gaming machines
The gaming machine system uses variable symbol displays and controlled performance patterns to enhance player estimation of preview effects, addressing the challenge of reliability uncertainty in existing systems.
Patent Information
- Application Number
- JP2023011816
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-01-30
- Publication Date
- 2026-01-13
- Estimated Expiration
- 2043-01-30
AI Technical Summary
Existing gaming machines struggle with players finding it difficult to estimate the reliability of preview effects, as they are often performed with high probability but lack clear indicators.
Implementing a system with first and second operable performance members, variable symbol displays, and controlled performance patterns to suggest the execution of special games, using different performance periods and elements to indicate the likelihood of a special game, such as a jackpot.
Enhances player estimation of the reliability of preview effects by providing clear indications during the game, increasing anticipation and engagement.
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 of the gaming machines are configured to determine whether a winning or losing game has been won when the gaming ball enters the starting area, and if a winning or losing game has been determined, to notify the player of the result of the winning or losing game by displaying an image of the symbol game. In this configuration, a preview effect is performed. This preview effect indicates to the player in advance that a winning game will be announced in the symbol game, and contributes to increasing the player's anticipation of a winning game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-073869 A Summary of the Invention [Problem to be solved by the invention]
[0004] Some of the gaming machines mentioned above are configured to suggest to the player with a high probability that a preview effect will be performed in response to a pre-effect. This pre-effect is performed using a performance element such as a movable element, and there is a problem that it is difficult for the player to easily guess the reliability of the preview effect being performed.
[0005] The present invention has been made in consideration of the above circumstances, and its purpose is to provide a gaming machine that allows a player to easily estimate the reliability of the execution of a preview performance. [Means for solving the problem]
[0006] The first step to solving the above problems Invention Games The machine , a first operable performance member and a second operable performance member; When the start condition is met (when the game ball enters the first start hole 18 / second start hole 23), , whether to execute a special game advantageous to the player Current denial fixed a symbol display control means for, when the winning / losing judgment is made, causing a predetermined symbol display means to variably display a special symbol and then stop displaying the special symbol indicating the result of the winning / losing judgment; and a control means for executing the special game. and By the correct / incorrect determination means judgement And Ta A special symbol indicating this is displayed on the symbol display means. In case 、 The designated winning area (big prize opening 19) is opened. The aforementioned Special games (jackpot games) Execute Special Games execution means (main control circuit 40); and a performance control means for controlling the performance, wherein the performance control means variably displays the performance symbols in accordance with the variably displayed special symbols, and variably displays the performance symbols in accordance with the stopped display of the special symbols. Current denial fixed of Notify the player of the results Display the performance pattern in a stopped state Pattern play (performance pattern play) Run do It is something , During the variable display of the performance symbols, the performance symbols are displayed stationary in a manner that notifies the player that the special game will be executed. will be That there is a possibility A preview performance (special reach performance) that suggests It is feasible , During the first performance period during the variable display of the performance pattern, No. 1 performance Display element (announcement effect 33) Make it work The 1 thing Pre-performance (Reach Notice Performance 1) If you run and, The aforementioned No. 2 performances The output component (notice display 101) Make it work The 2 things Pre-performance (Reach Notice Performance 2 / Special Reach Notice Performance) There are cases where you can do , In a second performance period that is later than the first performance period during the variable display of the performance pattern, it is possible to execute a suggestion performance that definitely suggests that the advance notice performance will be executed by operating the second performance member, and the possibility of the advance notice performance being executed differs between a case in which the first preliminary performance is executed in the first performance period and a case in which the second preliminary performance is executed in the first performance period, and the operation mode of the second performance member in the second preliminary performance and the operation mode of the second performance member in the suggestion performance are mutually common. R 、 Characterized by 。 [Brief explanation of the drawings]
[0007] [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, (c) is a diagram showing the special chart 2 variation pattern table 2, and (d) is a diagram showing the special chart 12 variation pattern table. [Figure 7] 1A is a diagram showing a 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] (a) is a flowchart showing the special diagram 2 processing of the main control circuit, and (b) is a flowchart showing the special diagram 1 processing. [Figure 10] Flowchart showing the fluctuation pattern table processing of the main control circuit [Figure 11] Flowchart showing the time-saving count update process of the main control circuit [Figure 12] Flowchart showing the fall determination process 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 transition of 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 to explain normal effects and simultaneous stop effects for all figures [Figure 16] A diagram to explain the normal reach effect [Figure 17] A diagram to explain the special reach effect [Figure 18] (a) and (b) are diagrams for explaining the super time-saving effect, and (c) is a diagram for explaining the big win game effect. [Figure 19] 1A is a diagram for explaining rare effect 1, FIG. 1B is a diagram for explaining special rare effect 1, and FIG. 1C is a flowchart showing the rare image display process of the sub-control circuit. [Figure 20] 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 21] 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 22] FIG. 11 shows the second embodiment. [Figure 23] Figure 10 equivalent [Figure 24] FIG. 3 shows Example 3 (a diagram for explaining special rare effect 2) [Figure 25] FIG. 4 shows Example 4 (a diagram for explaining special rare effects) [Figure 26] FIG. 5 shows Example 5 (a diagram for explaining special rare effects) [Figure 27] FIG. 6 shows Example 6 (a diagram for explaining special rare effects) [Figure 28] FIG. 10 shows a seventh embodiment (a diagram for explaining retry effects) [Figure 29] (a) is a diagram showing the Special Chart 12 variation pattern table, (b) and (c) are time charts to explain the retry performance. [Figure 30] Flowchart showing interval period processing of the sub-control circuit [Figure 31] Time chart to explain the special reach effects [Figure 32] FIG. 8 shows the eighth embodiment, where (a) corresponds to FIG. 6(b), and (b) corresponds to FIG. 30. [Figure 33] FIG. 10 shows a ninth embodiment (a flowchart showing a demonstration effect process 1 of the sub-control circuit). [Figure 34] (a) to (c) are diagrams for explaining demo performance 1, and (d) is a diagram for explaining retry performance. [Figure 35]Time chart to explain retry effects [Figure 36] A diagram for explaining the effect symbol game during the demo effect [Figure 37] Flowchart showing demonstration process 2 of the sub-control circuit [Figure 38] A diagram for explaining the fireball preview and fireball effects [Figure 39] Figure 10 shows Example 10 (a) is a flowchart showing the processing when the sub-control circuit is powered on, (b) is a diagram showing an image waiting for a setting operation, and (c) is a diagram showing an image of standby performance 2). [Figure 40] A diagram for explaining an image of standby effect 1 [Figure 41] Flowchart showing standby display process 1 of the sub-control circuit [Figure 42] Flowchart showing standby display process 2 of the sub-control circuit [Figure 43] A diagram illustrating an image of standby effect 3 [Figure 44] FIG. 40 showing Example 11 [Figure 45] FIG. 2 shows Example 12. [Figure 46] (a) is a time chart for explaining the effect symbol game, (b) is a diagram showing a list of reach notice effects 1, (c) is a diagram showing a list of reach notice effects 2, and (d) is a diagram showing a list of special reach notice effects. [Figure 47] 1A is a flowchart showing the reach notice effect processing of the sub-control circuit, FIG. 1B is a diagram showing notice effect selection table 1, and FIG. 1C is a diagram showing notice effect selection table 2. [Figure 48] FIG. 47(a) shows Example 13. [Figure 49] FIG. 47 showing Example 14 [Figure 50] (a) is a diagram for explaining the complete miss notice performance, (b) is a time chart showing the flow of the performance pattern game when the complete miss notice performance is performed. [Figure 51] A diagram showing the screen of the notice display during the special reach notice performance [Figure 52]Diagram for explaining battle images [Figure 53] FIG. 15 shows a shutter member according to a fifteenth embodiment. [Figure 54] A diagram to explain the reach notice performance [Figure 55] 1A is a flowchart showing the reach notice effect processing of the sub-control circuit, FIG. 1B is a diagram showing the operation count table 11, and FIG. 1C is a diagram showing the operation count table 12. [Figure 56] A diagram to explain the big win notice performance 1 [Figure 57] A diagram to explain the big win notice performance 1 [Figure 58] 1A is a flowchart showing the big win notice display process of the sub-control circuit, FIG. 1B is a diagram showing the operation count table 21, and FIG. 1C is a diagram showing the operation count table 22. [Figure 59] FIG. 56 showing Example 16 [Figure 60] Figure showing Example 17 (Figure for explaining big win notice performance 2) [Figure 61] A diagram to explain the big win notice performance 2 [Figure 62] 1A is a flowchart showing the jackpot notice effect processing of the sub-control circuit, FIG. 1B is a diagram showing the effect count table 1, and FIG. 1C is a diagram showing the effect count table 2. DETAILED DESCRIPTION OF THE INVENTION
[0008] [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.
[0009] 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.
[0010] 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.
[0011] 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.
[0012] 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.
[0013] As shown in Fig. 2, a first starting hole 18, which corresponds to the starting area, 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 to enter when hitting from the right.
[0014] As shown in FIG. 2, a large prize opening 19, which corresponds to the ball entry area, is fixed within the right-hand play 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. When the door panel 20 is open, it closes the front entrance of the large prize opening 19 to prevent balls from entering. When a ball is played from the right side with the door panel 20 open, the 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 allows balls to enter when the ball is played from the right side. A V-shaped opening (not shown) is provided within the large prize opening 19. This V-shaped opening is an opening through which a ball that enters the large prize opening 19 can fall, and it is equipped with a V-shaped door panel (not shown). This V door plate is movable between a closed position where it closes the V winning opening so that game balls cannot fall and an open position where it opens so that game balls can fall, and a game ball that has entered the large winning opening 19 can fall into the V winning opening when the V door plate is in the open position, and cannot fall into the V winning opening when the V door plate is in the closed position.
[0015] 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.
[0016] As shown in Figure 2, within the game area 15, a second starting hole 23 is fixed, located below the first starting hole 18 and corresponding to the starting area. 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 and retracts from the front of the game board 4 and a recessed state in which it retracts, and the entrance on the top of second starting hole 23 is closed when the opening / closing member 24 is in the protruding / retracted state to prevent game balls from entering. The entrance of this second starting hole 23 is open when the opening / closing member 24 is recessed, and when a game ball is hit from the right while second starting hole 23 is open, it enters the entrance of second starting hole 23 as it rolls from right to left along guide plate 21.
[0017] 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.
[0018] As shown in FIG. 3 , an electric light 29 is fixed to the front frame 5. This electric light 29 is located at the upper end of the front frame 5 and has multiple hemispherical LED covers 30. Each of these LED covers 30 is set to a translucent white color and houses an LED 31. Each of these LEDs 31 is a full-color LED whose color and brightness can be controlled, and each LED cover 30 is illuminated in a manner corresponding to the color and brightness of the LED 31 as it emits light. Two speakers 32 are fixed to the front frame 5. These speakers 32 face each other laterally across the electric light 29, and each speaker 32 outputs sound forward.
[0019] As shown in FIG. 2, a notice effect device 33 is housed within the inner frame 3. This notice effect device 33 has a colored, transparent, hemispherical decorative member 34 and is vertically movable between an upper limit position (see dashed double-dashed 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 players at 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 players at the lower limit position. The decorative member 34 of this notice effect device 33 houses a full-color LED 35 (see FIG. 4) whose color and brightness can be controlled. This LED 35 serves as a light source, and the decorative member 34 emits light in a color corresponding to the illumination color of the LED 35 when the LED 35 is illuminated. This decorative member 34 is connected to a pulse motor 36 (see Figure 4) via a lifting 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.
[0020] 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, small jackpot game, game status 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 fall determination table, a special chart 1 jackpot type table, a special chart 2 jackpot type table, a special chart 1 variation pattern table, a special chart 2 variation pattern table, a special chart 2 variation pattern table, a special chart 12 variation pattern table, and a game pattern table. The RAM of the main control circuit 40 is set up with a special chart 1 area and a special chart 2 area.
[0021] As shown in Fig. 4, a first start port sensor 41, a second start port sensor 42, a normal map sensor 43, a large prize port sensor 44, and a V prize port sensor 48 are connected to the main control circuit 40. The first start port sensor 41 detects game balls that enter the first start port 18, the second start port sensor 42 detects game balls that enter the second start port 23, the normal map sensor 43 detects game balls that pass through the normal start port 22, the large prize port sensor 44 detects game balls that enter the large prize port 19, and the V prize port sensor 48 detects game balls that fall into the V prize port. A start port solenoid 45, a large prize port solenoid 46, and a V prize port solenoid 47 are connected to the main control circuit 40. The start port solenoid 45 opens and closes the opening / closing member 24 of the second start port 23, the large prize port solenoid 46 opens and closes the door plate 20 of the large prize port 19, and the V prize port solenoid 47 opens and closes the V door plate of the V prize port. The 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 display a variable special pattern.
[0022] 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.
[0023] 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.
[0024] 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 read 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.
[0025] 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 decorative members 34 in 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.
[0026] 3. Gaming function 3-1. Regular Play 3-1-1. General lottery When the game ball passes through the normal starting hole 22, the value of the normal random number in Figure 5(a) is obtained, and the normal hit / won't / not-won result is obtained from the normal hit determination table in Figure 5(b) according to the result of obtaining the value of the normal random number. This normal hit determination table has non-electric support state and electric support state set, and in the electric support state, the normal hit determination result is obtained with a higher probability than in the non-electric support state.
[0027] 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."
[0028] 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.
[0029] 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 special random number, jackpot type random number, fall random number, and variation pattern random number in FIG. 5(a) are acquired, and the acquired results of the special random number value and the acquired results of the variation pattern random number value are stored in RAM as a set of special game data 1. As shown in FIG. 5(i), special game data 1 reserve areas 1 to 4 are set in this RAM, and the special game data 1 is stored in the order of acquisition, in the order of "special game data 1 reserve area 4," "special game data 1 reserve area 3," "special game data 1 reserve area 2," and "special game data 1 reserve area 1." In other words, when special game data is stored in all of the special game data reserve areas 1 to 4, the special game data 1 in "special game data 1 reserve area 4" is the oldest, and the special game data in "special game data 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".
[0030] 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 stop state refers to a state in which special chart 1 game, special chart 2 game, jackpot game, and small jackpot game are all stopped, and the special chart 1 lottery is allowed during normal game. This game stop state corresponds to a playable state, and a state in which any one of special chart 1 game, special chart 2 game, jackpot game, and small jackpot game is being played corresponds to a non-playable state.
[0031] When the game is stopped and special game data is stored in the "Special Game Data Reserve Area 4," the special game data random number value is detected from the "Special Game Data Reserve Area 4." In the "high probability state," a judgment result of "jackpot," "small win," or "miss" is obtained from the jackpot determination table for the high probability state (Figure 5(e)) based on the result of the detection of the special game data random number value. In the "normal probability state," a judgment result of "jackpot," "small win," or "miss" is obtained from the jackpot determination table for the normal probability state based on the result of the detection of the special game data random number value. The jackpot determination probability in this "normal probability state" is set lower than the jackpot determination probability in the "high probability state," while the small win determination probability is set the same between the normal probability state and the high probability state. The jackpot probability in this high probability state is "40 / 1201," while the jackpot probability in the normal probability state is "3 / 1201."
[0032] When a "jackpot" determination result is obtained from the jackpot determination table, the storage result of the jackpot type random number value is detected from the "Special Chart 1 Reserve Area 4," and the jackpot type according to the detection result of the jackpot type random number value is obtained from the Special Chart 1 jackpot type table in Figure 5(g). This Special Chart 1 jackpot type table has three types of jackpot types: "jackpot pattern 1," "jackpot pattern 2," and "jackpot pattern 3." When "jackpot pattern 1" is obtained and when "jackpot pattern 3" is selected, "electric support state 1" and "high probability state" are set, respectively, and when "jackpot pattern 2" is obtained, "electric support state 2" and "normal probability state" are set.
[0033] 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).
[0034] 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 fall random number is detected from the "special chart 1 reserve area 4", and a judgment result of either "fall occurred" or "fall did not occur" is selected from the fall judgment table in Figure 5(f) according to the detection result of the value of the fall random number. 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".
[0035] 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 begins. 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. If the predetermined number of LEDs are determined to be a miss, they stop flashing in the "special chart 1 miss" mode. If they are determined to be a big hit, they stop flashing in the "big hit" mode according to the judgment result of the big hit type. If they are determined to be a small hit, they stop flashing in the "small hit" mode. The time from when the flashing starts to when the flashing stops is determined according to the selection result of the special chart variation display time.
