symbol 1 game data (the judgment result of whether or not there is a win, the judgment result of the type of jackpot, the judgment result of the special symbol fluctuation pattern, and the judgment result of whether or not there is a fall) or the reception result of the special symbol 2 game data (the judgment result of whether or not there is a win, the judgment result of the type of jackpot, the judgment result of the special symbol fluctuation pattern, and the judgment result of whether or not there is a fall) from the receive buffer at S141.
[0162] When the sub-control circuit 60 completes S141 in Figure 36 (b), it sets a combination of three columns of effect symbols in S142. These three columns of effect symbols are set as a "jackpot combination" when the hit / miss detection result is a "jackpot." When the hit / miss detection result is a "miss," they are set as a "miss reach combination" if the fluctuation pattern detection result is a miss "PH01-PH05." When the fluctuation pattern detection result is a miss "PH06, PH07, PH08," they are set as a "complete miss combination." When the sub-control circuit 60 completes S142, it detects video data corresponding to the detection result of the fluctuation pattern from the CGROM in S143, and starts displaying the image of the effect symbol game on the effect symbol display 28 in response to starting playback of the video data detection result.
[0163] In S126 of Figure 36(a), the sub-control circuit 60 determines whether or not the fluctuation start command 1 or fluctuation start command 2 from the main control circuit 40 is stored in the receiving buffer, and if it determines that the fluctuation start command 1 or fluctuation start command 2 is stored, the sub-control circuit 60 performs the pattern game performance stop process in S127 to display the three columns of performance patterns as determined by the combination setting result in S125.
[0164] 36(a), the sub-control circuit 60 determines whether or not a jackpot game start command from the main control circuit 40 is stored in the receive buffer, and if it determines that a jackpot game start command is stored, it starts playing back video data for the jackpot game presentation in a jackpot game presentation start process in S129, and accordingly starts displaying a background image for the jackpot game presentation on the presentation symbol display 28. This sub-control circuit 60 determines whether or not a jackpot game stop command from the main control circuit 40 is stored in the receive buffer in S130, and if it determines that a jackpot game stop command is stored, it stops playing back video data for the jackpot game presentation in a jackpot game presentation stop process in S131, and accordingly erases the background image for the jackpot game presentation.
[0165] According to the above-mentioned first embodiment, the following effects are achieved. When the scrolling display of three rows of effect symbols in effect symbol games stops at a jackpot combination, a symbol pre-reading notice effect is performed. This symbol pre-reading notice effect notifies the player of the winning information (the odd / even and color of the three rows of effect symbols) related to the jackpot combination of the three rows of effect symbols, and is performed before the image of the jackpot effect symbol game begins to be displayed. This allows the player to know in advance that the three rows of effect symbols will be a jackpot combination, as well as to know in advance whether the high probability state will continue, improving the entertainment value of the notice effect. The fact that the probability variable state will continue in response to the three rows of performance symbols forming a jackpot combination is notified to the player in advance by the symbol pre-reading performance as an odd number completely missing combination, thereby further improving the entertainment value of the symbol pre-reading performance.
[0166] In the three previous games of symbol play, the odd numbered chance combination of three rows of symbols is used to notify the player that the three rows of symbols will be an odd numbered jackpot combination, and the even numbered chance combination is used to notify the player that the three rows of symbols will be an even numbered jackpot combination, eliminating the need to set aside a special time for symbol pre-reading in symbol play. This means that even in the super-electric support mode, which shortens the time required for symbol play, the odd / even nature of the jackpot combination can be notified in advance without any problems. The variation of the identification symbols is stopped at a chance combination in each of three consecutive losing performance symbol games, and the three rows of performance symbols are made into a jackpot combination in response to stopping the variation of each of the three rows of performance symbols in a manner as predicted in the jackpot performance symbol game, thereby improving the entertainment value of the images in the jackpot performance symbol game.
[0167] When a reliability advance notice effect is performed, the reliability is displayed between the end of the reliability advance notice effect and before the combination of three rows of effect symbols is determined, so that the player can visually confirm from the image of the reliability that the reliability advance notice effect has been performed. This prevents the player from forgetting that the reliability advance notice effect has been performed, making it possible to prevent the effect of the reliability advance notice effect from being weakened. When the reliability is displayed in the reliability notice performance, the reliability is displayed in numbers as notice information, so that the player is freed from the trouble of having to remember the reliability numbers.
[0168] Since the player is informed that a reliability notice effect will occur on the fourth effect symbol play in response to the performance of notice suggestion effect 1 or notice suggestion effect 2 during the first to third effect symbol plays, the player's anticipation for the reliability notice effect to occur increases each time notice suggestion effect 1 or 2 occurs. Moreover, since the reliability notice effect is suggested in response to the operation of notice suggestion effect 2 by notice effect device 33, and then notice effect device 33 operates again in the reliability notice effect, it becomes clear to the player that the three notice suggestion effect 2s indicate the occurrence of a reliability notice effect. Furthermore, the notice effect device 33 operates in a different manner in the reliability notice effect than in the notice suggestion effect 2. This prevents the player from mistaking the reliability notice effect for the notice suggestion effect 2, improving the overall appeal of the notice effects. Since the preview suggestion performance 1 and the preview suggestion performance 2 each suggest to the player the reliability of the reliability preview performance, it is possible to strongly attract the player's attention to each of the three preview suggestion performances 1 and 2.
[0169] After performing the advance notice suggestion performance 2 three times using the advance notice performance device 33, the reliability advance notice performance is performed by moving the advance notice performance device 33 more greatly in the fourth performance pattern play than in the advance notice suggestion performance 2, so that it is possible to greatly increase the player's expectation for being notified of a big win in the fourth performance pattern play. After performing the advance notice suggestion performance 2 three times using the advance notice performance device 33, the first half of the reliability advance notice performance is performed in response to moving the advance notice performance device 33 in a manner different from the advance notice suggestion performance 2 in the fourth performance symbol play, and after completing the first half of the reliability advance notice performance, the reliability is displayed in the second half of the reliability advance notice performance, thereby suggesting to the player that a jackpot will be announced in the fourth performance symbol play. Therefore, the operation of the advance notice performance device 33 in the first advance notice suggestion performance 2 can give the player the impression that it is progressing towards displaying the reliability, making it possible to keep the player's interest for a long time in the series of performances from the first advance notice suggestion performance 2 to the display of the reliability. As the advance notice suggestion performance 1, the color of one flash image F is changed for each performance symbol game, so it becomes clear to the player that the advance notice suggestion performance 1 is performed multiple times with the reliability advance notice performance as the target.
[0170] In the above-mentioned Example 1, it is also possible to configure that the preview suggestion effect 1 or the preview suggestion effect 2 is performed in the first performance symbol game according to the special symbol 2 pre-reading receiving area 4 and the third performance symbol game according to the special symbol 2 pre-reading receiving area 2, and that neither the preview suggestion effect 1 nor the preview suggestion effect 2 is performed in the second performance symbol game according to the special symbol 2 pre-reading receiving area 3. In this configuration, the preview effect device 33 operates in the preview suggestion effect 2, and the preview effect device 33 operates differently from the preview suggestion effect 2 in the first half of the reliability preview effect, so that even if the preview suggestion effect 2 is not performed in the second performance symbol game, the reason why the preview effect device 33 operated in each of the first and third performance symbol games becomes clear to the player. In the above-mentioned Example 1, when the latter half of the reliability preview performance is performed, the final reliability value may be continuously displayed until the combination of the three rows of performance symbols is determined (until the special reach performance ends). In the above-mentioned Example 1, when the latter half of the reliability preview performance is performed, the final reliability value may be continuously displayed until the combination of the three rows of performance patterns is determined (until the special reach performance ends), or multiple durations T for displaying the final reliability value may be set, and the reliability may increase as the duration T becomes longer.
[0171] [Example 2] The symbol pre-reading notice performance process of Fig. 37 is executed by the sub-control circuit 60 in place of the symbol pre-reading notice performance process of Fig. 21, and when the sub-control circuit 60 determines in S202 that the number of reserved special symbol 2 is "4", it determines in S207 whether or not special symbol 2 pre-reading data is stored in special symbol 2 pre-reading receiving areas 1 to 4 in pre-reading pattern 1, and ends the processing when it determines that special symbol 2 pre-reading data is not stored in special symbol 2 pre-reading receiving areas 1 to 4 in pre-reading pattern 1. In other words, the image of the symbol pre-reading notice performance is a definite continuous notice performance that is performed only when the three rows of performance symbols form a jackpot combination in the fourth performance symbol game.
[0172] When the sub-control circuit 60 determines in S207 of FIG. 37 that the special symbol 2 pre-read data is stored in the special symbol 2 pre-read receiving areas 1-4 in pre-read pattern 1, it compares the result of the pre-reading of the jackpot symbol in the special symbol 2 pre-read receiving area 1 with "jackpot symbol 1" and "jackpot symbol 3" in S208. If it determines that the pre-reading result of the jackpot symbol is either "jackpot symbol 1" or "jackpot symbol 3," it proceeds to S301, and if it determines that the pre-reading result of the jackpot symbol is "jackpot symbol 4," it ends the processing. In other words, the image of the symbol pre-reading notice effect is a continuous notice effect that is only performed when a three-row performance symbol combination is a jackpot combination on the fourth performance symbol play and when the high-probability time-saving mode continues, and is not performed when the low-probability time-saving mode is set, even if a three-row performance symbol combination is a jackpot combination on the fourth performance symbol play.
[0173] When the sub-control circuit 60 proceeds to S301 in Fig. 37, it compares the result of the jackpot symbol pre-reading in the special symbol 2 pre-reading receiving area 1 with "jackpot symbol 1." If it is determined that the jackpot symbol pre-reading result is "jackpot symbol 1," the odd symbol setting process 1 in S209 sets the three rows of effect symbols in the first to third effect symbol games to an odd chance eye combination, and the three rows of effect symbols in the fourth effect symbol game to an odd jackpot combination. If it is determined that the jackpot symbol pre-reading result is "jackpot symbol 3," the even symbol setting process 1 in S210 sets the three rows of effect symbols in the first to third effect symbol games to an even chance eye combination, and the three rows of effect symbols in the fourth effect symbol game to an even jackpot combination. In other words, the symbol pre-reading preview performance is a winning information that suggests to the player the number of rounds of jackpot play, and three odd-numbered chances notify the player that the "high probability time-saving mode" will continue and that 16 rounds of jackpot play will occur, while three even-numbered chances notify the player that the "high probability time-saving mode" will continue and that 6 rounds of jackpot play will occur.
[0174] According to the second embodiment, the following effects are achieved. The image of the symbol pre-reading notice effect is displayed only when the high-probability time-saving mode does not downgrade to the low-probability time-saving mode in response to the three-row effect symbol combination forming a jackpot. This eliminates the player's concern that the high-probability time-saving mode will be downgraded in response to the three-row effect symbol combination forming a jackpot from the player's perspective, allowing the player to enjoy the image of the symbol pre-reading notice effect with a sense of security. Moreover, when the image of the symbol pre-reading notice effect begins to be displayed, the player can know that the high-probability time-saving mode will not fall into the special symbol 2 reserved range.
[0175] [Example 3] The notice hold effect processing of Figure 38 (a) is started every time the sub-control circuit 60 receives special symbol 1 game data from the main control circuit 40, and when the sub-control circuit 60 starts the notice hold effect processing, it determines in S311 whether the current game mode is normal game mode. If it determines that the current game mode is normal game mode, it proceeds to S312 and determines whether it has determined that a cut-in notice effect or a dialogue notice effect will be performed in this effect symbol game. If it determines that a cut-in notice effect or a dialogue notice effect will be performed, it proceeds to S313 and determines whether a notice hold effect will be performed in this effect symbol game. As shown in Fig. 38(b), this process determines that there is a high probability that a notice-hold effect will be performed when three rows of effect symbols are a jackpot combination in this effect symbol game, and determines that there is a low probability that a notice-hold effect will be performed when three rows of effect symbols are either a miss-reach combination or a complete miss combination, and when the sub-control circuit 60 has finished S313, it detects the result of the notice-hold effect determination in S314. Here, if it detects the result of the determination that there is a notice-hold effect, it moves to S315 and sets the execution of the notice-hold effect for this effect symbol game.
[0176] Figure 38(c) is an image of the effect symbol game when it is determined that a cut-in notice effect will be performed in this effect symbol game. In this case, a cut-in notice effect is performed while three columns of effect symbols are scrolling, and then a notice hold effect is performed. This notice hold effect indicates to the player that the cut-in notice is on hold, and is performed by displaying a window image W with the text image "cut-in hold" attached on the effect symbol display 28. This window image W is displayed continuously until the combination of the three columns of effect symbols is determined, and when a hold notice effect occurs after the cut-in notice effect from the player's perspective, the three columns of effect symbols are more likely to be a winning combination than when it does not occur.
[0177] Figure 38(d) is an image of a performance symbol game when it is determined that a line preview effect will be performed in this performance symbol game. In this case, a line preview effect is performed while the three columns of performance symbols are scrolling, and then a preview hold effect is performed. This preview hold effect indicates to the player that the line preview is being held, and is performed by displaying a window image W with the text image "line hold" attached on the performance symbol display 28. This window image W is displayed continuously until the combination of the three columns of performance symbols is determined, and when, from the player's line of sight, a hold preview effect occurs after the line preview effect, the three columns of performance symbols are more likely to be a winning combination than when it does not occur.
[0178] According to the third embodiment, the following effects are achieved. When the notice hold effect occurs in the line of sight of the player, the three rows of effect symbols form a jackpot combination with a higher probability than when it is not displayed, so it is possible to give the player a new enjoyment of expecting the notice hold effect to occur every time a cut-in notice effect or a dialogue notice effect occurs.
[0179] [Example 4] Figure 39 is an image of a step-up preview effect. This step-up preview effect is displayed on the preview symbol display 28 in a scrolling state of three columns of preview symbols when the current game mode is normal, and has three stages: step 1, step 2, and step 3. Step 1 displays preview symbol D1 of dinosaur 1 (see a), and step 2 is a graphical development from step 1. This step 2 displays preview symbol D2 of dinosaur 2 after the preview symbol D1 is displayed (see c). Step 3 is a graphical development from step 2, and displays preview symbol D3 of dinosaur 3 after the preview symbol D2 is displayed (see f).
[0180] The step-up notice effect increases the reliability of a jackpot as the steps progress, and when the step-up notice effect develops into the final step 3, a special reach effect occurs in the image of the current effect symbol game. When the step-up notice effect ends at step 2 without developing into step 3, a normal reach effect occurs in the image of the current effect symbol game, and when it ends at step 1 without developing into step 2, a reach state does not occur in the image of the current effect symbol game. In other words, step 3 has the highest reliability of a jackpot among steps 1 to 3, step 2 has the second highest reliability of a jackpot, and step 1 has the lowest reliability of a jackpot.
[0181] In the step-up preview effect, step information is displayed on the effect symbol display 28. This step information corresponds to preview information, and notifies the player in text which stage of the step-up preview effect has progressed to, steps 1 to 3. Step information I1 in Figure 39(b) indicates that the step-up preview effect has progressed to step 1, and is displayed after the preview image D1 of dinosaur 1 is displayed in step 1. Step information I2 in Figure 39(d) indicates that the step-up preview effect has progressed to step 2, and is displayed after the preview image D2 of dinosaur 2 is displayed in step 2. Step information I3 in Figure 39(f) indicates that the step-up preview effect has progressed to step 3, and is displayed after the preview image D3 of dinosaur 3 is displayed in step 3.
[0182] According to the fourth embodiment, the following effects are achieved. The step information I1 to I3 indicates to which stage the step-up notice presentation has progressed, from steps 1 to 3. This eliminates the need for the player to remember to which stage the step-up notice presentation has progressed, from steps 1 to 3, and allows the player to accurately grasp the reliability of a jackpot. In the above-mentioned Example 4, the sub-control circuit 60 may be configured to determine whether or not to display the step information I1 to I3 so that when the step information I1 to I3 is displayed, the three rows of effect symbols will form a jackpot combination with a higher probability in the effect symbol game compared to when the step information I1 to I3 is not displayed.
[0183] [Example 5] 40(a) is an image of a mode notice effect. This mode notice effect notifies the player that the speed mode will end with the current effect symbol game, and is performed by statically displaying the "Speed mode end" notice image Y2 on the effect symbol display 28 for a certain period of time while scrolling through three rows of effect symbols. This mode notice effect is displayed when the three rows of effect symbols form a completely miss combination in the 200th effect symbol game in the high-probability time-saving mode, and is displayed when the speed mode is changed to the super speed mode from the next 201st effect symbol game.
[0184] Figure 40(b) is an image of the advance notice information. This image of the advance notice information begins to be displayed after the image of the mode advance notice effect is displayed during the 200th effect symbol play in the high-probability time-saving mode, and continues to be displayed until the 200th effect symbol play ends. This image of the advance notice information consists of a letter pattern Is of "Speed mode end," and is displayed as letters of a smaller size than the advance notice image Y2. This advance notice information is intended to remind the player of the notification content of the mode advance notice effect, and also to remind the player that the super speed mode will be set from the next 201st effect symbol play.
[0185] According to the fifth embodiment, the following effects are achieved. Since the start of the super speed mode is notified to the player in response to the display of the notice pattern Y2 and then the start of the super speed mode is continuously displayed in response to the display of the letter pattern Is, the player is prevented from being confused as to which of the normal mode, challenge mode, speed mode and super speed mode is to be started. The setting of the high probability super electric support state is announced in response to displaying an image of the mode announcement performance, and then the setting of the high probability super electric support state is continuously displayed in response to displaying an image of the announcement information, thereby preventing a player from confusing which of the low probability non-electric support state, the high probability electric support state, the low probability electric support state, and the high probability super electric support state is set.