[0036] 3-2―5. Small Win Game When a predetermined number of LEDs on the LED indicator 25 stop flashing in a small win mode, a small win game pattern is selected from the game pattern table shown in Figure 7(a), and the small win game begins according to the selected small win game pattern. This small win game pattern consists of an opening period, one round, and an ending period. The round allows a game ball to enter the large prize opening 19 in response to the opening of the large prize opening 19, and the round's opening time limit is set to a short value of "0.8 seconds." This round is performed while the V prize opening 19 is closed, and during the small win game, a game ball that has entered the large prize opening 19 is prohibited from falling back into the V prize opening. The opening period is the period during which the large prize opening 19 is closed, and is a waiting period for the round to begin. The ending period is the period during which the large prize opening 19 is closed, and is the period during which the player is made aware of the end of the small win game after the round ends. The period from the start of the opening period to the end of the ending period is called the small win game.
[0037] 3-2-6. 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 of "jackpot symbol 1" or "jackpot symbol 2," jackpot game pattern 1 is selected from the game pattern table of FIG. 7(a), and jackpot game begins with jackpot game pattern 1. This jackpot game allows game balls to enter the jackpot entry port 19 by opening and closing the jackpot entry port 19. Jackpot game pattern 1 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 where game balls cannot enter to a state where 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 this opening period to the end of the ending period is called the jackpot game.
[0038] Jackpot game pattern 1 is set to 16 rounds. In each of these rounds, the jackpot opening 19 is kept open until a time limit has elapsed, and then closed for a certain period of time. If the maximum number of game balls enters the opening before the time limit has elapsed, the opening is closed for a certain period of time without waiting for the time limit to elapse, and then the game ends. In other words, jackpot game pattern 1 is made up of 16 unit games, with the first round starting when the opening period ends, and the ending period starting after the closing time has elapsed following the end of the final round. This jackpot game pattern 1 is capable of paying out a large number of prize balls to the player, and in jackpot game pattern 1 when jackpot pattern 1 is selected as the jackpot type, the V entry port is kept open for a specific number of rounds (for example, the 13th to 15th rounds), allowing game balls to fall into the V entry port, while in jackpot game pattern 1 when jackpot pattern 2 is selected as the jackpot type, the V entry port is kept closed at all times, prohibiting game balls from falling into the V entry port.
[0039] When a predetermined number of LEDs on the LED indicator 25 stop flashing in a manner corresponding to the jackpot type determination result "jackpot symbol 3," jackpot game pattern 2 is selected from the game pattern table of FIG. 7(a), and jackpot game starts in jackpot game pattern 2. This jackpot game pattern 2 is the same as jackpot game pattern 1 except that it is set to four rounds, and game balls are allowed to fall into the V prize opening in response to the V prize opening being opened in a specific number of rounds (for example, the second to fourth rounds). This jackpot game pattern 2 pays out fewer prize balls to the player than jackpot game pattern 1.
[0040] 3-2-7. Game status update 3-2-7-1. 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). If "jackpot symbol 1" or "jackpot symbol 3" is selected, the "high probability state" is set when the jackpot game ends. This "high probability state" is set on the condition that the game ball falls into the V prize opening during the jackpot game. If the game ball does not fall into the V prize opening during the jackpot game, the "normal probability state" is set. This "high probability state" continues until "fall" is drawn.
[0041] 3-2-7-2. Electric support state and non-electric support state If "Jackpot Pattern 1" or "Jackpot Pattern 3" is selected, "Electric Support State 1" is set when the jackpot game ends. This "Electric Support State 1" is set to a minimum 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 of Special Chart 1 play and Special Chart 2 play reaches the minimum number of times, "Electric Support State 1" will continue until the total of Special Chart 1 play and Special Chart 2 play reaches the minimum number of times "100 times." If the total of Special Chart 1 play and Special Chart 2 play reaches the minimum number of times "100 times," the "High Probability State" will fall to the "Normal Probability State" in response to a "Fall" being drawn, and the "Non-Electric Support State" will be set. If "Jackpot Pattern 2" is selected, "Electric Support State 2" will be 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.
[0042] 3-2-7-3. 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" or "jackpot symbol 3," 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.
[0043] 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."
[0044] 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 special random number, the value of the jackpot type random number, the value of the fall random number, and the value of the variation pattern random number in Fig. 5(a) are acquired, and the acquired value of the special random number - the acquired value of the variation pattern random number are stored in RAM as a set of special game data 2. In this RAM, as shown in Fig. 5(j), special game data 2 reserve areas 1 to 4 are set, and the special game data is stored in the order of acquisition in the order of "special game data 2 reserve area 4", "special game data 2 reserve area 3", "special game data 2 reserve area 2", "special game data 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".
[0045] 3-3-2. Special Drawing 2 Lottery When special game data is stored in the "special game data reserve area 4" during gameplay pause, the special game data random number value is detected from the "special game data reserve area 4." In the "high probability state," a judgment result of "jackpot," "small win," or "miss" is obtained from the jackpot determination table for the high probability state (Figure 5(e)) based on the result of the detection of the special game data random number. In the "normal probability state," a judgment result of "jackpot," "small win," or "miss" is obtained from the jackpot determination table for the normal probability state based on the result of the detection of the special game data random number. This special game data lottery takes priority over the special game data lottery. If special game data is stored in the "special game data reserve area 4," the special game data lottery is performed only if the game is currently paused. In other words, when both special game data and special game data exist, the special game data lottery is initiated based on the special game data, and the special game data lottery is initiated after all special game data has been selected.
[0046] 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 2," and "jackpot pattern 3" set, and when "jackpot pattern 1" is obtained from the special chart 2 jackpot type table and when "jackpot pattern 3" is obtained, "electric support state 1" and "high probability state" are set, respectively, and when "jackpot pattern 2" is obtained from the special chart 2 jackpot type table, "electric support state 2" and "normal probability state" are set. The allocation probability of "jackpot pattern 1" in this special chart 2 jackpot type table is set higher than the allocation probability of "jackpot pattern 1" in the special chart 1 jackpot type table, and when a jackpot is determined to have occurred when the game ball enters the second starting hole 23, the "electric support state 1" and "high probability state" are set with a higher probability than when a jackpot is determined to have occurred when the ball enters the first starting hole 18.
[0047] 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), special chart 2 fluctuation pattern table 2 in Figure 6(c), or special chart 12 fluctuation pattern table in Figure 6(d) is used. Special chart 2 fluctuation pattern table 1 is used when the current game state is "electric support state 2" or "electric support state 1" with 200 or fewer continuations, and differs from special chart 1 fluctuation pattern table in that it is assigned the time-saving special chart fluctuation pattern "PH07" and the time-saving special chart fluctuation display time "1000 msec" 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 continuations, and differs from special chart 1 fluctuation pattern table and special chart 2 fluctuation pattern table 1 in that it is assigned the super time-saving special chart fluctuation pattern "PH08" and the super time-saving special chart fluctuation display time "500 msec" 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." The special chart 12 fluctuation pattern table is used in special cases where so-called consecutive wins occur in the "high probability state" and "electric support state 1."
[0048] 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 fall random number is detected from the "special chart 2 reserve area 4", and either "fall occurred" or "fall did not occur" is selected from the fall determination table in Figure 5(f) according to the detection result of the value of the fall random number. If "fall occurred" is selected as this determination 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".
[0049] 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 causes the multiple LEDs for special chart 2 of the LED display 25 to start flashing in a predetermined pattern and then stop flashing, and the LEDs for special chart 2 stop flashing in the "special chart 2 miss" mode when it is determined to be a miss, stop flashing in the "small hit" mode when it is determined to be a "small hit", and stop flashing in the mode according to the judgment result of the big hit type when it is determined to be a big hit. 3-3-5. Small Win Game When a predetermined number of LEDs on the LED display 25 stop flashing in the form of a small win, a small win game pattern is selected from the game pattern table of Figure 7(a), and the small win game starts according to the selection result of the small win game pattern.
[0050] 3-3-6. 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 game pattern table of Figure 7(a), and jackpot game starts with the selected result of the jackpot game pattern. 3-3-7. Game status update If "Jackpot Symbol 2" is selected, "Electric Support State 2" and "Normal Probability State" are set when the jackpot game ends, and if "Jackpot Symbol 1" or "Jackpot Symbol 3" is selected, "Electric Support State 1" and "High Probability State" are set when the jackpot game ends. This "High Probability State" is set on the condition that the game ball falls into the V prize opening during the jackpot game, and if the game ball does not fall into the V prize opening during the jackpot game, the "Normal Probability State" is set.
[0051] 3-3-8. Special Chart 2 Pre-reading 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".
[0052] 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.
[0053] 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.
[0054] 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 each of the first start gate sensor 41, the second start gate sensor 42, the normal prize sensor 43, the large prize gate sensor 44, and the V prize gate sensor 48 is detected.
[0055] When the main control circuit 40 completes the sensor detection process in S13, it determines in S14 whether or not it has detected a signal from the map sensor 44. If it determines that it has not detected a signal from the map sensor 44, it proceeds to S16, and if it determines that it has detected a signal from the map sensor 44, it acquires the value of the map random number in the map game data acquisition process in S15 and proceeds to S16.
[0056] When the main control circuit 40 transitions to S16, it determines whether it has detected a signal from the second start port sensor 42. If it determines that it has not detected a signal from the second start port sensor 42, it transitions to S19. If it determines that it has detected a signal from the second start port sensor 42, it compares the number of reserved special figures 2 with "4." If it determines that the number of reserved special figures 2 is "4," it transitions to S19. If it determines that the number of reserved special figures 2 is less than "4," it acquires the special figure 2 game data in S17. Here, it stores the acquired results of the special figure 2 game data in one of the special figure 2 reserve areas 1-4 according to the storage order, sets a special figure 2 reserve command in the output buffer, and transitions to S18. This special figure 2 reserve command notifies the sub-control circuit 60 of the number of reserved special figures 2 and is sent to the sub-control circuit 60 during the next timer interrupt process.
[0057] 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.
[0058] When the main control circuit 40 transitions to S19, it determines whether a signal from the first start gate sensor 41 has been detected. If it determines that a signal from the first start gate sensor 41 has not been detected, it transitions sequentially to the normal game processing of S22, the special game 2 processing of S23, and the special game 1 processing of S24. If it determines that a signal from the first start gate sensor 41 has been detected, it compares the special game 1 reserved number with "4." If it determines that the special game 1 reserved number is "4," it transitions sequentially to S22 through S24. If it determines that the special game 1 reserved number is less than "4," it acquires the special game 1 game data in S20. Here, the acquired special game data is stored in one of the special game 1 reserved areas 1 through 4 according to the storage order, and a special game 1 reserved command is set in the output buffer. This special game 1 reserved command notifies the sub-control circuit 60 of the special game 1 reserved number and is sent to the sub-control circuit 60 during the next timer interrupt process.
[0059] 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
[0060] The main control circuit 40 determines whether the game is a hit or miss based on the result of the normal game random number value acquisition in the normal game process of S22, and selects the normal game variable display time corresponding to the current game state from the normal game variable display time table of Fig. 5 (c). Then, the result of the normal game hit or miss determination is announced in accordance with the normal game variable display execution result selected for the normal game variable display time. Here, when the "normal game hit" determination result is announced, a normal game pattern corresponding to the current game state is selected from the normal game pattern table of Fig. 5 (d), and the game ball is allowed to enter the second starting hole 23 in accordance with the normal game play selection result.
[0061] 4-4. Special Drawing 2 Processing 9(a) 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 fluctuation stop processing of S34, the small win game processing of S35, and the big win game processing of S36 depending on the setting result of the value of the second pointer P2 of the RAM. The value of this second pointer P2 is initially set to "1" when the power is turned on.
[0062] 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.
[0063] Figure 10 shows the variation pattern table processing executed by the main control circuit 40 in S31. In the variation pattern table processing, the main control circuit 40 selects one of Special Chart 2 Variation Pattern Table 1, Special Chart 2 Variation Pattern Table 2, and Special Chart 12 Variation Pattern Table. From the result of the selection of the special chart variation pattern table, the main control circuit 40 selects a special chart variation pattern and special chart variation display time corresponding to the value of the variation pattern random number in the special chart 2 reserve area 4, and stores the selection results of the special chart variation pattern and special chart variation display time in the output buffer of RAM. In S91, the main control circuit 40 determines whether the current game state is a "super electric support state." If it determines that the current game state is a "super electric support state," in S92, it selects Special Chart 2 Variation Pattern Table 2 (Figure 6(c)) and selects a special chart variation pattern and special chart variation display time from Special Chart 2 Variation Pattern Table 2. If the main control circuit 40 determines in S91 that the current game state is not a "super electric support state," it determines in S93 whether the current game state is a "high probability state" or a "electric support state." Here, if it is determined that the current game state is the "normal probability state" or "electric support state" or if it is determined that the current game state is the "normal probability state" or "non-electric support state", S98 selects the special chart 2 variation pattern table 1 in Figure 6(b), and selects the special chart variation pattern and special chart variation display time from the special chart 2 variation pattern table 1.
[0064] When the main control circuit 40 determines in S93 that the current game state is a "high probability state" or "electric support state," it determines in S94 whether the result of the hit / miss judgment is a jackpot or not. If it determines that the hit / miss judgment result is a "small hit" or a "miss," it proceeds to S98, where it selects a special symbol fluctuation pattern and a special symbol fluctuation display time from the special symbol 2 fluctuation pattern table 1 in FIG. 6(b). If the main control circuit 40 determines in S94 that the hit / miss judgment result is a "jackpot," it proceeds to S95, where it determines whether the jackpot type judgment result is "jackpot symbol 1." If it determines that the jackpot type judgment result is "jackpot symbol 2" or "jackpot symbol 3," it proceeds to S98, where it selects a special symbol fluctuation pattern and a special symbol fluctuation display time from the special symbol 2 fluctuation pattern table 1 in FIG. 6(b).
[0065] When the main control circuit 40 determines in S95 that the jackpot type determination result is "jackpot symbol 1," it compares the value of the probability variation counter with a specified value of "4" in S96. This probability variation counter measures the number of times the "high probability state" and "electric support state" continue, and is reset to the initial value "0" when the "high probability state" or "electric support state" is set in response to the selection of "jackpot symbol 1" or "jackpot symbol 3" in the "normal probability state" or "non-electric support state."
[0066] If the main control circuit 40 determines in S96 that the value of the probability variation counter exceeds a specified value, it selects a special chart variation pattern and a special chart variation display time from the special chart 2 variation pattern table 1 in Fig. 6(b) in S98. If the main control circuit 40 determines in S96 that the value of the probability variation counter is equal to or less than a specified value, it selects the special chart 12 variation pattern table in Fig. 6(d) in S97 and selects a special chart variation pattern and a special chart variation display time from the special chart 12 variation pattern table. As shown in Fig. 6(d), this special chart 12 variation pattern table has only one special chart variation pattern "PO00" and special chart variation display time "1000msec" set for a jackpot, and the main control circuit 40 selects the special chart variation pattern "PO00" and special chart variation display time "1000msec" from the special chart 12 variation pattern table. In other words, when "jackpot pattern 1" or "jackpot pattern 3" is selected in the "normal probability state" or "non-electric support state," the "high probability state" and "electric support state" are set based on the criteria that when a jackpot is determined in special chart 2 play within "four tries," the "high probability state" and "electric support state" are reset, and when "jackpot pattern 1" is selected, the special special chart variation pattern "PO00" is always selected.
[0067] When the main control circuit 40 sets the special chart 2 game data in the output buffer at S31 in Figure 9 (a), it 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 areas 1 to 4", it organizes "special chart 2 pre-reading area 1" to "special chart 2 pre-reading 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 11 shows the time-saving count update process, in which the main control circuit 40 determines in S41 whether the current game state is "electric support state 1," "electric support state 2," "super electric support state," or "non-electric support state." If it determines that the current game state is "non-electric support state," it proceeds to S48. If it determines that the current game state is "electric support state 1," "electric support state 2," or "super electric support state," it increments the value of the time-saving count counter in S42 by "1." This time-saving count counter counts the number of times the electric support state continues, and the main control circuit 40 sets a time-saving count command when it increments the time-saving count counter. 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] 11, the main control circuit 40 determines whether the current game state is "electric support state 1." If it determines that the current game state is "electric support state 1," it proceeds to S45, where it compares the result of adding the value of the time-saving count counter with "201." If it determines that the value of the time-saving count counter is "201," it changes the current game state from "electric support state 1" to "super electric support state" in S46, and sets a super electric support command in the output buffer of RAM in S47. This super electric support command notifies the sub-control circuit 60 that the "super electric support state" has been set, and if the main control circuit 40 sets a super electric support command in S47, it proceeds to S48.
[0070] 11, if the main control circuit 40 determines that the current gaming state is not "electric support state 1," it determines in S52 whether the current gaming state is "electric support state 2." If it determines that the current gaming state is not "electric support state 2," it proceeds to S48, and if it determines that the current gaming state is "electric support state 2," it compares the value of the time-saving count counter with the upper limit value "100" in S53. If it determines that the value of the time-saving count counter is not the upper limit value "100," it proceeds to S48.