[0186] [Example 6] Figure 41 shows an image of a continuous preview effect. This continuous preview effect is displayed when special chart 2 pre-reading data is stored in special chart 2 pre-reading receiving areas 1-4 in super speed mode using pre-reading pattern 1 of Figure 22(a) or pre-reading pattern 2 of Figure 22(b). The sub-control circuit 60 notifies the player of the start of the continuous preview in response to the display of the "Start" preview image Ybc during the scrolling of three columns of performance symbols in the first performance symbol game corresponding to special chart 2 pre-reading receiving area 4 (see b). After displaying the preview image Ybc during the first performance symbol game, the sub-control circuit 60 displays the "Chance" character image Yc (see c). This character image Yc is displayed during the scrolling of three columns of performance symbols and is displayed in a smaller size than the preview image Ybc.
[0187] The sub-control circuit 60 displays the "Chance" character Yc while scrolling through the three columns of effect symbols during the second effect symbol play corresponding to the special symbol 2 advance read reception area 3 and the third effect symbol play corresponding to the special symbol 2 advance read reception area 2 (see e.g.). This sub-control circuit 60 displays advance notice information YI consisting of the characters "Chance x N (N is 1, 2, or 3)" each time it displays the character Yc. This advance notice information YI notifies the player of the cumulative number of occurrences of the consecutive advance notice effect "Chance," and the display content changes from "Chance x 1" to "Chance x 2" to "Chance x 3" each time a consecutive advance notice effect is executed (see dfh). This sub-control circuit 60 begins displaying images of the special reach effect after the three columns of effect symbols reach a win state during the fourth effect symbol play (see i), and displays the three columns of effect symbols as a jackpot combination or a miss reach combination. According to the sixth embodiment, the following effects are achieved. When a consecutive preview effect occurs, the cumulative number of occurrences of the consecutive preview effect is displayed as preview information. This eliminates the need for the player to memorize the cumulative number of occurrences of the consecutive preview effect, and allows the player to accurately grasp the reliability of the three-row performance symbols forming a jackpot combination. In the above-mentioned Example 6, the sub-control circuit 60 may be configured to determine whether or not to display the preview information YI so that when the preview information YI is displayed, the three rows of performance symbols will form a winning combination with a higher probability than when the preview information YI is not displayed.
[0188] [Example 7] Figure 42 shows an image of a pseudo consecutive effect. This pseudo consecutive effect image consists of a three-row display of effect symbols in a scrolling state followed by multiple unit effect symbol play images displayed in a stopped state. If a jackpot is determined, the three rows of effect symbols form the final unit effect symbol play image, forming a jackpot combination. If a miss is determined, the three rows of effect symbols form the final unit effect symbol play image, forming a miss combination. The number of unit effect symbol plays occurring in this pseudo consecutive effect is set to two types: "2 times" and "3 times." A pseudo consecutive effect image consisting of "3 times" of unit effect symbol play has a higher jackpot reliability than a pseudo consecutive effect image consisting of "2 times" of unit effect symbol play. In other words, from the player's perspective, the more unit effect symbols are displayed, the higher the probability that the three rows of effect symbols will form a jackpot combination in this effect symbol play.
[0189] If a pseudo consecutive effect is performed in this effect symbol game, the pseudo consecutive advance notice effect is performed while the three columns of effect symbols are displayed in a scrolling state during the first unit effect symbol game. This pseudo consecutive advance notice effect is performed by displaying the character image L1 of "Let's go!!" on the effect symbol display 28 (see a). After the character image L1 is displayed during the first unit effect symbol game, the three columns of effect symbols stop scrolling due to a completely miss combination (see b). The second unit effect symbol game begins when the three columns of effect symbols start to be displayed in a scrolling state again (see c). When the second unit effect symbol game starts, advance notice information is displayed. This advance notice information notifies the player of the number of occurrences of the unit effect symbol game and consists of the character image L2 of "×N (N is 2 or 3)" (see c).
[0190] If three unit effect symbol games are set, the second play will result in the three columns of effect symbols scrolling to a complete miss combination (see d), and the three columns of effect symbols will start scrolling again, starting the third unit effect symbol game (see e). In this case, the character image L2 will change from "x2" to "x3" (see e), and the player will be notified that the third unit effect symbol game has begun. In this third unit effect symbol game, the three columns of effect symbols will enter a reach state (see f), and the middle column of effect symbols will stop scrolling in a reach state, completing a jackpot combination (see g) or a reach-to-miss combination (see h). If two unit effect symbol games are set, the second play will result in the three columns of effect symbols entering a reach state (see f), and the middle column of effect symbols will stop scrolling in a reach state, completing a jackpot combination (see g) or a reach-to-miss combination (see h). This final unit performance symbol game corresponds to the second unit performance symbol game, and the unit performance symbol games other than the final game correspond to the first unit performance symbol game.
[0191] According to the seventh embodiment, the following effects are achieved. When a pseudo consecutive effect occurs in the current effect symbol game, the occurrence of the pseudo consecutive effect is notified to the player in response to the display of the letter picture L1, and when the occurrence of the pseudo consecutive effect is notified, the letter picture L2 is displayed as advance notice information to notify the player of the number of times the current unit effect symbol game has been played. Therefore, the player does not need to remember how many times the unit effect symbol game has been played, and can accurately grasp the reliability of the current effect symbol game. Only the information related to the occurrence number of "xN" unit effect symbol games is displayed as advance notice information. Therefore, the player does not have to visually grasp the decorative symbols, etc., and can accurately grasp the occurrence number of unit effect symbol games. In the above-mentioned Example 7, the sub-control circuit 60 may be configured to determine whether or not to display the character image L2 so that the three rows of performance symbols will form a winning combination in the final unit performance symbol game with a higher probability when the character image L2 is displayed compared to when the character image L2 is not displayed.
[0192] [Example 8] As shown in Figure 43, a left display 28L is disposed on the left side of the effect symbol display 28, and a right display 28R is disposed on the right side of the effect symbol display 28. The left display 28L, effect symbol display 28, and right display 28R are all visible to the player, and the left display 28L and right display 28R are each composed of a color LCD display with a smaller display area than the effect symbol display 28. The left display 28L and right display 28R correspond to auxiliary displays, and effect images that produce images of effect symbol games are displayed on the left display 28L and right display 28R. The effect symbol display 28 corresponds to the main display, and the effect symbol display 28 displays images of effect symbol games.
[0193] Fig. 43(a) is an image of the reach preview effect. This image of the reach preview effect is displayed in a scrolling state of three columns of effect symbols, and it suggests to the player that a battle image will be displayed in this effect symbol game in response to displaying the character symbol L3 of "Dinosaur Appearance" on the central effect symbol display 28. Fig. 43(b) is an image of the preview information. This image of the preview information serves to fix in the player's memory the fact that the display of the battle image has been previewed, and it is done by displaying the character symbol L4 of "period" on the left display 28L and the character symbol L5 of "wait" on the right display 28R after the character symbol L3 has been erased from the central effect symbol display 28.
[0194] According to the above-mentioned Example 8, the following effects are achieved. Since the image of the effect symbol game and the image of the reach preview effect are displayed on the effect symbol display 28, and the character symbols L4 and L5 are displayed as preview information on both the left display 28L and the right display 28R, it becomes easier for the player to recognize that the image on the effect symbol display 28 is the image of the preview effect and the images on the left display 28L and the right display 28R are auxiliary preview information. In the above-mentioned Example 8, when the character symbols L4 and L5 are displayed, the sub-control circuit 60 may be configured to determine whether to display the character symbols L4 and L5 so that the three columns of effect symbols have a high probability of forming a jackpot combination compared to the case where they are not displayed.
[0195] [Example 9] As shown in Fig. 44, a lower display 28Low is arranged below the effect symbol display 28. This lower display 28Low is made visible to the player. The image of the effect symbol game is displayed on the effect symbol display 28, and a cloud image C is displayed on the lower display 28Low. This lower display 28Low corresponds to an auxiliary display and is composed of a color liquid crystal display having a smaller display area than the effect symbol display 28.
[0196] In the super speed mode, it is determined whether special chart 2 pre-read data is stored in special chart 2 pre-read receiving areas 1-4 of the sub-control circuit 60 in pre-read pattern 1 of Fig. 22(a) or pre-read pattern 2 of Fig. 22(b), and if it is determined that special chart 2 pre-read data is stored in pre-read pattern 1 or pre-read pattern 2, as shown in Fig. 44(a), the rightmost cloud image C corresponding to the fourth effect symbol play in special chart 2 pre-read receiving area 1 is changed to a special color different from the remaining three cloud images C. This special color cloud image C is moved to the left each time one effect symbol play ends, and as shown in Fig. 44(b), it reaches the left end when the third effect symbol play begins.
[0197] When the special colored cloud image C reaches the left edge, a battle reach notice effect is performed as shown in Figure 44(b). This battle reach notice effect indicates to the player that a battle image will be displayed in the next effect symbol play corresponding to the special colored cloud image C. If battle image BL1 is displayed in the next effect symbol play, this effect is performed by simultaneously displaying dinosaurs D1 and D2 on the lower display 28Low; if battle image BL2 is displayed in the next effect symbol play, this effect is performed by displaying dinosaur D1 on the lower display 28Low; if battle image BL3 is displayed in the next effect symbol play, this effect is performed by displaying dinosaur D2 on the lower display 28Low; and if battle image BL4 is displayed in the next effect symbol play, this effect is performed by displaying dinosaur D3 on the lower display 28Low.
[0198] When the image of the current effect symbol game corresponding to the special color cloud image C starts to be displayed, advance notice information is displayed as shown in Figure 44(c). This advance notice information notifies the player of the type of battle image suggested in the battle reach advance notice effect, and is displayed by displaying a letter pattern L6 while three rows of effect symbols are being scrolled on the effect symbol display 28 in the image of the current effect symbol game. This letter pattern L6 displays "Dinosaur 12 Standby" when battle image BL1 is predicted, "Dinosaur 1 Standby" when battle image BL2 is predicted, "Dinosaur 2 Standby" when battle image BL3 is predicted, and "Dinosaur 3 Standby" when battle image BL4 is predicted.
[0199] When advance notice information is displayed, as shown in Fig. 44(c), a display area E5 is set within the display area E of the performance symbol display device 28. This display area E5 is U-shaped, having a left area along the left side of the performance symbol display device 28, an upper area along the upper side, and a right area along the right side, and in each of the left and right areas of the display area E5, a character pattern L6 is displayed vertically, and in the upper area, a character pattern L6 is displayed horizontally.
[0200] According to the above-mentioned embodiment 9, the following effects are achieved. If it is predicted that a special reach effect will occur in the fourth effect symbol play, dinosaur images D1 to D3 suggesting the special reach effect are displayed before the fourth effect symbol play begins, allowing the player to enjoy waiting for the special reach effect to occur. Moreover, if a special reach effect is suggested in the advance notice effect, character pattern L6 suggesting the type of special reach effect is displayed as advance notice information, so the player can continue to enjoy waiting for the special reach effect. If it is predicted that a battle image will be displayed in the fourth effect symbol game, the player is suggested that a battle image will be displayed in the next effect symbol game by displaying one of the dinosaurs D1 to D3 during the effect symbol game immediately before the fourth effect symbol game, so the player can know that a battle image will be displayed in the next effect symbol game. Moreover, since the suggestion that a battle image will be displayed is made by displaying the dinosaur images D1 to D3 according to the type of battle image, the player can know the type of dinosaur from the dinosaur images D1 to D3 in addition to the display of the battle image. Since the preview effect image is displayed on the lower display 28Low, it is easy for the player to see the preview effect image. Moreover, since the preview information is displayed larger than the preview effect images D1 to D3, it is easy for the player to see the preview information. Furthermore, since the preview information is displayed vertically and horizontally in the U-shaped display area E5, it is easy for the player to read the preview information consisting of text. In the above-mentioned Example 8, the sub-control circuit 60 may be configured to determine whether or not to display the character pattern L6 so that when the character pattern L6 is displayed, the three rows of performance symbols form a winning combination with a higher probability than when the character pattern L6 is not displayed.
[0201] [Example 10] Figure 45 shows a preview suggestion effect 11, which is executed in place of the preview suggestion effect 1 in Figure 30. This preview suggestion effect 11 stops the scrolling display of the effect symbols in the right column in a lower area than the effect symbols in the left column and the middle column, and the three columns of effect symbols are placed in a scrolling stopped state in an arrangement with non-linear steps that differs from the effect symbol play when preview suggestion effect 11 is not performed. This preview suggestion effect 11 has effect patterns 1 to 3. Effect pattern 1 generates preview suggestion effect 11 in each of the first effect symbol play corresponding to special symbol 1 pre-reading receiving area 4, the second effect symbol play corresponding to special symbol 1 pre-reading receiving area 3, and the third effect symbol play corresponding to special symbol 1 pre-reading receiving area 2. If preview suggestion effect 11 is performed in effect pattern 1, there is a high probability that a reliable preview effect will occur in the fourth effect symbol play. In presentation pattern 2, a notice suggestion effect 11 is generated in the first presentation symbol play and the second presentation symbol play, and if a notice suggestion effect 11 is generated in presentation pattern 2, a reliability notice effect occurs with a medium probability in the fourth presentation symbol play. In presentation pattern 3, a notice suggestion effect 11 is generated in the first presentation symbol play, and if a notice suggestion effect 11 is generated in presentation pattern 3, a reliability notice effect occurs with a low probability in the fourth presentation symbol play.
[0202] The preview suggestion effect 11 occurs only when the preview frequent mode is on. This preview frequent mode is an effect mode that determines that cut-in previews and dialogue previews are performed with a higher probability than when the preview frequent mode is off, and is turned on when the current time reaches the set time while the effect mode is set to normal mode. This set time is every two hours, starting from "11:00:00," and the preview frequent mode is turned off when the set time of "2 minutes" has elapsed since the preview frequent mode was turned on. In the above-mentioned Example 10, when a special chart change pattern for all chart simultaneous stop effect is stored in the special chart 2 pre-read data receiving area 2-4 in the speed mode, or when a special chart change pattern for super time-saving effect is stored in the special chart 2 pre-read data receiving area 2-4 in the super speed mode, the advance notice suggestion effect 11 may be performed. In this configuration, it is possible to suggest the occurrence of a reliability advance notice effect even if the special chart change time is extremely short.
[0203] [Example 11] Figure 46 shows a preview suggestion effect 12 that is executed in place of the preview suggestion effect 1 of Figure 30. This preview suggestion effect 12 develops one type of effect for each effect symbol play, and has steps 1 to 3. Step 1 displays the preview image Ys of "preview zone determination in progress" while the three columns of effect symbols are scrolling (see b), step 2 changes the preview image Ys of "preview zone determination in progress" to the preview image Ys of "preview zone determination completed" while the three columns of effect symbols are scrolling (see c), and step 3 changes the preview image Ys of "preview zone determination completed" to the preview image Ys of "preview zone start" while the three columns of effect symbols are scrolling (see d).
[0204] The advance notice suggestion effect 12 has effect patterns 1 to 3. In effect pattern 1, the advance notice suggestion effect 12 of step 1 occurs in the first effect symbol play corresponding to the special symbol 1 pre-reading receiving area 4, the advance notice suggestion effect 12 of step 2 occurs in the second effect symbol play corresponding to the special symbol 1 pre-reading receiving area 3, and the advance notice suggestion effect 12 of step 3 occurs in the third effect symbol play corresponding to the special symbol 1 pre-reading receiving area 2. If the advance notice suggestion effect 12 occurs in effect pattern 1, the reliability advance notice effect occurs with a high probability in the fourth effect symbol play. In effect pattern 2, the advance notice suggestion effect 12 of step 1 occurs in the first effect symbol play, and the advance notice suggestion effect 12 of step 2 occurs in the second effect symbol play. If the advance notice suggestion effect 12 occurs in effect pattern 2, the reliability advance notice effect occurs with a medium probability in the fourth effect symbol play. Presentation pattern 3 generates the advance notice suggestion presentation 12 of step 1 in the first presentation symbol play, and if the advance notice suggestion presentation 12 is performed in presentation pattern 3, the reliability advance notice presentation will occur with a low probability in the fourth presentation symbol play.
[0205] [Example 12] Figure 47 shows a preview suggestion effect 13 that is executed in place of the preview suggestion effect 1 in Figure 30. This preview suggestion effect 13 displays one of the four cloud images C in a special color different from the normal white, and in the first performance symbol game, the second cloud image C from the right end is displayed in the special color (see b), in the second performance symbol game, the third cloud image C from the right end is displayed in the special color (see c), and in the third performance symbol game, the fourth cloud image C from the right end is displayed in the special color (see d). The special colors of this cloud image C are set to "gold," "red," and "green," and if the color of the cloud image C is "gold" during the first to third plays with the effect symbol, there is a high probability that a reliability notice effect will occur during the fourth play with the effect symbol; if the color of the cloud image C is "red" during the first to third plays with the effect symbol, there is a medium probability that a reliability notice effect will occur during the fourth play with the effect symbol; and if the color of the cloud image C is "green" during the first to third plays with the effect symbol, there is a low probability that a reliability notice effect will occur during the fourth play with the effect symbol.
[0206] [Example 13] As shown in Figure 48, a small part 37 corresponding to a movable member is housed within the inner frame 3. This small part 37 is driven by a first pulse motor and a second pulse motor (neither of which is shown), the first pulse motor moving the small part 37 up and down, and the second pulse motor moving the small part 37 left and right. These first pulse motor and second pulse motor are connected to a sub-control circuit 60, which drives and controls the first pulse motor and the second pulse motor to move the small part 37 between a standby position, a preview suggestion position 1, a preview suggestion position 2, a preview suggestion position 3, and a preview performance position.