[0071] 11, if the main control circuit 40 determines that the value of the time-saving counter is the upper limit "100", it changes the current game state from "electric support state 2" to "non-electric support state" in S54, and sets an electric support cancel command in the output buffer of RAM in S55. This electric support cancel command notifies the sub-control circuit 60 that the state has been switched from "electric support state 2" to "non-electric support state", and if the main control circuit 40 sets the electric support cancel command in S55, it proceeds to S48.
[0072] When the main control circuit 40 moves to S48, it judges whether the current game state is a "high probability state" or an "electric support state" ("high probability electric support state"). If it is judged that the current game state is not a high probability electric support state, it sets the value of the second pointer P2 to "3" in S51, and if it is judged that the current game state is a high probability electric support state, it moves to S49. Here, it judges whether the judgment result of whether or not is a "jackpot" and the selection result of the jackpot type is "jackpot pattern 3". If it is judged here as a "jackpot" or "jackpot pattern 3", In this case, the value of the probability variation counter is reset to "0" in S50 and the process proceeds to S51. In other words, the value of the probability variation counter is reset to "0" even when "jackpot pattern 3" is selected in the high probability electric support state, and even if "jackpot pattern 1" is selected in response to a judgment that a jackpot has been reached in the special chart 2 game within "4 times" based on the selection of "jackpot pattern 3" in the high probability electric support state, the special chart 12 variation pattern table is used, and the special chart variation pattern "PO00" is always selected.
[0073] If the main control circuit 40 determines in S49 of FIG. 11 that the jackpot was not a "jackpot with jackpot symbol 3," it proceeds to S56, where it determines whether the hit / miss result is a "miss." If it determines a "miss," it increments the value of the probability variation counter by "1" in S57 and proceeds to S51. If it determines a jackpot with jackpot symbol 1 or a jackpot or minor hit with jackpot symbol 2, it invalidates the probability variation counter by setting the value of the probability variation counter to an invalid value (10000) in S58 and proceeds to S51. This probability variation counter is reset to "0" when a high probability electric support state is set in response to a jackpot determination in the "normal probability state" or "non-electric support state." It is also reset to "0" when a jackpot with jackpot symbol 3 is determined in the high probability electric support state, and is incremented by "1" when a miss is determined in the high probability electric support state.
[0074] 4-4-3.Fall detection 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 in Figure 9(a). Figure 12 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 random number is detected from the "special chart 2 reserved area 4," and a judgment result corresponding to the detection result of the value of the fall random number is detected from the fall judgment table in Figure 5(f).
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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(a). Here, the timer value is incremented, and the result of the timer increment is compared with the result of the special chart variation display time determination. If the result of the timer increment has not reached the result of the special chart variation display time determination, the special chart 2 variation stop process is terminated. If the result of the timer increment has reached the result of the special chart variation display time determination, 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 hit / miss determination result is "miss," the value of the second pointer P2 is initially set to "1." If the hit / miss determination result is "small hit," the value of the second pointer P2 is set to "5." If the hit / miss determination result is "big hit," the value of the second pointer P2 is set to "6."
[0080] 4-4-5. Small hit game processing If the value of the second pointer P2 is set to "5," the main control circuit 40 proceeds to the small win game processing of S35 in FIG. 9(a), starts the small win game with the small win game pattern, and then sets the output buffer to send a small win game start command to the sub-control circuit 60. If the main control circuit 40 allows the small win game to proceed to the end of the small win game pattern, it ends the small win game, sets the output buffer to send a small win game end command to the sub-control circuit 60, and sets the value of the second pointer P2 to "1." This small win game involves keeping the V prize opening closed and the large prize opening 19 open, and during small win game, the game ball is prohibited from falling into the V prize opening. In other words, if a small win is determined to have occurred in a high probability state, the high probability state is maintained.
[0081] 4-4-6. Jackpot game processing If the value of the second pointer P2 is set to "6," the main control circuit 40 proceeds to the jackpot game processing of S36 in Figure 9(a). Here, the jackpot game starts and a jackpot game start command is set in the output buffer to be sent to the sub-control circuit 60. 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 starts during a jackpot game. This round start command notifies the number of rounds that 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 stops 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 and sets a jackpot game end command in the output buffer to be sent to the sub-control circuit 60.
[0082] The main control circuit 40, when the result of determining the type of jackpot is "jackpot symbol 2," closes the V entry port in each of the first through sixteenth rounds, thereby prohibiting the game ball from falling into the V entry port; when the result of determining the type of jackpot is "jackpot symbol 1," it opens the V entry port in each of the thirteenth through fifteenth rounds, thereby allowing the game ball to fall into the V entry port; and when the result of determining the type of jackpot is "jackpot symbol 3," it opens the V entry port in each of the second through fourth rounds, thereby allowing the game ball to fall into the V entry port. This main control circuit 40 monitors whether the game ball has fallen into the V entry port in accordance with the output signal from the V entry port sensor during a jackpot game, and records a V entry when it determines that the game ball has fallen into the V entry port.
[0083] If the main control circuit 40 allows the jackpot game to proceed to the end of the jackpot game pattern, it detects the jackpot type determination result when the jackpot game ends. If the jackpot type determination result is "jackpot pattern 1" or "jackpot pattern 3," it determines whether a V win has occurred. If it determines that a V win has occurred, it sets the game state to "high probability state" and "electric support state 1," resets the value of the time-saving count counter and the value of the probability change count counter to "0," and initializes the value of the second pointer P2 to "1." Then, it sets the "high probability command," "electric support command 1," and time-saving count command 0 to the output buffer of RAM to be sent to the sub-control circuit 60. This time-saving number command 0 notifies the sub-control circuit 60 that the number of times the electric support state will continue is "0 times", the "high probability command" notifies the sub-control circuit 60 of the setting of the "high probability state", and the "electric support command 1" notifies the setting of the electric support state 1, which has the potential to continue for more than "100 times".
[0084] If the result of the jackpot type determination 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 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."
[0085] 4-5. Special Drawing 1 Processing 9(b) 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 fluctuation stop processing of S84, the small win game processing of S85, and the big win game processing of S86 depending on the setting result of the value of the first pointer P1 of the RAM. The value of this first pointer P1 is initially set to "1" when the power is turned on.
[0086] 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 S81. 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".
[0087] 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.
[0088] 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".
[0089] 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. 11 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. 12 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. 9(b), 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 is "miss", the value of the first pointer P1 is initially set to "1", when the judgment result of whether it is a hit or a miss is "small hit", the value of the first pointer P1 is set to "5", and when the judgment result of whether it is a hit or a miss is "big hit", the value of the first pointer P1 is set to "6".
[0090] 4-5-5. Small hit game processing When the value of the first pointer P1 is set to "5", the main control circuit 40 proceeds to the small win game processing of S85 in Figure 9 (b), and after starting the small win game in the small win game pattern, sets the output buffer to send a small win game start command to the sub-control circuit 60. When the main control circuit 40 has progressed the small win game to the end of the small win game pattern, it ends the small win game, sets the output buffer to send a small win game end command to the sub-control circuit 60, and sets the value of the first pointer P1 to "1". This small win game is one in which the V prize opening is closed and the large prize opening 19 is open, and in the small win game, the game ball is prohibited from falling into the V prize opening.
[0091] 4-5-6. Jackpot game processing When the value of the first pointer P1 is set to "6," the main control circuit 40 proceeds to the jackpot game processing of S86 in Figure 9(b), and after starting the jackpot game, sets a jackpot game start command in the output buffer to be sent to the sub-control circuit 60. This main control circuit 40 executes the jackpot game in jackpot game pattern 1 when the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 2," and executes the jackpot game in jackpot game pattern 2 when the jackpot type determination result is "jackpot symbol 3." Each time a round is started, 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 stopped during the 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. When 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 and sets a jackpot game end command in the output buffer to be sent to the sub-control circuit 60.
[0092] If the jackpot type determination result is "jackpot symbol 2," the main control circuit 40 closes the V entry port in each of the first through sixteenth rounds, and if the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 3," it opens the V entry port in each of a specific number of rounds. This main control circuit 40 monitors whether the game ball has fallen into the V entry port in response to the output signal from the V entry port sensor during jackpot play, and if the jackpot play has progressed to the end of the jackpot play pattern, it detects the jackpot type determination result when the jackpot play ends. Here, if the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 3," it determines whether a V entry has occurred. If it is determined that a V win has occurred, the game state is set to "high probability state" and "electric support state 1," the value of the time-saving count counter and the value of the probability variable count counter are 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 output buffer of RAM to be sent to the sub-control circuit 60. If the determination result of the jackpot type is "jackpot pattern 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 counter to "0," and initially sets the value of the second pointer P2 to "1." Then, a "normal probability command," "electric support command 2," and a time-saving count command 0 are set in the output buffer of RAM to be sent to the sub-control circuit 60.
[0093] 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 "normal probability state" or "non-electric support state," and in the normal game mode, a left-hit image urging 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 if 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.
[0094] The low-probability time-saving mode is a state in which the "normal probability state" and "electric support state 2" are set, and is set when "jackpot symbol 2" is selected in response to a jackpot determination in the normal game 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" or "jackpot symbol 3" is selected in response to a jackpot determination in the normal game 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 passes through the normal game start hole 22, and in response to a high probability of a hit being determined, the second game start hole 23 is frequently opened for a long period of time. Therefore, the special game symbol variation display time "1000 msec" for time-saving is frequently obtained from the special game symbol 2 variation pattern table 1 in Figure 6(b). Therefore, in the low-probability time-saving mode and the high-probability time-saving mode, the process of determining whether a jackpot or a miss occurs is repeated at shorter intervals than in the normal game mode, increasing the probability of winning the next jackpot with fewer game balls consumed. In other words, the low-probability time-saving mode and the high-probability time-saving mode are more advantageous to the player than the normal game mode.
[0095] 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, the "non-electric support state" is set instead of "electric support state 2", and the game switches to normal game mode. If "jackpot pattern 2" is selected 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" in this low-probability time-saving mode, the low-probability time-saving mode is repeated, and if "jackpot pattern 1" or "jackpot pattern 3" is selected, the game switches 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 2" 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 again. 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."
[0096] 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, the "normal 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, the "normal probability state" and "non-electric support state" are set, and the game transitions from high probability time-saving mode to normal game mode.
[0097] 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 set. 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 more advantageous to the player than the high-probability time-saving mode. If a "fall" is determined in the high-probability time-saving mode, the player immediately falls from the high-probability time-saving mode to the normal game mode.
[0098] 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.
[0099] 6-1. Behavior of the performance mode Figure 13(b) shows the behavior of the presentation mode when jackpot symbol 2 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 game mode is set, and the normal mode is set in response to the setting of the normal game mode, and the normal background image is displayed from the 101st presentation symbol game.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] There are three types of combinations set when the three-column scrolling display is stopped: "jackpot combinations," "miss reach combinations," and "complete miss combinations." Jackpot combinations are combinations in which the three columns are identical to one another, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a jackpot (PO00-PO05). Miss reach combinations are combinations in which the left and right columns are identical to one another but the middle column is different, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH01-PH05). Complete miss combinations are combinations in which the left and right columns are different, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH06-PH08). These jackpot combinations correspond to winning patterns, and miss reach combinations and complete miss combinations each correspond to losing patterns.
[0105] 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."
[0106] As shown in Figure 14(e), the simultaneous stop of all symbols effect is initiated by "start of three-column scrolling display," and "stop of scrolling display" is set to three columns simultaneously. This "simultaneous stop of all symbols effect" is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation pattern PH07 for a miss. In the "simultaneous stop of all symbols effect," a "complete miss combination" is completed as the three columns of scrolling display stop simultaneously, as shown in Figures 15(a) and 15(d). This simultaneous stop of all symbols effect ends in the shortest time (1000 msec) of the special symbol variation display times for the low-probability time-saving mode and the high-probability time-saving mode, and 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 symbol variation pattern PH07."
[0107] 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.
[0108] 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).
[0109] 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.
[0110] 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" and "battle effect" after the normal reach effect. Figure 17 shows battle images BL1 to BL4 that are displayed as battle effects. Each of the images in these battle effects BL1 to BL4 begins displaying with the three rows of effect symbols removed, and is set to show the silhouette of a woman wearing a karate uniform fighting an enemy dinosaur with her bare hands.
[0111] As shown in FIG. 17(a), the battle image BL1 is set to show the enemy as "dinosaur D1." This battle image BL1 depicts the dinosaur D1 fighting a female silhouette W, and is displayed when the main control circuit 40 transmits the "special chart variation pattern PO01" for a jackpot and the "special chart variation pattern PH01" for a miss. As shown in FIG. 17(b), the battle image BL2 is set to show the enemy as "dinosaur D2," and is displayed when the main control circuit 40 transmits the "special chart variation pattern PO02" for a jackpot and the "special chart variation pattern PH02" for a miss. As shown in FIG. 17(c), the battle image BL3 is set to show the enemy as "dinosaur D3," 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 "dinosaur D4," and is displayed when the main control circuit 40 transmits "special chart variation pattern PO04" for a jackpot and when it transmits "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 image BL3," "battle image BL2," and "battle image BL1" (see Fig. 6).
[0112] Each of the battle images BL1 to BL4 has two types of 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. This losing ending corresponds to a losing ending, and the winning ending corresponds to a winning ending.
[0113] As shown in Figure 14(e), the special reach effect is a "battle effect" followed by a "three-row static display." As shown in Figure 17(e), in the special reach effect for a jackpot, after the protagonist wins a fight in each of the battle images BL1 to BL4, a victory ending image is displayed, followed by three rows of effect symbols in a jackpot combination. In the special reach effect for a miss, as shown in Figure 17(f), after the protagonist loses a fight in each of the battle images BL1 to BL4, a defeat ending image is displayed, followed by three rows of effect symbols in a miss reach combination.
[0114] The ultra-time-saving effect is a special effect that is only displayed in 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 high-probability ultra-time-saving mode. This ultra-time-saving effect ends in an even shorter time (500 msec) than the all-chart simultaneous stop effect, and in high-probability ultra-time-saving mode, the variation display time is further shortened in response to the high probability of selection of "special chart variation pattern PH08." This ultra-time-saving effect begins with the "start of 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."
[0115] Figures 18(a) and 18(b) show images 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 columns of 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 the order left column → middle column → right column, and when stopped, they form a completely unmatched combination with an upward slope from right to left. This super time-saving effect displays the three columns of effect symbols in a diagonal arrangement that is different from the remaining effects, while the scrolling is stopped. The super time-saving effect image is displayed overlaid on top of the super speed background image and includes an announcement image A1 for "hit right" and an announcement image A2 for time-saving information. Announcement image A1 encourages the player to hit right, and announcement image A2 numerically notifies the player of the number of times that the electric support state 1 has continued.
[0116] 6-3.Holding effect 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.
[0117] 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 18(c) 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 in front of the background image for the jackpot game effect, encouraging the player to hit right.
[0118] 6-5. Prize ball winning performance During a jackpot game, a prize ball acquisition effect is displayed. This prize ball acquisition effect is displayed overlaid on the background image for the jackpot game effect, and the prize ball acquisition information counts up the number of prize balls 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," and the end value of the prize ball acquisition information is set to "1280." This count-up display of the prize ball acquisition information is performed as the round progresses. The update unit of this prize ball acquisition information is set to "80 / round," and the prize ball acquisition information is displayed by counting up by "80" per round from the initial value of "0" to the end value of "1280." During this jackpot game, a display area E1 is set on the effect symbol display 28, and the prize ball acquisition information is displayed as a count-up within the display area E1, as shown in FIG. 18(c).
[0119] 7. Rare Performance 1 Figure 19(a) shows rare image R. This rare image R is displayed as a cut-in for a certain period of time while the left column, middle column, and right column effect symbols are scrolling, and is erased when a certain period of time has passed since the cut-in. This rare image R is a special image that is displayed only as rare effect 1, and it definitively notifies the player with a "100%" probability that the three columns of effect symbols will form a jackpot combination in this effect symbol game. This rare image R also notifies the player with a "100%" probability that the "high probability time-saving mode" will continue without ending in response to a jackpot, and is erased while the three columns of effect symbols are scrolling.
[0120] The rare image display process of FIG. 19(c) is executed at S124 of FIG. 21 whenever the sub-control circuit 60 receives special game data from the main control circuit 40 in the high-probability electric support state. When the sub-control circuit 60 starts the rare image display process, it determines at S151 of FIG. 19(c) whether the received special game data indicates a jackpot type of "jackpot symbol 1" or "jackpot symbol 3." If it determines that a "jackpot symbol 1" or "jackpot symbol 3" exists, it proceeds to S152, where it determines whether the current game mode is high-probability time-saving mode. If it determines that the current game mode is high-probability time-saving mode, it proceeds to S153, where it determines whether the number of times the high-probability time-saving mode has continued is "100 times" or less based on the time-saving count command received. If it is determined that the number of times the high probability time-saving mode continues is "100 times" or less, the process proceeds to S154, and the rare image R is set to be displayed in this performance symbol game. That is, the rare image R is displayed in the following cases [1] [2].
[0121] [1] When "Jackpot Pattern 1" is selected in response to a jackpot being determined in "Normal Play Mode", a "High-Probability Time-Shortening Mode" is set at the end of the jackpot play in jackpot play pattern 1. Based on the setting of this "High-Probability Time-Shortening Mode", if "Jackpot Pattern 1" or "Jackpot Pattern 3" is selected in response to a jackpot being determined within "100 times" of the total number of times that the special chart 1 play and the special chart 2 play (in reality, the number of times that the special chart 2 play) has been performed, a rare image R is displayed. [2] If "Jackpot Pattern 3" is selected in response to a jackpot being determined in "Normal Play Mode," a "High-Probability Time-Shortening Mode" is set at the end of the jackpot play in jackpot play pattern 2. Based on the setting of this "High-Probability Time-Shortening Mode," if "Jackpot Pattern 1" or "Jackpot Pattern 3" is selected in response to a jackpot being determined when the total number of times of Special Chart 1 play and Special Chart 2 play is within "100 times," a rare image R is displayed. In other words, the rare image R is displayed superimposed on the chance background image when the challenge mode is set as the presentation mode, and indicates to the player that the high-probability time-shortening mode will continue.
[0122] 8. Special Rare Performance 1 Figure 19(b) shows a special rare image R1. This special rare image R1 appears for a set period of time as the left, middle, and right column symbols scroll, and is a special image that appears only as Special Rare Symbol 1. This special rare image R1 appears only when the "High Probability Time-Shortening Mode" is enabled, and it notifies the player with a 100% probability that the three columns of symbols will form a jackpot combination in this symbol play. If a jackpot is achieved, it also notifies the player with a 100% probability that the "High Probability Time-Shortening Mode" will continue without ending. An announcement image A3 stating "Probability Change Continues!!" is attached to this special rare image R1.
[0123] The special rare image R1 and announcement image A3 are displayed when the sub-control circuit 60 transmits the special special symbol variation pattern PO00 from the main control circuit 40. When the sub-control circuit 60 transmits the special special symbol variation pattern PO00, it sets the three columns of effect symbols to an odd jackpot combination, and the three columns of effect symbols form an odd jackpot combination with a simultaneous stop effect for all symbols. When these three columns of effect symbols form an odd jackpot combination, the special rare image R1 and announcement image A3 are erased, and the player is notified that the combination of the three columns of effect symbols has been confirmed.
[0124] The main control circuit 40 transmits the "special chart variation pattern PO00" to the sub-control circuit 60 in the following cases [1] and [2], and the special rare image R1 and the announcement image A3 are displayed in the following cases [1] and [2]. [1] If "Jackpot Symbol 1" or "Jackpot Symbol 3" is selected in response to a jackpot determination in "Normal Play Mode," "High-Probability Time-Shortening Mode" is activated at the end of the jackpot play, and the probability variation counter is reset. Based on the activation of "High-Probability Time-Shortening Mode," if a jackpot is determined with "Jackpot Symbol 1" when the game ball enters the second starting slot 23 with the number of times the effect symbol game image is displayed "four times" or less, the special symbol 12 variation pattern table is selected (S97), and the special rare image R1 is displayed in response to the selection of "Special Symbol Variation Pattern PO00" from the special symbol 12 variation pattern table. In other words, the special rare image R1 is displayed over the chance background image within four effect symbol game times based on the transition from normal play mode to high-probability time-shortening mode, and it definitively predicts the occurrence of a 16-round jackpot streak without downgrading the high-probability time-shortening mode. [2] When "Jackpot Symbol 3" is selected in response to a jackpot determination in the "High-Probability Time-Shortening Mode," the value of the probability variation counter is reset. If a jackpot is determined to occur with "Jackpot Symbol 1" when the game ball enters the second starting slot 23 and the number of times the image of the effect symbol gameplay is displayed is within "four" times, based on a jackpot determination with "Jackpot Symbol 3" in this "High-Probability Time-Shortening Mode," the special symbol 12 variation pattern table is selected (S97), and the special rare image R1 is displayed in response to the selection of "Special Symbol Variation Pattern PO00" from the special symbol 12 variation pattern table. In other words, the special rare image R1 is displayed within four times of the effect symbol gameplay based on a jackpot determination with "Jackpot Symbol 3" in the "High-Probability Time-Shortening Mode," and it definitely predicts that a 16-round jackpot will occur without downgrading the high-probability time-shortening mode.
[0125] 8-1.Main processing 20(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. 8-2. 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.
[0126] 8-3.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 cycle. Figure 20(b) shows the timer interrupt process of S106, and the sub-control circuit 60 performs the received command analysis process of S111 and the prize ball acquisition effect process of S112 in the timer interrupt process. This sub-control circuit 60 displays an image of the prize ball acquisition effect on the effect symbol display 28 in response to the prize ball acquisition effect process of S112.
[0127] 8-3-1. Received command analysis processing 21(a) shows the received command analysis process of S111. In S121, the sub-control circuit 60 determines whether the special drawing 1 pre-read data or the special drawing 2 pre-read data from the main control circuit 40 is stored in the receive buffer. If it determines that the special drawing 1 pre-read data or the special drawing 2 pre-read data is stored, the process proceeds to S122, where the special drawing 1 pre-read data or the special drawing 2 pre-read data in the receive buffer is shifted to the special drawing pre-read area of the RAM. The RAM of this sub-control circuit 60 has the same special drawing 1 pre-read areas 1-4 and special drawing 2 pre-read areas 1-4 as the main control circuit 40, and the sub-control circuit 60 shifts the special drawing 1 pre-read data to one of the special drawing 1 pre-read areas 1-4 in the same procedure as the main control circuit 40, and shifts the special drawing 2 pre-read data to one of the special drawing 2 pre-read areas 1-4 in the same procedure as the main control circuit 40. In other words, the RAM of the sub-control circuit 60 stores the same special drawing 1 pre-read data and special drawing 2 pre-read data as the main control circuit 40.
[0128] 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 receiving buffer at S123 in FIG. 21(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 symbol game performance start process at S124. FIG. 21(b) shows the symbol game performance start process at S124, and the sub-control circuit 60 detects the reception result of the special symbol 1 game data (the result of determining whether or not there is a win, the result of determining the type of jackpot, the result of determining the special symbol variation pattern, and the result of determining whether or not there is a fall) or the reception result of the special symbol 2 game data (the result of determining whether or not there is a win, the result of determining the type of jackpot, the result of determining the special symbol variation pattern, and the result of determining whether or not there is a fall) from the receiving buffer at S141. The rare image display process of FIG. 19(c) is executed at S124.
[0129] When the sub-control circuit 60 completes S141 in Fig. 21(b), it sets a combination of three columns of effect symbols in S142. These three columns of effect symbols are set to odd-numbered "jackpot combinations" when the hit / miss detection result is "jackpot" and the hit type detection result is "jackpot symbol 1" or "jackpot symbol 3", and are set to even-numbered "jackpot combinations" when the hit / miss detection result is "jackpot" and the hit type detection result is "jackpot symbol 2". When the hit / miss detection result is "miss", these effect symbols are set to "miss reach combinations" when the fluctuation pattern detection result is "PH01 to PH05" for misses, and are set to "complete miss combinations" when the fluctuation pattern detection result is "PH06 to PH08" for complete misses. When this sub-control circuit 60 has completed S142, it detects video data from the CGROM according to the detection result of the variation pattern in S143, and starts displaying the image of the performance pattern game on the performance pattern display 28 in response to starting playback of the detection result of the video data.
[0130] At S125 in Figure 21(a), the sub-control circuit 60 determines whether or not the fluctuation stop command 1 or fluctuation stop command 2 from the main control circuit 40 is stored in the receiving buffer, and if it determines that the fluctuation stop command 1 or fluctuation stop command 2 is stored, the sub-control circuit 60 performs the pattern game performance stop process at S125 to display the three columns of performance patterns as determined by the combination setting result at S124.
[0131] 21(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 at S127, 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 at S128, 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 at S129, 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 at S130, and accordingly erases the background image for the jackpot game presentation.
[0132] According to the above-mentioned first embodiment, the following effects are achieved. A special rare image R1 is displayed as a preview image to notify the player of a jackpot in advance. This special rare image R1 is displayed until the number of times the image for the effect symbol game has been displayed reaches four, based on the setting of a high probability state in response to a determination of a jackpot in the normal probability state, and is also displayed until the number of times the image for the effect symbol game has been displayed reaches four, based on the determination of a jackpot in the high probability state with a small number of payout balls. Therefore, from the player's perspective, even if the number of payout balls in the jackpot game is small, the player can expect the high probability state to continue, improving the entertainment value of the game. When a jackpot is determined to occur in a high probability state, the special rare image R1 is displayed if the high probability state continues. Therefore, the player can recognize the continuation of the high probability state by viewing the special rare image R1, and can continue playing in anticipation of a large number of balls being dispensed. The special rare image R1 is displayed when the high probability state continues in response to a determination that a jackpot has occurred in jackpot game pattern 1, which has a large number of payout game balls, when the number of times the image of the effect symbol game has been displayed is "four" or less, based on the transition from the normal probability state to the high probability state. Therefore, the special rare image R1 becomes a rare image that is displayed infrequently from the player's perspective. Moreover, the special rare image R1 is also displayed when the high probability state continues in response to a determination that a jackpot has occurred in jackpot game pattern 1, which has a large number of payout game balls, when the number of times the image of the symbol game has been displayed is "four" or less, based on the determination that a jackpot has occurred in jackpot game pattern 2, which has a small number of payout game balls, when the high probability state continues. Therefore, the display frequency of rare images from the player's perspective increases, improving the entertainment value of the game.
[0133] The threshold value for determining whether the special rare image R1 is displayed is set to the same value as the number of reserved times, "4." Therefore, the special rare image R1 is displayed when a so-called consecutive win occurs without the high probability state being downgraded to the normal probability state, which increases the value of the special rare image R1 in the player's eyes. When the "high probability electric support mode" is set, the chance background image is displayed until the number of times the image of the effect symbol game is displayed reaches "100 times," so the player can easily recognize the period during which the special rare image R1 can be displayed from the chance background image. Moreover, even when the "low probability electric support mode" is set, the chance background image is displayed until the number of times the image of the effect symbol game is displayed reaches "100 times," so it is possible to make the player feel a sense of anticipation for the special rare image R1 to be displayed even in the "low probability electric support mode."
[0134] [Example 2] The time-saving count update process of Fig. 22 is executed by the main control circuit 40 in place of the time-saving count update process of Fig. 11, and the main control circuit 40 determines in S201 whether the current gaming state is in the "probability variable super electric support mode." If it is determined to be in the "probability variable super electric support mode," it determines in S49 whether the hit / miss judgment result is a "jackpot" with "jackpot pattern 3," and if it is determined to be a "jackpot" with "jackpot pattern 3," the value of the probability variable count counter is reset to "0" in S50. The value of this probability variable count counter is also reset to "0" if the gaming state is promoted from the "high probability electric support mode" to the "high probability super electric support mode," and if it is determined to be a "miss" in the "high probability super electric support mode," "1" is added in S57.
[0135] The variation pattern table processing of Figure 23 is executed by the main control circuit 40 in place of the variation pattern table processing of Figure 10, and when the current game mode is "high probability electric support mode", the main control circuit 40 transitions from S91 to S93 to S92 and selects a special chart variation pattern from special chart 2 variation pattern table 2. When the current game state is "low probability electric support mode", the main control circuit 40 transitions from S91 to S93 to S98 and selects a special chart variation pattern from special chart 2 variation pattern table 1. When the current game mode is "high probability super electric support mode", the main control circuit 40 transitions from S91 to S94 and determines whether the hit / miss judgment result is a jackpot or not. If it is determined here that the hit / miss judgment result is a jackpot, it determines in S95 whether the jackpot type judgment result is "jackpot pattern 1". If the result of the judgment of the type of jackpot here is "jackpot pattern 2" or "jackpot pattern 3", the process proceeds to S92, and a variation pattern is selected from special chart 2 variation pattern table 2.
[0136] If the main control circuit 40 determines in S95 that the jackpot type is "jackpot symbol 1," it proceeds to S96 and determines whether the value of the probability change counter is "4" or less. If it determines that the probability change counter value is greater than "4," it selects a variation pattern from Special Symbol 2 Variation Pattern Table 2 in S92. If it determines that the probability change counter value is "4" or less, it selects the special variation pattern "PO00" from the Special Symbol 12 Variation Pattern Table in S97. In this case, the special variation pattern "PO00" is sent from the main control circuit 40 to the sub-control circuit 60, and upon receiving the special variation pattern "PO00," the sub-control circuit 60 displays the special rare image R1 in this performance symbol game. That is, the special rare image R1 is displayed in the following cases [1] and [2].
[0137] [1] When the "High Probability Time-Shortening Mode" is upgraded to the "High Probability Ultra Time-Shortening Mode," the value of the probability variation counter is reset. Based on the setting of this "High Probability Ultra Time-Shortening Mode," if the number of times the image of the performance pattern game is displayed is "4 times" or less, and a jackpot is determined, "Jackpot Pattern 1" is selected, and the "Special Chart Variation Pattern PO00" is selected from the Special Chart 12 Variation Pattern Table, and the special rare image R1 is displayed. [2] When a jackpot is determined to occur with "jackpot pattern 3" in the "high probability super time-saving mode," the value of the probability change counter is reset. Based on the determination of a jackpot with "jackpot pattern 3," if the number of times the image of the performance pattern game is displayed is determined to be "four" or less, "jackpot pattern 1" is selected, and the special rare image R1 is displayed in response to the selection of "special chart variation pattern PO00" from the special chart 12 variation pattern table. In other words, the special rare image R1 definitely notifies the player of a jackpot with jackpot game pattern 1, in which the high probability super electric support mode continues.
[0138] According to the second embodiment, the following effects are achieved. Based on the transition from the high probability electric support state to the high probability super electric support state, the special rare image R1 is displayed when the number of times the effect pattern game image is displayed is "four times" or less and a jackpot is determined in jackpot game pattern 1, and the high probability super electric support state continues. Therefore, from the player's perspective, the special rare image R1 becomes a rare image that is displayed infrequently. Moreover, based on the determination of a jackpot in jackpot game pattern 2 in the high probability super electric support state, the special rare image R1 is also displayed when the high probability super electric support state continues when the number of times the effect pattern game image is displayed is "four times" or less and a jackpot is determined in jackpot game pattern 1. This increases the frequency with which rare images are displayed from the player's perspective, improving the entertainment value of the game.
[0139] [Example 3] 9. Special Rare Performance 2 FIG. 24 shows a special rare image R2. This special rare image R2 is displayed as a cut-in when the left column effect symbols, the middle column effect symbols, and the right column effect symbols are scrolled (see b). This special rare image R2 is a special image that is displayed only as special rare effect 2, and the effect symbol display 28 displays the announcement image A4 "Sorry, chance of probability change..." along with the special rare image R2. This announcement image A4 notifies the player with a "100%" probability that the three columns of effect symbols will form a jackpot combination in this effect symbol game, and also notifies the player with a "100%" probability that the "high probability time-saving mode" will be downgraded in response to a jackpot.
[0140] When a certain time has passed since the start of the display of the special rare image R2 and the announcement image A4, the scrolling display of the three rows of effect symbols will stop simultaneously, and the three rows of effect symbols will form an even-numbered jackpot combination (see c). When these three rows of effect symbols form an even-numbered jackpot combination, the special rare image R2 and the announcement image A4 will disappear, and the player will be notified that the combination of the three rows of effect symbols has been confirmed. This special rare image R2 is displayed by the sub-control circuit 60 in the following cases [1] and [2].
[0141] [1] When "Jackpot Symbol 1" or "Jackpot Symbol 3" is selected in response to a jackpot being determined in "Normal Play Mode," "High-Probability Time-Shortening Mode" is set at the end of the jackpot game, and the value of the probability variation counter is reset. Based on the setting of this "High-Probability Time-Shortening Mode," when "Jackpot Symbol 1" is selected in response to a jackpot being determined when the number of times the image of the performance symbol game is displayed is "4 times" or less, a special rare image R1 is displayed in response to a special special symbol variation pattern PO00 being sent from the main control circuit 40 to the sub-control circuit 60, and when "Jackpot Symbol 2" is selected, a special rare image R2 is displayed in response to a special special symbol variation pattern PO00' being sent from the main control circuit 40 to the sub-control circuit 60. [2] In the "high probability time-saving mode," if a jackpot is determined to occur in jackpot game pattern 2, which has a small number of payout balls, the value of the probability change counter is reset. Based on this jackpot determination, if a jackpot is determined to occur when the number of times the image of the performance pattern game is displayed is "four times" or less, and "jackpot pattern 1" is selected, a special special pattern variation pattern PO00 is sent from the main control circuit 40 to the sub-control circuit 60, and a special rare image R1 is displayed. If "jackpot pattern 2" is selected, a special special pattern variation pattern PO00' is sent from the main control circuit 40 to the sub-control circuit 60, and a special rare image R2 is displayed.