[0207] The standby position is below the performance symbol display 28 and at the center of the performance symbol display 28 in the left-right direction (see a), and the small role device 37 is not visible to the player in the standby position. The preview performance position is a position overlapping the center of the performance symbol display 28 from the front (see e), preview suggestion position 1 is a position above the second cloud image C from the right (see b), preview suggestion position 2 is a position above the third cloud image C from the right (see c), and preview suggestion position 3 is a position above the fourth cloud image C from the right (see d), and the small role device 37 is visible to the player at each of the preview performance position, preview suggestion position 1, preview suggestion position 2, and preview suggestion position 3.
[0208] Figure 48(e) shows a jackpot notice effect that replaces the reliability notice effect. This jackpot notice effect suggests to the player that the three rows of effect symbols will form a jackpot combination in this effect symbol play, and is executed during the fourth effect symbol play corresponding to special symbol 1 pre-reading receiving area 1 when special symbol 1 pre-reading data is stored in special symbol 1 pre-reading receiving areas 1-4 using pre-reading pattern 1 or special symbol pre-reading pattern 2. This jackpot notice effect is a large operation performed by repeatedly moving small role 37 between the standby position and the notice effect position multiple times, and is executed with a high probability when special symbol 1 pre-reading data is stored in special symbol 1 pre-reading receiving areas 1-4 using pre-reading pattern 1, and with a low probability when special symbol 1 pre-reading data is stored in special symbol 1 pre-reading receiving areas 1-4 using pre-reading pattern 2.
[0209] Figures 48(b)-(d) explain the preview suggestion effect 21, which replaces the preview suggestion effect 2 in Figure 31. This preview suggestion effect 21 is a pre-read preview effect that suggests to the player that a jackpot preview effect will occur during the fourth performance symbol play, and is executed when special symbol pre-read data is stored in the special symbol 1 pre-read reception areas 1-4. This preview suggestion effect 21 has operation patterns 1-3 set. Operation pattern 1 is a small operation of moving the small feature 37 from the retracted position to the preview suggestion position 1 and then returning it to the standby position, and is executed during the first performance symbol play corresponding to the special symbol 1 pre-read reception area 4. Operation pattern 2 is a small operation of moving the small feature 37 from the retracted position to the preview suggestion position 2 and then returning it to the standby position, and is executed during the second performance symbol play corresponding to the special symbol 1 pre-read reception area 3. Operation pattern 3 is a small operation of moving the small feature 37 from the retracted position to the preview suggestion position 3 and then returning it to the standby position, and is executed during the third performance symbol play corresponding to the special symbol 1 pre-read reception area 2.
[0210] If the advance notice suggestion effect 21 is performed in operation pattern 1 during the first performance symbol play, the advance notice suggestion effect 21 is performed in operation pattern 2 during the second performance symbol play, and the advance notice suggestion effect 21 is performed in operation pattern 3 during the third performance symbol play, then the jackpot advance notice effect will be performed with a high probability during the fourth performance symbol play. If the advance notice suggestion effect 21 is performed in operation pattern 1 during the first performance symbol play, the advance notice suggestion effect 21 is performed in operation pattern 2 during the second performance symbol play, and the advance notice suggestion effect 21 is not performed during the third performance symbol play, then the jackpot advance notice effect will be performed with a medium probability during the fourth performance symbol play. If the advance notice suggestion effect 21 is performed in operation pattern 1 during the first performance symbol play, and the advance notice suggestion effect 21 is not performed during the second and third performance symbol plays, then the jackpot advance notice effect will be performed with a low probability during the fourth performance symbol play.
[0211] [Example 14] As shown in Figure 49(a), the sub-control circuit 60 displays a dance image D on each of the left display unit 28L and the right display unit 28R. This dance image D notifies the player that a performance symbol is being played, and is displayed while the image of the performance symbol is being displayed. This sub-control circuit 60 performs a preview suggestion effect 14 instead of the preview suggestion effect 1 of Figure 30. This preview suggestion effect 14 suggests to the player that a reliability preview effect will be performed during the fourth performance symbol play, and is performed by displaying an effect image E superimposed on the dance image D during each of the first, second, and third performance symbol play, as shown in Figure 49(b).
[0212] [Example 15] The lower display 28Low is connected to a first pulse motor and a second pulse motor (neither shown), the first pulse motor moves the lower display 28Low up and down, and the second pulse motor moves the lower display 28Low left and right. These first pulse motor and second pulse motor are connected to a sub-control circuit 60, which drives and controls the first pulse motor and second pulse motor to move the lower display 28Low between a standby position, a preview suggestion position, and a preview performance position.
[0213] The two-dot chain line in Figure 50(a) shows the lower display 28Low in a standby position, and the standby position is set at a position that does not overlap the display area of the performance pattern display 28 when viewed from the front. The solid lines in Figures 50(a) to (c) show the lower display 28Low in a preview suggestion position, and the preview suggestion position is set at a position that overlaps the lower left corner of the display area of the performance pattern display 28 from the front. The solid line in Figure 50(d) shows the lower display 28Low in a preview performance position, and the preview performance position is set at a position that overlaps the center of the display area of the performance pattern display 28 from the front.
[0214] Figures 50(a)-(c) explain the preview suggestion effect 22 that replaces the preview suggestion effect 2 of Figure 31. This preview suggestion effect 22 involves moving the lower display 28Low from the standby position to the preview suggestion position and then returning it to the standby position, and is performed when special chart 1 pre-reading data is stored in special chart 1 pre-reading receiving areas 1-4. This preview suggestion effect 22 has effect patterns 1-3 set. Effect pattern 1 involves moving the lower display 28Low from the standby position to the preview suggestion position while the message image "Looking forward to the third time" is displayed on the lower display 28Low (see a), and is performed during the first performance symbol play corresponding to special chart 1 pre-reading receiving area 4. Effect pattern 2 involves moving the lower display 28Low from the standby position to the preview suggestion position while the message image "Looking forward to the second time" is displayed on the lower display 28Low (see b), and is performed during the second performance symbol play corresponding to special chart 1 pre-reading receiving area 3. Presentation pattern 3 involves moving the lower display Low from the standby position to the preview suggestion position while the message image "Looking forward to next time" is displayed on the lower display 28Low (see c), and is executed on the third presentation pattern play corresponding to the special chart 1 advance reading receiving area 2.
[0215] Figure 50(d) is performed in place of the first half of the reliability notice performance of Figure 27. The first half of this reliability notice performance is performed by moving the lower display 28Low from the standby position to the notice performance position with the message image "Departure" displayed, and then returning it to the standby position, and if the special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving areas 1 to 4 in pre-reading pattern 1, the reliability notice performance develops from the first half to the second half with a high probability after the lower display 28Low is returned to the standby position, and if the special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving areas 1 to 4 in pre-reading pattern 2, the reliability notice performance develops from the first half to the second half with a low probability after the lower display 28Low is returned to the standby position.
[0216] According to the above-mentioned embodiment 15, the following effects are achieved. The advance notice suggestion effect 22 was performed in response to the operation of the movable member, the first medium, and the lower display 28Low as an auxiliary display during the first to third performance symbol games. Therefore, the lower display 28Low can be operated with information about the reliability advance notice effect displayed on the lower display 28Low, and the information on the lower display 28Low can be changed for each performance symbol game, improving the ingenuity of the advance notice suggestion effect 22.
[0217] [Example 16] As shown in Figure 51, an illumination device 38 is housed within the middle frame 3. This illumination device 38 is composed of a base plate 38a on which multiple full-color LEDs 38b are mounted on the front surface, and is movable between a standby position and a preview performance position. In the standby position, this illumination device 38 is positioned above the performance symbol display 28 (see solid line), and is not visible to the player. In the preview performance position, this illumination device 38 overlaps the upper end of the display area of the performance symbol display 28 from the front (see two-dot chain line), and is visible to the player.
[0218] Figure 51 explains the preview suggestion performance 23 that replaces the preview suggestion performance 2 of Figure 31. This preview suggestion performance 23 involves moving the electric light 38 from the standby position to the preview performance position, causing multiple LEDs 38b to light up in a first pattern, and is executed when the special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving areas 1-4 in pre-reading pattern 1 or pre-reading pattern 2. Figure 51 is also part of the reliability preview performance that replaces the first half of the reliability preview performance of Figure 32. The first half of this reliability preview performance involves moving the electric light 38 from the standby position to the preview performance position, causing multiple LEDs 38b to light up in a second pattern different from the first pattern, and the electric light 38 is in a different form from the preview suggestion performance 2.
[0219] In the above-mentioned Examples 1 to 16, the type of jackpot combination of the three rows of performance symbols in a jackpot performance symbol game may be notified to the player by stopping the scrolling of the three rows of performance symbols in a manner that gives pattern information (type of jackpot) in each of two or four consecutive losing performance symbol games. In the above-mentioned first to sixteenth embodiments, the present invention may be applied to one, two or three types of pachinko gaming machines. The present invention is not limited to the above Examples 1 to 16, and is not limited to the wording of each claim, as long as it does not deviate from the scope of each claim, and extends to a range that can be easily substituted by a person skilled in the art, and improvements based on the knowledge that a person skilled in the art would normally have can be added as appropriate.