[0142] According to the third embodiment, the following effects are achieved. The special rare image R2 is displayed when the high probability state falls in response to a determination that a jackpot has occurred when the number of times the image of the effect symbol game is displayed is "four times" or less, based on the transition from the normal probability state to the high probability state. Therefore, the special rare image R2 becomes a rare image that is displayed infrequently from the player's perspective. Moreover, the special rare image R2 is also displayed when the high probability state falls in response to a determination that a jackpot has occurred when the number of times the image of the symbol game is displayed is "four times" or less, based on the determination that a jackpot has occurred in jackpot game pattern 2 in the high probability state. Therefore, the display frequency of rare images from the player's perspective increases, improving the entertainment value of the game. In the above Example 3, the special rare image R2 is displayed when the high probability state falls in response to a determination that a jackpot has occurred when the number of times the image of the effect symbol game is displayed is "4 times" or less, based on the transition from the normal probability state to the high probability state, and a special rare image different from the special rare image R2 may be displayed when the high probability state falls in response to a determination that a jackpot has occurred when the number of times the image of the symbol game is displayed is "4 times" or less, based on the determination that a jackpot has occurred in jackpot game pattern 2 in the high probability state. This different special rare image reminds the player of the special rare image R2, and may have a different color from the special rare image R2, for example.
[0143] [Example 4] When "Jackpot Symbol 1" or "Jackpot Symbol 3" is selected in normal play mode and the high probability electric support mode is set at the end of the jackpot play, the sub-control circuit 60 determines whether the "Jackpot Symbol 1" pre-read result is stored as special symbol 2 pre-read data in one of the special symbol 2 pre-read areas 1-4 in the RAM at S122 in FIG. 21. If it determines that the "Jackpot Symbol 1" pre-read result is stored in one of the special symbol 2 pre-read areas 1-4, the color of the cloud image C corresponding to the "Jackpot Symbol 1" pre-read result is changed from its current normal color to a gold preview color. Figure 25(a) illustrates a case where the "Jackpot Symbol 1" pre-read result is stored in the special symbol 2 pre-read area 1 corresponding to the fourth effect symbol play. In this case, the color of the fourth cloud image C from the left is changed from the normal color to the preview color.
[0144] When jackpot play in jackpot play pattern 2 ends in high probability electric support mode, the sub-control circuit 60 determines whether the pre-read result of "jackpot pattern 1" is stored as special symbol 2 pre-read data in one of the special symbol 2 pre-read areas 1-4 of the RAM at S122 in FIG. 21. If it determines that the pre-read result of "jackpot pattern 1" is stored in one of the special symbol 2 pre-read areas 1-4, the color of the cloud image C corresponding to the pre-read result of "jackpot pattern 1" is changed from the normal color to the preview color. Figure 25(b) illustrates an example where the pre-read result of "jackpot pattern 1" is stored in the special symbol 2 pre-read area 3 corresponding to the second performance symbol play. In this case, the color of the second cloud image C from the left is changed from the normal color to the preview color.
[0145] When the sub-control circuit 60 changes the color of the cloud image C to the preview color, it displays a special rare image R1 and an announcement image A3 during the jackpot effect symbol play corresponding to the preview-colored cloud image C, informing the player that the high-probability electric support mode will not be lost and the three rows of symbols will form a jackpot combination. When the rightmost cloud image C in Figure 25(a) is displayed in the preview color, the special rare image R1 and announcement image A3 are displayed during the fourth symbol play (see c), and the three rows of symbols form an odd-numbered jackpot combination (see d). When the second-from-the-left cloud image C in Figure 25(b) is displayed in the preview color, the special rare image R1 and announcement image A3 are displayed during the second symbol play (see c), and the three rows of symbols form an odd-numbered jackpot combination (see d).
[0146] According to the fourth embodiment, the following effects are achieved. In each case where it is predicted that the high probability state will continue in response to a jackpot being determined in four or fewer plays of Special Chart 2, based on a transition from a normal probability state to a high probability state, and in each case where it is predicted that the high probability state will continue in response to a jackpot being determined in four or fewer plays of Special Chart 2, based on a determination of a jackpot in jackpot play pattern 2 in a high probability state, the occurrence of a jackpot and the continuation of the high probability state are predicted by changing the color of cloud image C to a prediction color. Therefore, since the player is notified in advance that the special rare image R1 will be displayed in the performance pattern game, it is possible to increase the player's anticipation for the special rare image R1 to be displayed in advance.
[0147] [Example 5] 26 shows a pre-reading notice image R3. This pre-reading notice image R3 is displayed by the sub-control circuit 60 when the pre-reading result of "jackpot pattern 1" is stored in one of the special chart 2 pre-reading areas 1-4 at the time of transition from normal play mode to high probability electric support mode, and when the pre-reading result of "jackpot pattern 1" is stored in one of the special chart 2 pre-reading areas 1-4 at the time of completion of jackpot play in jackpot play pattern 2 in high probability electric support mode. The special rare image R1 and the announcement image A3 are displayed in one of four or fewer effect pattern plays, and the high probability electric support mode is predicted to continue in response to the odd-numbered jackpot combination of the three columns of effect patterns.
[0148] According to the fifth embodiment, the following effects are achieved. In the case where a prediction is made that the high probability state will continue in response to a judgment of a jackpot in the special chart 2 game within four tries based on a transition from the normal probability state to the high probability state, and in the case where a prediction is made that the high probability state will continue in response to a judgment of a jackpot in the special chart 2 game within four tries based on a judgment of a jackpot with a small number of payout balls in the high probability state, a prediction notice image R3 is displayed in response to the occurrence of a jackpot in one of the pending effect pattern games and the continuation of the high probability state. Therefore, the player is notified in advance that the special rare image R1 will be displayed in the effect pattern game, making it possible to increase the player's anticipation for the special rare image R1 to be displayed in advance. In the fourth and fifth embodiments, the special rare image R1 and the announcement image A3 may not be displayed.
[0149] [Example 6] Figure 27 shows a special rare image R4. This special rare image R4 is displayed by the sub-control circuit 60 in place of the special rare image R1, and is an image similar to the special rare image R1 that reminds the player of the special rare image R1 in the following points [1] to [4]. This special rare image R4 corresponds to the second preview image. [1] It is displayed together with the announcement image A3 saying "Continuation of the special chance confirmed!!" [2] It is displayed in the same display area E4 as the special rare image R1. [3] The three rows of special rare image patterns are displayed in a scrolling state, which is the same as the special rare image R1. [4] The V sign pose is the same as the special rare image R1.
[0150] In the above Examples 1 to 6, as a jackpot prediction effect that non-deterministically predicts a jackpot with a probability greater than 0% and less than 100%, the display of a rare image R, a special rare image R1, a special rare image R2, a cloud image C in a prediction color, a pre-reading prediction image R3, and a special rare image R4 may be performed. In the above Examples 1 to 6, in addition to promotion from normal game mode to high-probability time-saving mode, special rare images R1 etc. may be displayed on the condition that the number of times the image of the effect pattern game is displayed is within "four times" based on promotion from low-probability time-saving mode to high-probability time-saving mode.In other words, special rare images R1 etc. may be displayed on the condition that the number of times the image of the effect pattern game is displayed is within a predetermined value based on the probability of determining a jackpot being switched from a normal value to a high value.
[0151] In the above-described first to sixth embodiments, instead of displaying the special rare image R1 or the like, a light source such as an LED may be made to blink or a sound effect may be output from a speaker. In the above-mentioned Examples 1 to 6, when the jackpot symbol 3 is selected, the large prize opening 19 may be opened or closed in a manner that prevents game balls from entering, in other words, when the jackpot symbol 3 is selected, the large prize opening 19 may be opened or closed in a manner that reduces the number of game balls paid out. This manner in which the number of game balls paid out is reduced also includes a manner in which the number of game balls paid out is zero. In the above Examples 1 to 6, if a small hit is determined in the "high probability electric support mode", the value of the probability change counter may be reset. In this configuration, if a jackpot is determined with the jackpot symbol 1 while the image of the performance symbol game is displayed within "four times" based on the judgment of a small hit in the "high probability electric support mode", a special rare image R1 or the like is displayed, and the player is definitely notified that a jackpot will occur without the "high probability electric support mode" being demoted. In this case, the "small hit game" corresponds to a small-type special game, and the small hit corresponds to a hit. In the above-mentioned Examples 1 to 6, an image such as the special rare effect R1 may be displayed until the set number of effect symbol games is played based on the fact that the electric support state is set in response to a judgment of a jackpot in the normal game mode. In this configuration, the electric support state corresponds to an advantageous state, and the non-electric support state corresponds to an unfavorable state. In the above-described Examples 1 to 6, the probability of a small win when a game ball enters the second starting hole 23 is set higher than the probability of a small win when the game ball enters the first starting hole 18. When a small win is determined, the game ball is allowed to enter the large prize opening 19. During the small win game, the game ball may be allowed to enter the V prize opening by opening the V prize opening of the large prize opening 19. In this configuration, a jackpot is determined when a game ball enters the V prize opening during a small win game, and the small win game may be developed into a jackpot game such as jackpot game pattern 1 or 2 in response to the jackpot determination. In other words, a type 1 / 2 mixed machine may be used instead of a variable probability machine as a pachinko game machine. In this configuration, the electric support state corresponds to an advantageous state, and the non-electric support state corresponds to an unfavorable state.
[0152] In addition to the inventions described in the claims, Examples 1 to 6 above also describe the following [Reference Inventions 1-1 to 1-10]. Some gaming machines are configured to determine whether a winning or losing game has been won when a gaming ball enters a starting area, and to notify the player of the result of the winning or losing game by displaying a symbol game image if a winning or losing game has been determined. This symbol game image displays the identification symbol in a varying state and then in a stopped state, and the result of the winning or losing game is notified to the player by the appearance of the identification symbol in the stopped state (see JP 2016-073869 A). Some gaming machines are configured to perform a preview effect before the appearance of the identification symbol is determined in the symbol game image. This preview effect merely suggests to the player the reliability of the symbol game image announcing a winning game, and there is room for improvement in terms of entertainment value.
[0153] [Reference Invention 1-1] A right / wrong determination means for determining whether a start condition is met when the start condition is met; a special game means for playing a special game for paying out game balls to a player when it is determined that the game has won, and for playing the special game in a small mode in which the number of paid out game balls is relatively small or in a multi-mode in which the number of paid out game balls is relatively large; a game state setting means for setting a game state in response to a determination of a win, the game state being capable of setting an advantageous state that is advantageous to the player and an unfavorable state that is disadvantageous to the player compared to the advantageous state; A symbol game means for displaying a symbol game image to notify the player of the result of the winning or losing decision; When a winning is notified by an image of a symbol game, a notice effect is given to the player to give a definite or non-deterministic notice, and when the game state is switched from an unfavorable state to an advantageous state, a notice effect means is provided which can give a special effect as the notice effect until a predetermined condition is established, The gaming machine is characterized in that the advance notice performance means is capable of performing the special performance as the advance notice performance until the specified condition is met, even if a special game is played in a small mode in response to a judgment of a win. In the embodiment, when the game ball enters the first start hole 18 or the second start hole 23, this corresponds to the start condition being met, the jackpot game in jackpot game pattern 2 corresponds to a small-mode special game, the jackpot game in jackpot game pattern 1 corresponds to a multi-mode special game, the main control circuit 40 corresponds to a special game means and a game state setting means, a high probability state corresponds to an advantageous state, a normal probability state corresponds to an unfavorable state, the special reach effect corresponds to a preview effect, and the display of the special rare image R1, the special rare image R2, the pre-reading preview image R3, the preview-colored cloud image C, and the special rare image R4 corresponds to a special effect, and the start of the "four times" performance pattern game corresponds to the fulfillment of a specified condition. According to the above means, when the game state is switched from an unfavorable state to an advantageous state in response to a win determination, a special effect can be executed until a predetermined condition is met. This special effect notifies the player of a win either definitively or non-definitively, and even when a special game is played in a low mode, the special effect can be executed until a predetermined condition is met. Therefore, from the player's perspective, even if the number of game balls paid out in the special game is low, the player can expect to be in an advantageous state, thereby improving the entertainment value of the advance notice effect.
[0154] [Reference Invention 1-2] A performance mode setting means for setting a performance mode is provided, The symbol game means displays an image of the symbol game in a manner according to a setting result of a presentation mode, The gaming machine described in [Reference Invention 1-1] is characterized in that the presentation mode setting means sets a predetermined presentation mode within a period in which the special presentation can be executed. In the embodiment, the normal mode, chance mode, speed mode, and super speed mode each correspond to a presentation mode, and the chance mode corresponds to a predetermined presentation mode. According to the above means, when the image of the symbol game is displayed at the player's line of sight in a manner corresponding to a predetermined presentation mode, a special presentation can be executed, so that the period during which a special presentation can occur can be easily recognized.
[0155] [Reference Inventions 1-3] The game state setting means is capable of setting the probability of determining a win to a high value in each of the cases where the special game is performed in a small mode and in a large mode in response to the determination of a win, The gaming machine described in [Reference Invention 1-1] is characterized in that the advance notice performance means is capable of performing the special performance until the predetermined condition is met in each of the cases where the probability of determining a win is switched from a normal value to a high value in response to the playing of a multi-mode special game, and where the probability of determining a win is switched from a normal value to a high value in response to the playing of a small-mode special game. According to the above means, the player can recognize that the current probability of determining a win is high in response to recognizing the occurrence of a special effect regardless of the type of special game.
[0156] [Reference Inventions 1-4] The game state setting means sets a high probability state in which the probability of determining a win is high as an advantageous state when a win is determined, and sets a normal probability state in which the probability of determining a win is normal as an unfavorable state, The gaming machine described in [Reference Invention 1-1] is characterized in that the advance notice performance means performs the special performance on the condition that a win is determined to occur in a high probability state and that state continues. According to the above means, when a special effect occurs in a high probability state, the player can recognize that the high probability state will continue, so the player can continue playing with peace of mind while expecting a large amount of balls to be released.
[0157] [Reference Inventions 1-5] The game state setting means sets the probability of determining a win to a high value or a normal value when a win is determined, The advance notice presentation means performs the special presentation when a high probability state in which the probability of determining a win is high continues in response to a hit being determined when the number of times the image of the pattern game is displayed is below a threshold, based on the probability of determining a win being switched from a normal value to a high value, and the special presentation is also performed when a high probability state continues in response to a hit being determined when the number of times the image of the pattern game is displayed is below the threshold, based on the determination of a win in the high probability state, based on the execution of a small-type special game. In the embodiment, the maximum number of pending requests, "4", corresponds to the threshold value. According to the above means, a special effect is produced when the high probability state continues in response to a win being determined when the number of times the image of the symbol game is displayed is below a threshold, based on the transition from the normal probability state to the high probability state. Therefore, from the player's perspective, the special effect is a rare effect that occurs infrequently. Moreover, a special effect is also produced when the high probability state continues in response to a win being determined when the number of times the image of the symbol game is displayed is below a threshold, based on the determination of a low-mode win in the high probability state. Therefore, the frequency of rare effects occurring from the player's perspective increases, improving the entertainment value of the game.
[0158] [Reference Inventions 1-6] The pass / fail determination means is capable of suspending execution of the pass / fail determination process up to an upper limit value that is the same as the threshold value, The gaming machine described in [Reference Invention 1-5] is characterized in that the pattern game means displays the number of times the win / loss determination means has pending win / loss determination processing. In the embodiment, the number of pending times "4" corresponds to the upper limit. According to the above means, a special effect is executed when a so-called consecutive win occurs without the high probability state being downgraded to the normal probability state, thereby increasing the value of the preview image from the player's perspective.