[0220] In addition to the inventions described in the claims, Examples 1 to 16 above also describe the following [Reference Inventions 1-1 to 1-6] and [Reference Invention 2-1]. Some gaming machines are configured to display a symbol game image when a gaming ball validly enters a predetermined starting area. This symbol game image displays a distinguishing symbol in a variable state and then in a stopped state, and the player is notified of the winning or losing judgment result based on the appearance of the distinguishing symbol in the stopped state (see JP 2010-57725 A). Some gaming machines are configured to perform a pre-announcement effect. This pre-announcement effect, which displays a reserved symbol in a special manner different from its normal appearance when the start of a symbol game is suspended in response to a gaming ball validly entering the starting area, is monotonous and leaves room for improvement in terms of its entertainment value. [Reference Inventions 1-1 to 1-6] and [Reference Invention 2-1] were made in consideration of the above circumstances, and their purpose is to provide a gaming machine that can improve the entertainment value of the pre-announcement effect.
[0221] [Reference Invention 1-1] A gaming machine comprising: a judgment means for judging whether a game ball has entered a predetermined starting area effectively; a pattern game means for displaying an identification pattern in a changing state and then displaying an image of a pattern game in a stopped state on a predetermined display, the image being displayed when the change in the identification pattern has stopped when the judgment means judges it to be a miss, and when the judgment means judges it to be a win, the image being displayed when the change in the identification pattern has stopped when the judgment means judges it to be a win; and a special game means for playing a special game in which the predetermined ball entry area is opened when the judgment means judges it to be a win, wherein the pattern game means is capable of performing a special effect to notify the player of win information related to the win when the change in the identification pattern in the pattern game image has stopped in a win state, and the special effect is performed before the image of the pattern game is started to be displayed. According to the above means, when the variation of the identification symbol in the symbol game stops in a winning mode, a special effect is performed. This special effect notifies the player of the winning information related to the winning, and is performed before the image of the winning symbol game starts to be displayed. Therefore, the player can know in advance that the identification symbol will be in a winning mode, and can also know in advance the winning information such as the presence or absence of a probability variation, the presence or absence of an electric support, the presence or absence of a fall, the type of symbol element, the color of the symbol element, etc., from the special effect, which improves the entertainment value of the special effect.
[0222] [Reference Invention 1-2] The gaming machine described in [Reference Invention 1-1] is characterized in that it is equipped with a setting means for setting one of a plurality of game states having different degrees of advantage to the player when the judgment means judges that it is a win, and the pattern game means displays information on the display as the winning information in the special performance to inform the player that one of the plurality of game states that is advantageous to the player has been set. According to the above means, the special effect notifies the player in advance that a game state advantageous to the player will be set in response to the identification pattern becoming a winning pattern, thereby further improving the entertainment value of the special effect.
[0223] [Reference Inventions 1-3] The gaming machine described in [Reference Invention 1-1] is characterized in that the symbol game means performs a special effect in which the fluctuation of the identification symbol in the symbol game prior to the winning symbol game is stopped in the manner in which the winning information is given. According to the above means, winning information relating to the winning state is notified in advance by the state of the identification pattern in the pattern game before the winning pattern game, so there is no need to provide a special dedicated time for the special performance in the pattern game before the winning pattern game.
[0224] [Reference Inventions 1-4] The gaming machine described in [Reference Invention 1-1] is characterized in that the pattern game means displays an identification pattern consisting of N (N is an integer of 2 or more) pattern elements in a pattern game, and performs a special effect in which the fluctuation of the identification pattern stops in a manner in which the pattern information is assigned in each of M (M is an integer of 2 or more) consecutive unsuccessful pattern games prior to the winning pattern game. According to the above means, the variation of the identification pattern stops in a manner in which the pattern information is given in each of M consecutive losing pattern games, and in a winning pattern game, the variation of each of the N pattern elements stops in a manner as predicted, so that the identification pattern becomes a winning pattern, improving the quality of the image in the winning pattern game.
[0225] [Reference Inventions 1-5] A gaming machine as described in [Reference Invention 1-3] or [Reference Invention 1-4], which is provided with a time-saving setting means capable of setting a time-saving state that shortens the time required for pattern play, and characterized in that the pattern play means performs the special effects in the time-saving state. According to the above means, even in the time-saving state in which the time required for the symbol game is shortened, it is possible to notify the winning information in advance without any trouble by the special effect.
[0226] [Reference Inventions 1-6] The gaming machine described in [Reference Invention 1-1] is characterized in that it is provided with a demotion determination means which, when the determination means determines a win, determines whether or not to downgrade the gaming state from the current state to a state less favorable to the player than the current state, and the symbol gaming means performs the special effects on winning symbol games for which the demotion determination means has not determined that the gaming state should be downgraded. According to the above means, only when the current game state is not demoted to a game state disadvantageous to the player, a notice is given that the distinguished symbol will become a winning pattern in the winning symbol game in response to the special effect being performed. Therefore, the player does not have to worry about the game state being demoted in response to the distinguished symbol becoming a winning pattern in the winning symbol game from his / her line of sight, and can enjoy the special effect with a sense of security.
[0227] [Reference Invention 2-1] A determination means for determining whether a game ball has entered a predetermined starting area effectively, a special game means for playing a special game by opening the predetermined ball entry area when the determination means determines that a game ball has entered a winning state, a display for displaying an image of a symbol game that notifies the player of the result of the determination means' determination of whether a game ball has entered a winning state, and a display means for displaying an image of a symbol game on the display when the game ball has entered the starting area in a playable state in which it is possible to start displaying an image of a symbol game on the display, and a display means for displaying an image of a symbol game on the display when the game ball has entered the starting area in a playable state in which it is not possible to start displaying an image of a symbol game on the display. A gaming machine comprising: a symbol game means that, when a ball enters the zone, waits for the state to become playable and starts displaying an image of the symbol game on the display; and a special effect means that, when there are three or more symbol games waiting to become playable and there is a winning symbol game that is notified as a winning symbol game for the third or subsequent symbol game in display order among the three or more symbol games, performs a special effect to notify the player of winning information related to the winning symbol game, wherein the special effect means performs the special effect on each of two or more consecutive symbol games that precede the winning symbol game among the three or more symbol games. According to the above-mentioned means, when three or more game balls enter the starting area in a non-playable state, the start of displaying three or more symbol games is suspended, and if there is a winning symbol game that is announced as a win among the symbol games third or later in the display order, a special effect is executed. This special effect notifies the player of winning information related to the winning symbol game, and is executed for each of two or more consecutive symbol games before the winning symbol game. Therefore, the player can know in advance that a winning symbol game will be announced, and can also know in advance winning information such as the presence or absence of a probability variation, the presence or absence of an electric support, the presence or absence of a fall, the type of symbol element, the color of the symbol element, etc., from the special effect, thereby improving the entertainment value of the special effect.
[0228] In addition to the inventions described in the claims, Examples 1 through 16 above also describe the following [Reference Inventions 3-1 through 3-9] and [Reference Invention 4-1]. Some gaming machines are configured to display a symbol game image when a gaming ball validly enters a predetermined starting area. This symbol game image displays a variable identification symbol in a stopped state after the variable identification symbol has been displayed, and the player is notified of the win / loss determination result based on the state of the variable identification symbol in the stopped state (see JP 2010-57725 A). Some gaming machines are configured to perform a preview effect. In this gaming machine, after the preview effect suggests a jackpot to the player, the identification symbol enters a ready state, and images such as a special ready effect, which are rarely displayed when the identification symbol is in a ready state, begin to be displayed. As a result, players may be distracted by the image of the special ready effect and forget that the preview effect suggested a jackpot. The present invention was made in consideration of the above circumstances, and its purpose is to provide a gaming machine that can prevent players from forgetting that a preview effect has occurred.
[0229] [Reference Invention 3-1] A gaming machine comprising: a judgment means for judging whether a game ball has entered a predetermined starting area effectively; a symbol game means for displaying an image of a symbol game to notify the player of the judgment result of the judgment means; a special game means for playing a special game in which the predetermined ball entry area is opened when the judgment means judges that a game has been won; a preview performance means for performing a preview performance that suggests to the player the content of the performance of the symbol game in advance; and an information display means for displaying preview information relating to the suggested content of the preview performance when the preview performance means has performed a preview performance. According to the above means, when a preview effect is performed, the preview information is displayed, so that the player can visually confirm that the preview effect has been performed from the preview information. Moreover, since the preview information displays information related to the suggested content of the preview effect, if the player is unable to recognize or has forgotten the content suggested by the preview effect, the player can accurately recognize the suggested content from the display of the preview information.
[0230] [Reference Invention 3-2] The gaming machine described in [Reference Invention 3-1] is characterized in that the advance notice display means displays an image of the pattern game to suggest to the player that a win has been announced, and the information display means displays reliability as the advance notice information. According to the above means, when the image of the symbol game indicates a win and the preview performance suggests it to the player, the reliability is displayed as preview information, so that the player can specifically grasp the suggestion content of the preview performance.