[0159] [Reference Inventions 1-7] A win / loss determination means for determining whether the result is a big win, a small win, or a miss when the start condition is met; a special game means for playing a special game to pay out game balls to a player, and when a big win is determined, the special game is played in the form of a big win, and when a small win is determined, the special game is played in the form of a small win; A probability setting means for setting the probability of a jackpot determination by the hit / miss determination means to a high value or a normal value on the condition that a jackpot has been determined, and for maintaining the determination probability at a current value when a small jackpot has been determined; a symbol game means for displaying an image of a symbol game to notify a player of the result of the winning / losing determination means; a notice effect means for displaying a notice image that notifies a player in advance that a big win will be announced by an image of a symbol game; The preview presentation means displays a first preview image as the preview image on the condition that the probability of determining a jackpot is set to a high value in response to a jackpot being determined to be a jackpot in a normal probability state in which the probability of determining a jackpot is set to a normal value, and displays the first preview image or a second preview image that reminds the player of the first preview image as the preview image on the condition that a small jackpot is determined to be a jackpot in a high probability state in which the probability of determining a jackpot is set to a high value. In the embodiment, when the game ball enters the first start hole 18 or the second start hole 23, it corresponds to the case where the start condition is met, the jackpot game of jackpot game pattern 1 corresponds to the special game in the form of a jackpot, the small jackpot game corresponds to the special game in the form of a small jackpot, the special rare image R1 corresponds to the first preview image, and the special rare image R4 corresponds to the second preview image. According to the above means, the first preview image is displayed on the condition that the jackpot determination probability is set to a high value in response to a jackpot determination in the normal probability state. This first preview image notifies the player of a jackpot in advance, and the first preview image or the second preview image is displayed on the condition that a small jackpot is determined in the high probability state. This second preview image reminds the player of the first preview image, and from the player's perspective, even though the number of payout balls in the special game is small, the player can expect the high probability state to continue, thereby improving the entertainment value of the game.
[0160] [Reference Invention 1-8] A win / loss determination means for determining whether the result is a big win, a small win, or a miss when the start condition is met; a special game means for performing a special game in which a predetermined ball entry area is opened when a big win or a small win is determined; a game mode setting means for setting a game mode advantageous to the player on the condition that a jackpot has been determined, and for upgrading the advantageous game mode to a game mode even more advantageous to the player when a predetermined upgrading condition is met in the advantageous game mode; a symbol game means for displaying an image of a symbol game to notify a player of the result of the winning / losing determination means; a notice effect means for displaying a notice image that notifies a player in advance that a big win will be announced by an image of a symbol game; The preview presentation means displays a first preview image as the preview image when a more advantageous game mode is maintained in response to a judgment of a jackpot when the number of times a pattern game image is displayed, based on the criterion that a game mode advantageous to the player has been promoted to an even more advantageous game mode, is below a threshold value, and when a more advantageous game mode is maintained in response to a judgment of a jackpot when the number of times a pattern game image is displayed, based on the criterion that a small jackpot has been judged in the even more advantageous game mode, is below the threshold value, the gaming machine is characterized in that it displays the first preview image or a second preview image that reminds the player of the first preview image as the preview image. The high probability time-saving mode in the embodiment corresponds to a game mode that is advantageous to the player, and the high probability super time-saving mode corresponds to a game mode that is even more advantageous to the player.
[0161] [Reference Invention 1-9] A win / loss determination means for determining whether the result is a big win, a small win, or a miss when the start condition is met; a special game means for playing a special game to pay out game balls to a player, and when a big win is determined, the special game is played in a big win mode, and when a small win is determined, the special game is played in a small win mode in which a smaller number of game balls are paid out to the player than in the big win mode; A probability setting means for setting the probability of a jackpot determination by the hit / miss determination means to a high value or a normal value on the condition that a jackpot has been determined, and for maintaining the determination probability at a current value when a small jackpot has been determined; a symbol game means for displaying an image of a symbol game to notify a player of the result of the winning / losing determination means; a notice effect means for displaying a notice image that notifies a player in advance that a big win will be announced by an image of a symbol game; The preview display means displays a first preview image as the preview image when the high probability state falls in response to a jackpot being determined when the number of times the image of the pattern game is displayed is below a threshold, based on the criterion that the probability of determining a jackpot has been switched from a normal probability state, which is a normal value, to a high probability state, which is a high value, and when the high probability state falls in response to a jackpot being determined when the number of times the image of the pattern game is displayed is below the threshold, based on the criterion that a small jackpot has been determined in the high probability state, the gaming machine displays the first preview image or a second preview image that reminds the player of the first preview image as the preview image. The special rare image R2 in this embodiment corresponds to the first preview image.
[0162] [Reference Inventions 1-10] A special game means for determining whether or not a win has been made when a start condition is established, and for performing a special game by opening a predetermined winning area when a win has been made; a game state setting means for setting a game state in response to a determination of a win, the game state being capable of setting an advantageous state that is advantageous to the player and an unfavorable state that is disadvantageous to the player compared to the advantageous state; A symbol game means for displaying a symbol game image to notify the player of the result of the winning or losing decision; a notice effect means for displaying one of a plurality of notice images for notifying a player in advance that a winning will be notified by an image of a symbol game while the image of the symbol game is being displayed; The gaming machine is characterized in that the preview presentation means displays a special image different from any of the multiple preview images as the preview image, on the condition that an advantageous state is set in response to a judgment of a win when the number of times the image of the pattern game, which is based on the last judgment of a win, is displayed is below a threshold value. In the embodiment, the high probability state corresponds to an advantageous state, the normal probability state corresponds to an unfavorable state, the main control circuit 40 corresponds to a game state setting means, the battle images BL1 to BL4 correspond to preview images, and the special rare image R1, rare image R, and special rare image R4 correspond to special images. According to the above means, a special image is displayed on the condition that an advantageous state is set in response to a determination that a winning has been made when the number of times the image of the symbol game, which is based on the last determination that a winning has been made, is below a threshold value. This special image notifies the player of a big win in advance, and the player can expect an advantageous state in response to viewing the special image, thereby improving the entertainment value of the game.
[0163] [Example 7] Figure 28(d) explains the image of the retry effect RT1. The image of this retry effect RT1 is set to show a silhouette W of a woman wearing an archery uniform fighting an enemy dinosaur D1 with a bow, and only one type of victory ending is set for the image of the retry effect RT1. This victory ending image suggests that the female silhouette W has won, and is the same image as the victory ending images of the battle images BL1 to BL4 (see f). The image of this retry effect RT1 predicts that the three rows of effect symbols will result in an odd-numbered jackpot combination with a 100% probability, and definitely indicates to the player that the "high probability electric support mode" has been set.
[0164] Figure 28(e) explains the image of the retry effect RT2. The image of this retry effect RT2 is set to show a female silhouette W wearing boxing gloves fighting an enemy dinosaur D1. The image of this retry effect RT2 is set to only one type of victory ending. This victory ending image suggests that the female silhouette W has won, and is the same image as the victory ending images of battle images BL1 to BL4 (see f). The image of this retry effect RT2 predicts that the three rows of effect symbols will result in an odd-numbered jackpot combination with a 100% probability, and definitely suggests to the player that a "high probability electric support mode" has been set. The image of this retry effect RT2 is set to a different effect content from the image of retry effect RT1, and is set to a longer display time than the image of retry effect RT1.
[0165] The images of the retry effect RT1 and the retry effect RT2 are displayed on the effect symbol display 28 when the sub-control circuit 60 receives the "special symbol variation pattern PO000" from the main control circuit 40, and correspond to a redo effect. This "special symbol variation pattern PO000" is recorded in the special symbol 12 variation pattern table in place of the "special symbol variation pattern PO00", as shown in FIG. 29(a), and the "special symbol variation pattern PO000" is assigned the longest variation display time among all the special symbol variation patterns. Each of the images of the retry effect RT1 and the retry effect RT2 is displayed in place of the image of the special rare effect 1 in Examples 1 to 6, and the image of the retry effect RT1 is displayed in the case of [1] below, and the image of the retry effect RT2 is displayed in the case of [2] below.
[0166] [1] Based on the transition from "normal game mode" to "high probability time-saving mode", if a "jackpot" is determined before five "misses" are determined without being determined as either a "small hit" or a "jackpot", and "jackpot pattern 1" is selected, the image of retry effect RT1 is displayed in response to the selection of "special chart variation pattern PO000" from the special chart 12 variation pattern table. In other words, the image of retry effect RT1 is intended to notify the player of the occurrence of a so-called consecutive win. [2] In the "high probability time-saving mode", if a "jackpot pattern 1" is selected based on the judgment that a jackpot has been reached with "jackpot pattern 3" and that a jackpot has been reached before five "misses" have been judged without being judged as either a "small hit" or a "jackpot", the image of the retry effect RT2 is displayed in response to the selection of "special chart fluctuation pattern PO000" from the special chart 12 fluctuation pattern table. In other words, the image of the retry effect RT2 is intended to notify the player of the occurrence of a so-called consecutive win.
[0167] Figures 29(b) and 29(c) show the flow of the effect symbol game when "Special Symbol Variation Pattern PO000" is selected. In this case, after the scrolling display of the three columns of effect symbols begins, the scrolling display of the left column of effect symbols and the right column of effect symbols stop sequentially, and the three columns of effect symbols enter a reach state (see Figure 28(a)). This reach state occurs with odd numbers, indicating to the player the "high probability electric support mode." When the three columns of effect symbols enter a reach state, the scrolling speed of the middle column of effect symbols slows down, and the three columns of effect symbols disappear while the middle column of effect symbols scrolls slowly. When these three columns of effect symbols are erased, the battle image BL1 begins to be displayed (see Figure 28(b)). This battle image BL1 has a 100% probability of ending in defeat, and after the battle image BL1 ends with the defeat ending image, three rows of performance symbols are displayed in a static manner superimposed on top of the defeat ending image in an odd-numbered missed reach combination (see Figure 28(c)).
[0168] When a static display of a three-row effect symbol combination that results in a miss is initiated, an interval period D1 begins, as shown in Figures 29(b) and 29(c), during which a losing outcome image and the three-row effect symbols of the missing combination are continuously displayed as static images. When this interval period D1 ends, either a retry effect RT1 image or a retry effect RT2 image begins to be displayed. Each of these retry effect RT1 and retry effect RT2 images always ends with a winning outcome image, and after each of the retry effect RT1 and retry effect RT2 images ends with a winning outcome image, the three-row effect symbols are continuously displayed as static images superimposed on the winning outcome image for an odd-numbered jackpot combination. When a static display of a three-row effect symbol combination that results in a jackpot is initiated, an interval period D2 begins, as shown in Figures 29(b) and 29(c), during which a winning outcome image and the three-row effect symbols of the jackpot combination are continuously displayed as static images.
[0169] The interval period processing in Figure 30 is initiated when the sub-control circuit 60 receives the special chart variation pattern "PO000" from the main control circuit 40, and the sub-control circuit 60 determines in S301 whether the current jackpot determination for "jackpot pattern 1" was made within four tries since the last jackpot determination for "jackpot pattern 3" in the "high probability electric support mode" (whether it falls under [2] above). Here, if the current consecutive win is based on the last jackpot determination for "jackpot pattern 3" in the "high probability electric support mode", the standard value L1 is set for the interval period D1 in S302, and the standard value L2 is set for the interval period D2 in S303. If the determination of the jackpot for this "jackpot symbol 1" was made within four attempts based on the transition from normal game mode to high-probability time-shortened mode (corresponding to [1] above), the sub-control circuit 60 transitions from S301 to S304, sets a short value (L1-α) for the interval period D1, and sets the standard value L2 for the interval period D2 in S305. These differences in interval period D1 offset the difference between the display time of the image for retry effect RT1 and the display time of the image for retry effect RT2 (<display time of the image for retry effect RT1), and when the special symbol variation pattern "PO000" is received, whether the image for retry effect RT1 or the image for retry effect RT2 is displayed, the effect symbol game ends with the common variation display time.
[0170] That is, if the consecutive wins in this "high probability electric support mode" are based on a jackpot with "jackpot symbol 3," standard values are set for each of the interval period D1 and interval period D2, and the retry effect RT1 image begins to be displayed when the standard interval period D1 has elapsed based on the fact that the three rows of effect symbols have missed and started to be displayed as a reach combination during the effect symbol game, and the effect symbol game ends when the standard interval period D2 has elapsed based on the fact that the three rows of effect symbols have started to be displayed as a jackpot combination. This effect pattern is called retry effect pattern 1. If the consecutive wins in this "high probability electric support mode" are based on the transition from "normal game mode" to "high probability electric support mode," a short value is set for the interval period D1, and a standard value is set for the interval period D2. Then, when the three rows of effect symbols start to be displayed as a miss combination in the effect symbol game and a short interval period D1 has elapsed, an image of a retry effect RT2 with longer effect content different from the retry effect RT1 starts to be displayed, and when the standard interval period D2 has elapsed and the three rows of effect symbols start to be displayed as a jackpot combination, the effect symbol game ends. This effect pattern is called retry effect pattern 2.
[0171] 31 illustrates the flow of the defeat ending battle image BL1 displayed when the sub-control circuit 60 receives the "special symbol variation pattern PH01" for a loss. The defeat ending battle image BL1 has an interval period D0 set. This interval period D0 begins when, upon receiving the special symbol variation pattern PH01, the battle image BL1 ends with the defeat ending image, and then three rows of effect symbols begin to be displayed in front of the defeat ending image in a combination indicating a loss. The effect symbol game ends when the interval period D0 has elapsed. This interval period D0 is set to a fixed value, and the interval period D1 for each of retry effect pattern 1 and retry effect pattern 2 is set longer than the interval period D0. The interval period D1 corresponds to a non-standard time, while the interval period D0 corresponds to a standard time and a predetermined time.
[0172] According to the seventh embodiment, the following effects are achieved. When a variable interval period D1 has elapsed since the three rows of effect symbols in the effect symbol game image have missed and formed a reach combination, the retry effect RT1 image or the retry effect RT2 image is started to be displayed. As a result, the timing when the retry effect RT1 image or the retry effect RT2 image starts to be displayed becomes difficult for the player to see, and the player feels a heightened sense of surprise when the retry effect RT1 image or the retry effect RT2 image starts to be displayed. Moreover, when the retry effect RT1 image or the retry effect RT2 image starts to be displayed, the three rows of effect symbols definitely become a jackpot combination, so the overall entertainment value of the game is improved. After the battle image BL1 ends with a defeat ending image, the three-column effect symbols are combined to form a miss-reach combination, and when a variable interval period D1 has elapsed since the three-column effect symbols were combined to form a miss-reach combination, the retry effect RT1 image or the retry effect RT2 image is started to be displayed. Therefore, in the player's line of sight, the impression that the three-column effect symbol combination has been determined to be a miss-reach is strengthened, and then the retry effect RT1 or the retry effect RT2 image is suddenly started to be displayed, and then the three-column effect symbols become a jackpot combination, improving the entertainment value of the game.
[0173] When a variable interval period D1 longer than the interval period D0 in the battle image BL1 has elapsed since the three-row effect symbols have formed a miss and reached combination, the image of the retry effect RT1 or the image of the retry effect RT2 begins to be displayed. As a result, the impression that the three-row effect symbols have formed a miss and reached combination is further strengthened from the player's perspective, and then the image of the retry effect RT1 or the retry effect RT2 begins to be displayed unexpectedly, and then the three-row effect symbols form a jackpot combination, improving the entertainment value of the game. After a variable interval period D1 has elapsed since three rows of performance symbols are set as a miss and reach combination, the display of an image of the retry performance RT1 or the image of the retry performance RT2 is started, and the display of the image of the retry performance RT1 and the display of the image of the retry performance RT2 are each completed after the elapse of a required time different from each other according to the performance contents, thereby improving the entertainment value of the game. If the consecutive wins in the "high probability electric support mode" are based on a jackpot on "jackpot pattern 3", a standard value is set for the interval period D1, and if the consecutive wins are based on the transition from the "normal game mode" to the "high probability electric support mode", a short value is set for the interval period D1, so that the player can know the cause of the current consecutive wins from the length of the interval period D1.
[0174] In the seventh embodiment, only the image of the retry effect RT1 may be displayed after a variable interval period D1 has elapsed since the start of displaying the three-row effect symbols in a reach combination. In other words, the image of the retry effect RT2 may be abolished. In the above-mentioned Example 7, the interval period D1 of the retry effect RT1 and the interval period D1 of the retry effect RT2 are each set to be shorter than the interval period D0 of the losing battle image BL1, and the three rows of effect symbols can be determined to be a winning combination in accordance with the start of displaying the image of the retry effect RT1 or the image of the retry effect RT2 before the player becomes more convinced that the combination of the three rows of effect symbols has been lost and confirmed as a reach. In the seventh embodiment, one of the interval period D1 of the retry performance RT1 and the interval period D1 of the retry performance RT2 may be set shorter than the interval period D0 in the failed battle image BL1, and the other may be set longer. In the seventh embodiment, the reliability of the image of the retry effect RT1 may be different from the reliability of the image of the retry effect RT2. In the above-mentioned Example 7, an image of the retry effect RT1 and an image of the retry effect RT2 may be displayed as images that non-definitely predict a jackpot. In this configuration, it is preferable to set the reliability of each of the images of the retry effect RT1 and the retry effect RT2 higher than the reliability of the battle image BL1.
[0175] [Example 8] The special chart 2 variation pattern table 1 in Figure 32(a) is stored in the main control circuit 40 in place of the special chart 2 variation pattern table 1 in Figure 6(b). The special chart 2 variation pattern table 1 in Figure 32(a) is set with the "special chart variation pattern PO000" for the retry effect RT1 for a jackpot, and when the main control circuit 40 determines that a jackpot has occurred in the "high probability electric support mode," it selects the "special chart variation pattern PO000" with the set probability. When the main control circuit 40 selects the "special chart variation pattern PO000," it sends the "special chart variation pattern PO000" to the sub-control circuit 60, and when the sub-control circuit 60 receives the "special chart variation pattern PO000," it displays the battle image BL1 of the ending of the effect pattern game, followed by the image of the retry effect RT1. In other words, the image of the retry effect RT2 has been abolished.
[0176] The interval period processing of Figure 32 (b) is started when the sub-control circuit 60 receives the "special chart variation pattern PO000", and the sub-control circuit 60 compares the number of times the electric support state continues with the threshold value "50" in S311. The sub-control circuit 60 determines the number of times this electric support state continues from the time-saving number command from the main control circuit 40, and if the sub-control circuit 60 determines that the number of times the electric support state continues is "50 times or less", it sets a standard value to the interval period D1 in S302 and a standard value to the interval period D2 in S303. If the sub-control circuit 60 determines that the number of times the electric support state continues is more than "50 times", it sets a short value to the interval period D1 in S304 and a long value to the interval period D2 in S305. That is, when a jackpot is determined to have occurred in the "high probability electric support mode" with the number of times of special chart 2 play below the threshold based on the previous jackpot determination, a standard interval period D1 is set, and when a jackpot is determined to have occurred in the number of times of special chart 2 play above the threshold, a short interval period D1 is set. Therefore, from the player's perspective, the number of times of play from the previous jackpot to the current jackpot can be determined from the length of the interval period D1. In the above-mentioned Example 8, N (an integer equal to or greater than 2) different degrees of reliability may be set for the image of the retry effect RT1. In this configuration, it is preferable to set a longer interval period D1 as the reliability of the retry effect RT1 increases, and to suggest to the player the reliability of the retry effect RT1 according to the length of the interval period D1.
[0177] In addition to the inventions described in the claims, Examples 7 and 8 above also describe the following [Reference Inventions 2-1 to 2-6]. Some gaming machines are configured to determine whether a winning or losing game is won when a gaming ball enters the starting area, and to notify the player of the winning or losing game result by displaying a symbol game image if a winning or losing game is determined. This symbol game image displays the identification symbol in a variable state and then in a stopped state, and the player is notified of the winning or losing game result by the appearance of the identification symbol in the stopped state (see JP 2016-073869 A). Some gaming machines are configured to display a reach effect image before the appearance of the identification symbol is determined in the symbol game image. This reach effect image merely heightens the player's anticipation that the identification symbol will become a winning pattern, and there is room for improvement in terms of entertainment value.
[0178] [Reference Invention 2-1] A right / wrong determination means for determining whether a start condition is met when the start condition is met; a symbol game means for displaying an image of a symbol game in which an identification symbol is in a state corresponding to a result of a win / loss judgment, and which is capable of displaying an image of the symbol game in a retry pattern in which the identification symbol is in a temporary miss state and then in a win state when the winning judgment is made; When an image of a symbol game is displayed in the retry pattern, a retry effect is performed to suggest to a player that an identification symbol in a provisional losing state will become a winning state, and the device is provided with a retry effect means for starting the retry effect after the identification symbol has become a provisional losing state and before it becomes a winning state, The game machine is characterized in that the retry performance means is capable of starting the retry performance after a variable waiting period has elapsed since the identification symbol is made into a provisional miss state. In the embodiment, when the game ball enters the first start hole 18 or the second start hole 23, this corresponds to the start condition being met, the three rows of performance symbols correspond to the identification symbols, the combination of miss reaches when the "special pattern variation pattern PO000" is set corresponds to the temporary miss mode of the identification symbols, the jackpot combination corresponds to the hit mode of the identification symbols, the retry performance RT1 and the retry performance RT2 correspond to the redo performance, and the interval period D1 corresponds to the waiting period. According to the above means, the replay effect is initiated when a variable waiting period has elapsed since the identification symbol in the image of the symbol game has assumed a provisional losing state. Therefore, the timing of the start of the replay effect becomes difficult for the player to see, increasing the sense of surprise felt by the player when the replay effect is initiated. Moreover, since the identification symbol is definitely in a winning state when the replay effect is initiated, the overall entertainment value of the game is improved.
[0179] [Reference Invention 2-2] a reach effect means for displaying a reach effect image having a success ending image suggesting to the player when the identification symbols are in a winning state and a failure ending image suggesting to the player when the identification symbols are in a losing state; The reach effect means displays an image of the reach effect when the image of the pattern game is displayed in the retry pattern, and is characterized in that it displays an ending image of the failed reach effect before the identification pattern becomes a provisional miss state. [Reference Invention 2-1] A gaming machine described in. The battle image BL1 in the embodiment corresponds to a reach effect image, the winning ending image corresponds to a successful ending image, the losing ending image corresponds to a failed ending image, and the sub-control circuit 60 corresponds to reach effect means. According to the above means, after the reach effect image ends with a failure ending image, the identification symbol becomes a provisional miss state, and when a variable waiting period has elapsed since the identification symbol became a provisional miss state, the retry effect is started, and when the retry effect ends, the identification symbol becomes a winning state. Therefore, since the identification symbol becomes a winning state after the retry effect is suddenly started in a state where the player's line of sight has strengthened the impression that the identification symbol state has been confirmed as a miss, the entertainment value of the game is improved.
[0180] [Reference Invention 2-3] The symbol game means ends the symbol game when a predetermined time has elapsed since the identification symbol has become a miss when the image of the reach effect is displayed in the symbol game, The gaming machine described in [Reference Invention 2-2] is characterized in that the retry performance means starts the retry performance after a variable waiting period longer than the specified time has elapsed since the identification pattern is made a provisional miss in the retry pattern. The interval period D0 in the embodiment corresponds to a predetermined time. According to the above means, after the reach effect image ends with a failure ending image, the identification symbol assumes a provisional losing state, and if a long waiting period has passed since the identification symbol assumed the provisional losing state, the retry effect is started. Therefore, the impression that the identification symbol has been confirmed as a losing state is further strengthened from the player's perspective, and then the retry effect is suddenly started, and then the identification symbol assumes a winning state, improving the entertainment value of the game.
[0181] [Reference Invention 2-4] The gaming machine described in [Reference Invention 2-1] is characterized in that the retry performance means starts the retry performance in one of multiple modes with different required times after a variable waiting period has elapsed since the identification pattern is set to a temporary miss mode. The retry effects RT1 and RT2 in the embodiment correspond to multiple types of retry effects with different required times. According to the above means, the replay effect is started in one of a plurality of modes after a variable waiting period has elapsed since the identification pattern is set to a provisional miss mode, and the replay effect ends after the required time according to the mode of the replay effect has elapsed, thereby improving the entertainment value of the game.
[0182] [Reference Invention 2-5] The gaming machine described in [Reference Invention 2-1] is characterized in that the retry presentation means suggests to the player game information different from the probability of a win being announced depending on the length of the waiting period. The length of the interval period D1 in the embodiment indicates to the player as game information what caused the current winning streak or the length of the number of symbol plays from the previous big win to the current big win. According to the above means, the player can obtain game information different from the reliability of winning from the length of the waiting period from when the identification pattern is made a temporary miss until the start of the replay performance, thereby improving the entertainment value of the game.
[0183] [Reference Invention 2-6] A right / wrong determination means for determining whether a start condition is met when the start condition is met; a symbol game means for displaying an image of a symbol game in which an identification symbol is in a state corresponding to a result of a win / loss judgment, and which is capable of displaying an image of the symbol game in a retry pattern in which the identification symbol is in a temporary miss state and then in a win state when the winning judgment is made; When an image of a symbol game is displayed in the retry pattern, a retry effect is performed to suggest to a player that an identification symbol in a provisional losing state will become a winning state, and the device is provided with a retry effect means for starting the retry effect after the identification symbol has become a provisional losing state and before it becomes a winning state, The gaming machine is characterized in that the redo effect means is capable of executing the redo effect in a plurality of modes with different effect times. The retry performance RT1 and retry performance RT2 in the embodiment correspond to multiple retry performance modes with different performance times. According to the above means, after the identification symbol in the image of the symbol game has become a provisional miss, the replay effect is started in one of a plurality of modes, thereby improving the entertainment value of the game.
[0184] [Example 9] The notice effect device 33 is operated to lower from the upper limit position to the lower limit position before the image of the retry effect RT1 (see Example 7) starts to be displayed, thereby suggesting to the player that the image of the retry effect RT1 will be displayed. This retry notice effect is performed with a set probability (10%) of less than 100% when the image of the retry effect RT1 is displayed, and from the player's perspective, when the notice effect device 33 is lowered from the upper limit position to the lower limit position, after the image of the retry effect RT1 is displayed, the three rows of effect symbols will form an odd-numbered jackpot combination with a 100% probability.
[0185] As shown in FIG. 35, the notice effect device 33 is lowered from the upper limit position to the lower limit position when a set time T1 has elapsed based on the start of the scrolling display of three columns of effect symbols during effect symbol gameplay, and is raised from the lower limit position to the upper limit position when a set time T2 (>T1) has elapsed. The set time T1 is set during the display of the defeat ending image of the battle image BL1, and the notice effect device 33 is superimposed in front of the defeat ending image of the battle image BL1 at the lower limit position. The set time T2 is set during the display of the successful ending image of the retry effect RT1, and the notice effect device 33 remains stationary at the lower limit position from the defeat ending image of the battle image BL1 until the successful ending image of the retry effect RT1. When stationary at the lower limit position, the notice effect device 33 is controlled to flash in a retry pattern. This retry pattern is a flashing pattern that indicates to the player that a jackpot has been confirmed.
[0186] A power supply circuit board (not shown) is attached to the rear face of the inner frame 3 when it is closed. This power supply board is electrically connected to the island power supply, and a power switch (not shown) is mounted on the rear face of the power supply board. This power switch is a rocker switch that can be operated by the pachinko parlor but cannot be operated by the player, and is mechanically held in either the on or off state. When this power switch is in the on state, island power is supplied to the power supply board. This power supply board generates power from the island power supply for all electrical components except the firing motor, and when the power switch is in the on state, power is supplied from the power supply board to the performance symbol display 28, LED 35, pulse motor 36, main control circuit 40, first start hole sensor 41, second start hole sensor 42, sub-control circuit 60, etc.
[0187] The main control circuit 40 and the sub-control circuit 60 are activated when the power switch is switched from the off state to the on state, and enter a standby state waiting for the start of gameplay. This standby state is a state in which the effect symbol game, normal game, big win game, and small win game are all stopped, and corresponds to a game stop state. When the sub-control circuit 60 enters the standby state, it executes demo effect processing 1 of FIG. 33. This demo effect processing 1 is executed by the timer interrupt processing of FIG. 20(b), and in demo effect processing 1, the sub-control circuit 60 selectively executes the origin detection processing of S401 to the origin return processing 2 of S406 depending on the setting result of the value of pointer PD1 in RAM. The value of this pointer PD1 is initially set to "1" when the power is turned on.
[0188] If the setting result of the pointer PD1 is "1," the sub-control circuit 60 determines whether the origin sensor (not shown) is on in the origin detection process of S401. This origin sensor is a photoelectric switch provided on the inner frame 3, and is on when the advance notice effector 33 is stationary at the uppermost position and is off when the advance notice effector 33 is not at the uppermost position. If the sub-control circuit 60 determines in S401 that the origin sensor is on, it sets the value of the pointer PD1 to "3." If the sub-control circuit 60 determines that the origin sensor is off, it sets the value of the pointer PD1 to "2." If the setting result of the pointer PD1 is "2," the sub-control circuit 60 proceeds to origin return process 1 of S402. Here, the advance notice effector 33 is moved toward the uppermost position in response to the forward or reverse operation of the pulse motor 36 until it detects that the origin sensor is on, and if it detects that the origin sensor is on, it sets the value of the pointer PD1 to "3."
[0189] If the setting result of the pointer PD1 is "3," the sub-control circuit 60 proceeds to the operation check process of S403 and performs an operation check operation of the notice effect device 33. This operation check operation involves lowering the notice effect device 33 from the upper limit position to the lower limit position and then raising it from the lower limit position to the upper limit position (see Figures 34(a) and (b)). After completing the operation check operation, the sub-control circuit 60 sets the value of the pointer PD1 to "4." If the setting result of the pointer PD1 is "4," the sub-control circuit 60 proceeds to the demo effect start process of S404 in Figure 33. This demo effect start process lowers the notice effect device 33 from the upper limit position to the lower limit position (see Figure 34(c)). In response to the LED 35 starting to flash at the lower limit position of the notice effect device 33, the illumination of the notice effect device 33 begins. This illumination of the notice effect device 33 is performed in a retry pattern and indicates to the player that the retry effect RT1 and the jackpot have been confirmed. When the sub-control circuit 60 starts lighting the preview effect device 33 in the demonstration effect start process of S404, it sets the value of the pointer PD1 to "5." The lowering operation of the preview effect device 33 from the upper limit position to the lower limit position and the raising operation from the lower limit position to the upper limit position together correspond to one forward / backward operation of the effect member.
[0190] If the setting result of the pointer PD1 value is "5", the sub-control circuit 60 proceeds to the demo effect stop process of S405 in Figure 33. This demo effect stop process determines whether the specified number of times (for example, 10 times) of special symbol 1 play (performance symbol play) has started without determining either a big win or a small win during the illumination at the lower limit position of the notice effect device 33. If a big win or a small win is determined before the specified number of times the special symbol 1 play has started, or if the specified number of times the special symbol 1 play has started without determining either a big win or a small win, it is determined that the demo effect stop condition has been met. If the sub-control circuit 60 determines that the demo effect stop condition has been met in S405, it sets the value of the pointer PD1 to "6". If the setting result of the pointer PD1 is "6," this sub-control circuit 60 proceeds to origin return process 2 in S406, switches the LED 35 from flashing to off, raises the notice effector 33 from the lowest position to the highest position with the LED 35 off, and then sets the value of the pointer PD1 to "1." In other words, when the main power is turned on, the notice effector 33 performs two advance / retract operations, and during the second advance / retract operation, it is stopped at the lowest position until the specified number of effect symbol games is started. The start of this specified number of effect symbol games corresponds to the operation resumption condition.
[0191] Figure 36 is an image of the effect symbol game during demo effect 1. This demo effect 1 begins when the preview effect device 33 begins to descend from the upper limit position to the lower limit position for the first time and ends when the preview effect device 33 is raised from the lower limit position to the upper limit position for the second time. During demo effect 1, a special area Es is set within the display area E of the effect symbol display device 28 (see b). This special area Es is set within an area behind the preview effect device 33 at the lower limit position of the preview effect device 33. During demo effect 1, the scrolling and stop scrolling display of three columns of effect symbols is performed within the special area Es. This special area Es is smaller in size than the normal area En. This normal area En is the normal area where the scrolling and stop display of three columns of effect symbols is performed when demo effect 1 is stopped. When the preview effect device 33 is at the lower limit position, the preview effect device 33 overlaps part of the normal area En from the front.
[0192] The sub-control circuit 60 executes demo effect processing 2 in Fig. 37 when the game is stopped except immediately after the main power is turned on. This demo effect processing 2 is executed by the timer interrupt processing in Fig. 20(b), and in demo effect processing 2, the sub-control circuit 60 selectively executes the demo effect waiting processing in S411 to the origin return processing 2 in S416 depending on the setting result of the value of pointer PD2 in RAM. The value of this pointer PD2 is initially set to "1" when the power is turned on.
[0193] If the setting result of the pointer PD2 is "1," the sub-control circuit 60 determines whether or not the game is currently stopped in the demo effect waiting process of S411. If the sub-control circuit 60 determines that the game is stopped in S411, it measures the duration of the game stopped state and compares the measurement result of the duration with a threshold value (5 minutes). If the sub-control circuit 60 determines that the measurement result of the duration has reached the threshold value, it resets the measurement result of the duration to "0" and sets the value of the pointer PD2 to "2." If the setting result of the pointer PD2 is "2," the sub-control circuit 60 determines whether or not the origin sensor is turned on in the origin detection process of S412. If it determines that the origin sensor is turned on, it sets the value of the pointer PD2 to "4," and if it determines that the origin sensor is turned off, it sets the value of the pointer PD2 to "3." If the setting result of the pointer PD2 is "3," the sub-control circuit 60 proceeds to origin return process 1 of S413. Here, the advance notice display device 33 is moved toward the upper limit position in accordance with the forward or reverse rotation of the pulse motor 36 until the origin sensor is detected to be on, and when the origin sensor is detected to be on, the value of the pointer PD2 is set to "4".