[0231] [Reference Invention 3-3] The gaming machine described in [Reference Invention 3-1] is characterized in that the preview performance means has multiple stages and displays as the preview performance a display suggesting the occurrence of a preview performance in which the probability of announcing a win increases if the image progresses from the current stage to the next stage, and the information display means displays as the preview information to which stage the preview performance has progressed. According to the above means, the player can accurately grasp the reliability of winning without having to remember to what stage the preview performance has progressed.
[0232] [Reference Invention 3-4] The gaming machine described in [Reference Invention 3-1] is characterized in that the advance notice display means displays a preview indicating the occurrence of consecutive effects, which indicates to the player the probability of being notified of a win in a pattern game depending on the number of consecutive occurrences of one type of effect, and the information display means displays the number of consecutive occurrences of the one type of effect as the advance notice information. According to the above means, when the occurrence of consecutive effects is predicted, the number of consecutive occurrences of one type of effect is displayed as prediction information, so that the player can accurately grasp the probability of winning without having to remember the number of occurrences of the effect.
[0233] [Reference Invention 3-5] The pattern game means is capable of displaying an image of a pseudo consecutive performance consisting of one or more first unit pattern games in which an identification pattern is displayed in a changing state and then the performance is stopped in a predetermined manner, and one second unit pattern game in which the identification pattern is displayed in a changing state and then the performance is stopped in a manner according to the result of the judgment of whether it is a win or not, as an image of one pattern game, and suggests to the player the probability that the identification pattern will be in a winning state in the second unit pattern game according to the number of first unit pattern games, the advance notice performance means displays a display suggesting the occurrence of the pseudo consecutive performance as the advance notice performance, and the information display means displays the number of unit pattern games occurring in the pseudo consecutive performance as the advance notice information. According to the above means, when the occurrence of a pseudo consecutive performance is predicted, the number of consecutive occurrences of unit symbol games is displayed as prediction information, so that the player can accurately grasp the probability of winning without having to remember the number of occurrences of unit symbol games.
[0234] [Reference Invention 3-6] The gaming machine described in [Reference Invention 3-1] is characterized by having a main display that displays the image of the pattern game and the image of the preview performance and is visible to the player, and an auxiliary display that displays the preview information and is visible to the player. According to the above means, an image of a preview effect is displayed on the main display that displays the image of the pattern game, and the preview information is displayed on the auxiliary display, so that the player can easily recognize that the image on the main display is an image of a preview effect and the image on the auxiliary display is an image of auxiliary preview information.
[0235] [Reference Invention 3-7] The gaming machine described in [Reference Invention 3-1] is characterized in that it is equipped with a holding means that holds off starting to display the image of the symbol game when the game ball enters the starting area at a timing when the symbol game means is unable to start displaying the image of the symbol game, and a pre-determination means that determines in advance the presentation content of the symbol game for the symbol game held by the holding means, and when the pre-determination means determines that the image of the symbol game will be displayed with predetermined presentation content, the preview presentation means displays a display suggesting the predetermined presentation content as the preview presentation before the image of the symbol game starts to be displayed, and the information display means displays the presentation content suggested by the preview presentation as the preview information. According to the above means, when it is predicted that the image of the symbol game will be displayed with a predetermined effect, a display suggesting the predetermined effect is displayed as a preview effect before the image of the symbol game starts to be displayed, so that the player can enjoy waiting for the image of the symbol game to start to be displayed with the predetermined effect. Moreover, when the preview effect suggests that the image of the symbol game will be displayed with the predetermined effect, preview information suggesting the effect content is displayed, so that the player can continue to enjoy waiting for the predetermined effect content.
[0236] [Reference Invention 3-8] The gaming machine described in any one of [Reference Invention 3-1] to [Reference Invention 3-7] is characterized in that the information display means determines whether or not to display the advance notice information so that when the advance notice information is displayed, the image of the pattern game indicates a win with a higher probability than when the advance notice information is not displayed. According to the above means, when the advance notice information is displayed after the advance notice performance from the player's line of sight, the probability of winning is higher than when it is not displayed, so a new enjoyment can be had by expecting the advance notice information to be displayed every time the advance notice performance occurs.
[0237] [Reference Invention 3-9] A gaming machine as described in [Reference Invention 3-1], characterized in that it is provided with a presentation mode setting means for setting a presentation mode from among a plurality of presentation modes, the pattern game means displays a pattern game image in a manner according to the result of the presentation mode setting, the advance notice presentation means displays a display suggesting that a predetermined presentation mode from among the plurality of presentation modes will be set as the advance notice presentation, and the information display means displays information relating to the presentation mode suggested by the advance notice presentation as the advance notice information. According to the above means, when the setting of a predetermined presentation mode is suggested in the preview presentation, information relating to that presentation mode is displayed as preview information, thereby making it possible to prevent the player from becoming confused as to which of multiple presentation modes will be set.
[0238] [Reference Invention 4-1] A gaming machine comprising: a judgment means for judging whether a game ball has entered a predetermined starting area effectively; a symbol game means for displaying an image of a symbol game to notify the player of the judgment result of the judgment means; a special game means for playing a special game in which the predetermined ball entry area is left open when the judgment means judges that a game ball has entered a winning state; a notice performance means for performing a notice performance during the current symbol game to suggest to the player that a win has been announced in the current symbol game; and an information display means for displaying notice information relating to the suggestion content of the notice performance during the current symbol game after the notice performance means has performed the notice performance. According to the above means, when a preview effect is performed during the current symbol game, the preview information is displayed after the preview effect, so that the player can visually confirm from the preview information that the preview effect has been performed. Moreover, since the preview information displays information related to the suggested content of the preview effect, it becomes possible for the player to accurately recognize the suggested content from the display of the preview information when he / she is unable to recognize or has forgotten the content suggested by the preview effect.
[0239] In addition to the inventions described in the claims, Examples 1 to 16 above also describe the following [Reference Inventions 5-1 to 5-7] and [Reference Invention 6-1]. Some gaming machines display an image of a symbol game when a game ball lands validly in a predetermined starting area, and suggest to the player that the current symbol game will be a win in response to a preview effect while the symbol game image is displayed (see JP 2010-57725 A). This gaming machine simply displays a preview effect in response to a special image that catches the player's eye while the current symbol game is displayed, leaving room for improvement in terms of the entertainment value of the preview effect. [Reference Inventions 5-1 to 5-7] and [Reference Invention 6-1] were made in light of the above circumstances, and their purpose is to provide a gaming machine that can enhance the entertainment value of the preview effect.
[0240] [Reference Invention 5-1] A determination means for determining whether a game ball has been hit or not when it has validly entered a predetermined starting area, a display for displaying an image of a symbol game that notifies the player of the result of the determination means's determination of whether the game ball has been hit or not, a symbol game means for starting to display an image of a symbol game on the display when the game ball has entered the starting area in a playable state where it is possible to start displaying an image of a symbol game on the display, and for starting to display an image of a symbol game on the display when the game ball has entered the starting area in a non-playable state where it is not possible to start displaying an image of a symbol game on the display, after waiting for the game to be in a playable state, and a final notice performance during the progress of a symbol game that is second or later in display order among the multiple symbol games when there are multiple symbol games waiting to be in a playable state, A gaming machine comprising: a final notice performance means for suggesting to the player that a win will be announced for the symbol game in response to the performance of a final notice performance; and a pre-notice performance means for performing a pre-notice performance that suggests to the player in advance that the final notice performance will be performed while each of two or more of the plurality of symbol games is in progress, wherein the pre-notice performance means is capable of performing a first performance suggesting the final notice performance using a first medium, and a second performance suggesting the final notice performance using a second medium different from the first medium, as the pre-notice performance, and wherein the final notice performance means performs a performance as the final notice performance in which one of the first medium and the second medium is in a form different from both the first performance and the second performance. According to the above-described means, when multiple game balls enter the starting area in a non-playable state, the start of displaying multiple symbol games is suspended. In this state, a pre-announcement effect is performed during two or more symbol games, and a final announcement effect is performed during the current symbol game targeted by the pre-announcement effect. The pre-announcement effect indicates to the player that a final announcement effect will occur, and the final announcement effect indicates to the player that a win has been announced for the current symbol game. Therefore, each occurrence of a pre-announcement effect heightens the player's anticipation for the occurrence of the final announcement effect. Moreover, since a pre-announcement effect may be performed using either the first or second medium after the final announcement effect is performed using the first or second medium, it becomes clear to the player that the multiple pre-announcement effects indicate the occurrence of the final announcement effect. Furthermore, the one medium in the final announcement effect has a different appearance from both the first and second effects. This prevents players from mistaking the final announcement effect for a pre-announcement effect, improving the overall appeal of the announcement effects.
[0241] [Reference Invention 5-2] The gaming machine described in [Reference Invention 5-1] is characterized in that the advance notice performance means is capable of performing the advance notice performance both when the final notice performance means performs the final notice performance and when it does not, and performs the advance notice performance to indicate to the player the probability that the final notice performance will be performed. According to the above means, the probability of the final preview effect occurring is indicated to the player in the advance preview effect, so that it is possible to strongly attract the player's interest in the advance preview effect.
[0242] [Reference Invention 5-3] The gaming machine described in [Reference Invention 5-1] is characterized in that it is equipped with a movable member that is visible to the player, the advance notice performance means performs the first performance by using the movable member as the first medium, and the final notice performance means performs the final notice performance by moving the movable member more than in the first performance. According to the above means, after multiple advance notice performances are performed using the movable member, the final notice performance is performed in response to the movable member moving more significantly in the current symbol game compared to the movement in the advance notice performances, so that it is possible to greatly increase the player's expectations for being notified of a win in the current symbol game.
[0243] [Reference Invention 5-4] The gaming machine described in [Reference Invention 5-1] is characterized in that it comprises a movable member visible to the player, and a preview image display means for displaying a preview image suggesting to the player that the current symbol game will be a hit while the current symbol game is in progress, the preview image being displayed by the advance preview performance means while the symbol game that is the subject of the advance preview performance is in progress, the advance preview performance means performing the first performance in response to using the movable member as the first medium, and the final preview performance means performing an action performance as the final preview performance by moving the movable member in a manner different from the first performance, suggesting to the player that the preview image will be displayed. According to the above means, after a plurality of advance notice effects are performed using the movable member, a final advance notice effect is performed in response to the movable member moving in a manner different from the advance notice effect in the current symbol game, and the player is informed of a win in response to the preview image being displayed in the current symbol game after the final advance notice effect. This gives the player the impression that the movement of the movable member in the first advance notice effect is progressing toward the display of the preview image, making it possible to keep the player's interest in the series of effects for a long time.
[0244] [Reference Invention 5-5] A gaming machine described in any of [Reference Invention 5-1] to [Reference Invention 5-4], characterized in that the pre-notification performance means uses one image as the second medium and performs a performance in which the one image changes each time the second performance is performed as the pre-notification performance. According to the above means, one image changes every time the second effect is performed, so it becomes clear to the player that the second effect is being performed multiple times for the final preview effect.
[0245] [Reference Inventions 5-6] A gaming machine described in any one of [Reference Invention 5-1] to [Reference Invention 5-4], characterized in that the pattern game means displays three or more pattern elements in a scrolling state and then displays an image in a scrolling stopped state as the image of the pattern game, and the advance notice performance means uses the three or more pattern elements as the second medium and performs a performance in which the three or more pattern elements are in a scrolling stopped state in an arrangement different from that of the pattern game means as the second performance. According to the above means, when three or more symbol elements are in a special arrangement and the scrolling stops during symbol play, the player is informed that the final notice effect will be performed. Therefore, since there is no need to reserve time exclusively for the advance notice effect during symbol play, it is possible to perform the advance notice effect even when the required time for symbol play is short.
[0246] [Reference Inventions 5-7] A gaming machine described in any of [Reference Invention 5-1] to [Reference Invention 5-4], characterized in that the movable member is an auxiliary display having a smaller display area than the display, and the advance notice performance means performs the first performance in response to operating the auxiliary display while a performance image is displayed on the auxiliary display. According to the above means, the auxiliary display as the first medium in the advance preview performance can be operated with information related to the final preview performance displayed as a performance image on the auxiliary display, and the performance image on the auxiliary display can be changed for each advance preview performance, thereby improving the entertainment value of the advance preview performance.
[0247] [Reference Invention 6-1] a determination means for determining whether a game has been won or not when a game ball has validly entered a predetermined starting area; a display for displaying an image of a symbol game to notify a player of the result of the determination means's determination of whether a game has been won or not; a symbol game means for starting to display an image of a symbol game on the display when a game ball enters the starting area in a playable state where it is possible to start displaying an image of a symbol game on the display, and for starting to display an image of a symbol game on the display when a game ball enters the starting area in a non-playable state where it is not possible to start displaying an image of a symbol game on the display, after waiting for the game to be in a playable state; and a final notice effect means for suggesting to a player that a win will be announced for a symbol game in response to a final notice effect being performed during the progress of a symbol game that is second or later in display order among a plurality of symbol games when there are a plurality of symbol games waiting to be in a playable state. a pre-notification performance means for performing a pre-notification performance that suggests to the player that the final notice performance will occur before the start of the final notice performance, and a movable member visible to the player, wherein the final notice performance means performs the final notice performance consisting of a second half of displaying a win notice image on the display that suggests to the player that a win has been announced, and a first half of suggesting to the player that the win image will be displayed in response to operating the movable member, and the pre-notification performance means is capable of performing, as the pre-notification performance, a first performance that suggests the final notice performance in response to operating the movable member in a manner different from the first half of the final notice performance, and a second performance that suggests the final notice performance in response to displaying a pre-notification suggestion image different from the win notice image on the display. According to the above means, when multiple game balls enter the starting area in a non-playable state, the start of displaying multiple symbol games is suspended. In this state, a preliminary preview effect is performed, and a final preview effect may be performed during the current symbol game targeted by the preliminary preview effect. The preliminary preview effect suggests to the player that a final preview effect will be performed, and includes a first effect suggesting the final preview effect in response to the operation of the movable member, and a second effect suggesting the final preview effect in response to the display of a preview suggestion image. The final preview effect has a first half and a second half. The second half of this final preview effect suggests to the player that a win will be announced in the current symbol game in response to the display of a winning preview image different from the preview suggestion image, and the first half of the final preview effect suggests to the player that a winning preview image will be displayed in response to the operation of the movable member in a manner different from the preliminary preview effect. Therefore, the player's anticipation of the occurrence of the final preview effect increases as the preliminary preview effect occurs. Moreover, since the final preview performance may be performed using a movable member after the advance preview performance is performed using a movable member, it becomes clear to the player that the advance preview performance suggests the occurrence of the final preview performance. Furthermore, the movable member moves in a different manner in the final preview performance than in the advance preview performance. Therefore, the player will not mistake the final preview performance for the advance preview performance, and the overall appeal of the preview performance is improved. [Explanation of symbols]
[0248] 18 is the first start port (start area), 19 is the big prize port (ball entry area), 23 is the second start port (start area), 28 is the performance pattern display (display, main display), 28L is the left display (auxiliary display), 28R is the right display (auxiliary display), 28L is the bottom display (auxiliary display), 33 is the preview performance device (medium, movable part), 40 is the main control circuit (determination means, special game means, setting means, time-saving setting means, demotion determination means), 60 is the sub-control circuit (pattern game means, preview performance means, information display means, hold means, performance mode setting means, advance determination means, special performance means, advance preview performance means, final preview performance means, preview image display means).
Claims
[Claim 1] image display means for displaying an image; A movable stage prop; a determination means for determining whether or not to execute a special game advantageous to a player in response to a game ball entering a predetermined starting area; a symbol display control means for, when the determination is made, causing a predetermined symbol display means to variably display a special symbol and then statically display a special symbol indicating the result of the determination; a special game execution means for executing the special game by opening a predetermined winning area when a special symbol indicating that the determination means has determined that the special game will be executed is stopped and displayed on the symbol display means; a reservation means for reserving the right of judgment up to a predetermined number; a pre-determination means for pre-determining whether or not the special game is to be executed before the determination is made on the right reserved by the reservation means; a performance control means for controlling the performance, The performance control means In accordance with the variable display of the special symbol, the image display means displays a variable display of the effect symbol, and there are two times when the effect symbol is displayed stationary in a miss mode indicating that the determination means has determined that the special game will not be executed, and when the effect symbol is displayed stationary in a hit mode indicating that the determination means has determined that the special game will be executed, When the target variation in which the special symbol and the performance symbol are variably displayed in accordance with the judgment is performed and the performance symbol is stopped and displayed in the winning state, a special performance can be executed to notify the player of winning information relating to the winning before the target variation is started, based on the result of the advance judgment relating to the right of judgment corresponding to the target variation, The effects executed during the target variation include a first possibility suggestion effect that suggests that there is a possibility that the performance pattern will be stopped and displayed in the winning mode by operating the performance role in a first operation mode, and a second possibility suggestion effect that suggests that there is a possibility that the performance pattern will be stopped and displayed in the winning mode, The performance control means When the reach effect during the target variation is not being performed, the first possibility suggestion effect is executed before the second possibility suggestion effect is executed, Based on the result of the preliminary determination relating to the right of determination corresponding to the target variation, in two or more preliminary variations in which the special pattern and the performance pattern are displayed in a variable manner before the target variation, an expectation performance that makes the player expect that the first possibility suggestion performance will be executed can be further executed, The expected performance includes a first expected performance in which the performance element is operated in a second operation mode different from the first operation mode, and a second expected performance in which the performance element is not operated, The performance control means The gaming machine is characterized in that the first possibility suggestion presentation can be executed during the target change in either case where the first expected presentation is executed or where the second expected presentation is executed.
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