[0194] If the setting result of the pointer PD2 is "4," the sub-control circuit 60 proceeds to the demo performance start process of S414. Here, the notice performance device 33 is lowered from the upper limit position to the lower limit position, and the LED 35 begins illumination at the lower limit position of the notice performance device 33. The illumination of this notice performance device 33 is performed in a retry pattern, and the sub-control circuit 60 sets the value of the pointer PD2 to "5" when the illumination of the notice performance device 33 begins in the retry pattern. If the setting result of the pointer PD2 value is "5," the sub-control circuit 60 proceeds to the demo performance stop process of S415. This demo performance stop process determines whether special symbol 1 play (performance symbol play) or special symbol 2 play (performance symbol play) has started. If special symbol 1 play or special symbol 2 play has started, it is determined that the demo performance stop condition has been met. If the sub-control circuit 60 determines that the demo performance stop condition has been met in S415, it sets the value of the pointer PD2 to "6." If the setting result of the pointer PD2 is "6", this sub-control circuit 60 proceeds to origin return process 2 in S416, switches the LED 35 from a flashing state to an off state, and operates the advance notice effect device 33 to rise from the lower limit position to the upper limit position with the LED 35 off, and then sets the value of the pointer PD2 to "1". In this demo effect process 2, the period from when the advance notice effect device 33 starts to move towards the lower limit position to when it is returned to the upper limit position is called demo effect 2, and in demo effect 2, the advance notice effect device 33 is operated to move forward or backward once.
[0195] Figures 38(d) and 38(e) show images of the retry effect RT1, in which a fireball image FR is shot toward the dinosaur D1 as the silhouette W of a woman wearing a kyudo uniform draws her bow. This fireball effect image is displayed before the winning ending image, which is displayed after the fireball effect image (see f). This fireball effect image is displayed as a special jackpot preview effect that definitively notifies the player that the three rows of effect symbols will form an odd-numbered jackpot combination. It is displayed on the effect symbol display 28 when the sub-control circuit 60 receives the "special symbol variation pattern PO000" for the retry effect RT1 from the main control circuit 40. This fireball image FR is circular and flashes in a retry pattern as it advances toward the image of the dinosaur D1. This fireball image FR reminds the player of the outline and illumination of the preview effect device 33, which flashes in the retry pattern indicating a confirmed jackpot, and corresponds to a symbolic image. That is, the advance notice effector 33 has an outline shape that imitates the image FR of a fireball, and flashes in a manner that imitates the image FR of a fireball.
[0196] The sub-control circuit 60 performs a fireball preview effect, as shown in Figure 38. This fireball preview effect is determined to be performed with a set probability of 20% when the sub-control circuit 60 receives the "special chart variation pattern PO000" for the retry effect RT1 from the main control circuit 40 and determines not to perform a retry preview effect. If the sub-control circuit 60 determines to perform a fireball preview effect, it lowers the preview effect device 33 from its upper limit position to its lower limit position during the normal reach effect before the start of the battle image BL1 (see b), and starts illuminating the preview effect device 33 with a retry pattern at the lower limit position of the preview effect device 33. This sub-control circuit 60 returns the preview effect device 33 from its illuminated state to its extinguished state and from its lower limit position to its upper limit position just before the start of the battle image BL1 (see c), and the preview effect device 33 is displayed statically at the lower limit position in an illuminated state for a certain period of time, with the middle row of effect symbols superimposed in front of the image of the normal reach effect displayed by slow scrolling. In other words, from the player's point of view, during the normal reach effect, the notice effect device 33 is illuminated in a retry pattern at its lowest position, increasing the player's sense of anticipation for the fireball effect to occur, and then, after the notice effect device 33 rises from the lowest position to the highest position and becomes invisible, the fireball effect occurs as predicted, and the three rows of effect symbols form an odd-numbered jackpot combination.
[0197] According to the above-mentioned embodiment 9, the following effects are achieved. Demo performance 1 was performed in a game stop state where the performance symbol game, big win game, and small win game were all stopped. This demo performance 1 consisted of two forward and backward operations of the notice performance device 33, and during demo performance 1, the notice performance device 33 was stopped at the lowest position visible to the player until the specified number of performance symbol games had started. Therefore, the notice performance device 33 was moved to the lowest position more frequently, so that the player could easily know what kind of appearance the performance component would have and what kind of behavior it would exhibit. Demo performance 1 is automatically started in response to the main power being turned on before the pachinko parlor opens. Therefore, demo performance 1 is executed without requiring any special operation, so it is possible for players to easily see demo performance 1, and it is also possible for the pachinko parlor side to easily check whether the advance notice performance device 33 is operating without any problems.
[0198] In demo performance 1, when the notice performance device 33 is lowered from the upper limit position to the lower limit position for the second and final time, it is kept at the lower limit position until the specified number of performance symbol plays have begun. Therefore, it is possible to quickly execute a retry notice performance (see Example 7) to confirm a jackpot, in which the notice performance device 33 is lowered from the upper limit position to the lower limit position during performance symbol play, after the end of demo performance 1. In demo performance 1, the advance and retreat operation of the notice performance device 33 is performed in a manner that makes the notice performance device 33 visible to the player, so that the player can be given many opportunities to see the notice performance device 33. Demo effect 2 was initiated in a standby state transitioned from a game state in which either a performance symbol game, a big win game, or a small win game was being executed, when the duration of the standby state reached a threshold value (5 minutes). Therefore, an opportunity for Demo effect 2 to start is generated each time the game state transitions from a game state to a standby state, giving the player more opportunities to view the preview effect device 33. Furthermore, when Demo effect 2 was initiated in a standby state transitioned from a game state, it was determined that the demo effect stop condition was met in response to the start of a performance symbol game, and the preview effect device 33 was returned from the lower limit position to the upper limit position in an unlit state. This prevents the preview effect device 33 from being inadvertently stopped in the lower limit position in an illuminated state for a long period of time in Demo effect 2, preventing the player from misunderstanding that a pending consecutive win with an odd combination has been determined (retry effect RT1 will occur).
[0199] Since the notice performer 33 is illuminated at its lowest position during execution of demo performance 1 and demo performance 2, it is possible to strongly attract the player's attention to the notice performer 33. Moreover, since the notice performer 33 is illuminated in a retry pattern indicating a confirmed jackpot, it is possible to further strongly attract the player's interest to the notice performer 33. If a big win is determined during demo performance 1 immediately after the main power is turned on before the specified number of special game cycles 1 has started, or if a small win is determined before the specified number of special game cycles 1 has started, demo performance 1 is forcibly ended. As a result, a big win or small win is suggested to the player as the advance notice performance device 33 moves from the lower limit position to the upper limit position during demo performance 1, improving the entertainment value of the game. During the demo performance 1, three rows of performance symbols are scrolled and displayed in the special area Es, so that even during the demo performance 1, the player can see the image of the performance symbol game without being obstructed by the notice performance device 33 at the lowest position. Before the image of the fireball effect starts to be displayed in the effect symbol game, the notice effect device 33 is lowered from the upper limit position to the lower limit position to perform the fireball notice effect. This notice effect device 33 imitates the fireball image FR in the fireball effect, and it is clear to the player's line of sight that the fireball effect will be performed when the notice effect device 33 moves from the upper limit position to the lower limit position. Moreover, the illumination at the lower limit position of the notice effect device 33 is performed in the same retry pattern as the fireball image FR, so the visual appearance of the notice effect device 33 at the lower limit position can be made even closer to the fireball image FR.
[0200] In the above-mentioned Example 9, if a big win or a small win is determined during demo performance 1, the advance notice performance device 33 may be moved from the lower limit position to the upper limit position in a flashing state, or the advance notice performance device 33 may be moved from the lower limit position to the upper limit position in a manner different from the case where demo performance 1 ends after a specified number of performance symbol games are executed. In this case, it is possible to clearly notify the player of a big win or a small win. In the above-mentioned Example 9, demo effect 1 may be ended if one or more of the following conditions [1] to [4] are met during demo effect 1. [1] The sensor detects that the game ball has been launched into the game board 4. [2] The current time reaches the set time input to the sub-control circuit 60 by the pachinko parlor. [3] The duration of Demo Performance 1 has reached the set value. [4] Operation button 10 was operated during demo performance 1.
[0201] In the above-mentioned Example 9, in the demo performance 1 and the demo performance 2, the notice performance device 33 may be illuminated in a manner different from the retry pattern. In the above-mentioned Example 9, the preview effect device 33 may be moved from the upper limit position to the lower limit position during the performance symbol game, and when the preview effect device 33 is at the lower limit position, the preview effect device 33 may be illuminated with one of a plurality of illumination patterns, and the player may be notified of the reliability of the jackpot according to the illumination pattern of the preview effect device 33. In this case, in demo effect 1 and demo effect 2, the preview effect device 33 may be illuminated with a dedicated demo pattern different from any of the plurality of illumination patterns.
[0202] In the above-mentioned Example 9, the first advance / retract operation of the notice effect device 33 in demo performance 1 may be performed in the manner of "upper limit position → intermediate position (intermediate position between the upper limit position and the lower limit position) → upper limit position," and the second advance / retract operation may be performed in the manner of "upper limit position → lower limit position → upper limit position," and the notice effect device 33 may be stopped at the lower limit position by the second advance / retract operation of the notice effect device 33. In this case, it is preferable to set the intermediate position of the notice effect device 33 to a position where the player can see the notice effect device 33. In short, the notice effect device 33 may be advanced / retracted multiple times in demo performance 1 in two or more different ways. In the above-mentioned Example 9, the advance and retreat operations of the preview effect device 33 three or more times in the demo effect 1 may be performed in one common manner or in two or more different manners. In the above-described Example 9, the advance notice effect device 33 may be moved forward and backward twice in demo effect 2, and the second advance notice effect device 33 may be moved forward and backward to stop at the lowest position in a retry pattern illuminated state. In this case, the advance notice effect device 33 may be returned to the uppermost position in an unlit state in response to the start of the performance symbol game with the advance notice effect device 33 stopped at the lowest position, thereby ending demo effect 2. In other words, demo effect 2 may be performed in the same manner as demo effect 1. In this case, even if the pachinko parlor side misses the operation of the advance notice effect device 33 when the main power is turned on, it is possible to confirm the operation of the advance notice effect device 33.
[0203] In addition to the inventions described in the claims, Example 9 above also describes the following [Reference Inventions 3-1 to 3-11]. Some gaming machines are configured to determine whether a winning or losing game is selected when a gaming ball enters a starting area, and to notify the player of the winning or losing game result by displaying a symbol game image if a winning or losing game result is determined. This symbol game image displays the identification symbol in a variable state and then in a stopped state, and the player is notified of the winning or losing game result by the appearance of the identification symbol in the stopped state (see JP 2016-073869 A). Some gaming machines are equipped with a performance element. This performance element can move between a standby position that is difficult for the player to see and an easily visible performance position. When a warning condition such as a winning game is met, it moves forward from the standby position to the performance position, thereby indicating to the player in advance that the identification symbol will be in a winning state. This performance element remains stationary in the standby position for the majority of the gameplay. For this reason, there is a problem that players have very few opportunities to see the effect components and are unable to know what kind of effect components are installed.
[0204] [Reference Invention 3-1] A right / wrong determination means for determining whether a start condition is met when the start condition is met; a special game means for playing a special game in which a predetermined ball entry area is opened when a win is determined; A symbol game means for displaying a symbol game image on a predetermined display device to notify the player of the result of the winning or losing decision; A performance member that is provided to be able to advance and retreat and that performs an image of a symbol game; A demo operation means for operating the performance member to move forward and backward, and for performing a demo operation of the performance member in a game stop state in which both the symbol game and the special game are stopped, The demonstration operation means performs multiple forward and backward movements of the performance element as the demonstration operation, and the performance element is kept visible to the player during the demonstration operation until the operation resumption condition is met. In the embodiment, when the game ball enters the first start port 18 or the second start port 23, this corresponds to the start condition being met, the main control circuit 40 corresponds to the win / lose determination means and the special game means, the large prize entry port 19 corresponds to the ball entry area, the big win game and the small win game correspond to the special game, the performance pattern game corresponds to the pattern game, the performance pattern display 28 corresponds to the display, the sub-control circuit 60 corresponds to the pattern game means and the demo operation means, the notice performance device 33 corresponds to the performance member, the operation of moving the notice performance device 33 from the upper limit position to the lower limit position and then to the upper limit position corresponds to the forward / backward operation, the standby state corresponds to the game stop state, and the demo performance 1 corresponds to the demo operation. According to the above means, a demo operation is performed in a game stop state where both the symbol game and the special game have stopped. This demo operation consists of multiple forward and backward operations of the effect element, and during the demo operation, the effect element is stopped until the operation resumption condition is met so that it is visible to the player. This increases the opportunities for the player to see the effect element, allowing the player to easily understand what the effect element looks like and how it behaves.
[0205] [Reference Invention 3-2] The gaming machine described in [Reference Invention 3-1] is characterized in that the demo operation means starts the demo operation in response to the main power being turned on. According to the above means, the demo operation is automatically started when the main power is turned on before the pachinko parlor opens. Therefore, the demo operation is executed without requiring any special operation, and the pachinko parlor side can easily check whether the performance components are operating without any problems.
[0206] [Reference Invention 3-3] The gaming machine described in [Reference Invention 3-1] is characterized in that the demonstration operation means performs each forward and backward operation of the performance element during the demonstration operation in a manner that makes the performance element visible to the player. According to the above means, the performance element becomes visible to the player every time it is moved forward or backward during demonstration operation, so that the player can be given multiple opportunities to see the performance element in one demonstration operation.
[0207] [Reference Invention 3-4] a notice performance means for performing a notice performance suggesting a win to a player in response to the movement of the performance member; The advance notice performance means starts the advance notice performance in response to a forward operation of the performance member from a standby position to a performance position that is easier to see than the standby position, and ends the advance notice performance in response to a return operation of the performance member from the performance position to the standby position, The gaming machine described in [Reference Invention 3-1] is characterized in that the demonstration operation means operates the performance element to move forward from the standby position to the performance position when the performance element is operated forward or backward for the last time in the demonstration operation, and stops the performance element at the performance position until the operation resumption condition is met, and then operates the performance element to move backward from the performance position to the standby position. In the embodiment, the upper limit position of the preview effect device 33 corresponds to the standby position, the lower limit position of the preview effect device 33 corresponds to the effect position, and the fireball preview effect corresponds to the preview effect. According to the above means, when the performance element is operated forward or backward for the last time during demo operation, it is stopped at the performance position until the operation restart condition is met, and then it is operated to move back from the performance position to the standby position, so that a preview performance in which the performance element is operated to move from the standby position to the performance position during pattern play can be quickly executed after the end of demo operation.
[0208] [Reference Invention 3-5] The gaming machine described in [Reference Invention 3-1] is characterized in that the demo operation means starts the demo operation in response to the establishment of an operation start condition in a game stop state transitioned from a game state in which a pattern game or a special game is being executed. In this embodiment, the fact that the duration of the standby time reaches the threshold value (5 minutes) corresponds to the satisfaction of the operation start condition. According to the above means, an opportunity to start demonstration operation is generated every time the game state is changed to the game stop state, so that the player can be given more opportunities to see the performance elements.
[0209] [Reference Invention 3-6] The gaming machine described in [Reference Invention 3-5] is characterized in that the demo operation means starts the demo operation without any conditions when the main power is turned on, and starts the demo operation when a predetermined operation start condition is met in a game stop state transitioned from the game state, and when the demo operation is started in a game stop state transitioned from the game state, the performance element remains in a state visible to the player until an operation resumption condition different from the operation resumption condition is met. In the embodiment, the start of Special Chart 1 game or Special Chart 2 game corresponds to the establishment of an operation restart condition different from the operation restart condition. According to the above means, when demo operation is started in a game stop state transitioned from a game state, the effect element remains visible to the player until an operation restart condition is met that differs from when demo operation is started in a game stop state immediately after the main power is turned on. Therefore, the effect element is not left visible to the player for an unintentionally long time, which prevents the player from misunderstanding that a preview effect suggesting a win is being performed.
[0210] [Reference Invention 3-7] The gaming machine described in [Reference Invention 3-1] is characterized in that the demo operation means ends the demo operation by retracting the performance element if a win is determined during the demo operation when the operation resumption condition is not met. According to the above means, the player is informed of a win when the performance element moves away from a state where it is visible to the player during demonstration operation, thereby improving the entertainment value of the game.
[0211] [Reference Invention 3-8] A light source is provided to illuminate the performance member, The gaming machine described in [Reference Invention 3-1] is characterized in that the demonstration operation means illuminates the illumination member in response to driving the light source while keeping the performance member in a state visible to the player during the demonstration operation. The LED 35 in the embodiment corresponds to the light source. According to the above means, the performance element is illuminated while remaining visible to the player during the demonstration run, so that the player's gaze can be strongly drawn to the performance element.
[0212] [Reference Invention 3-9] A right / wrong determination means for determining whether a start condition is met when the start condition is met; a special game means for playing a special game in which a predetermined ball entry area is opened when a win is determined; A symbol game means for displaying a symbol game image on a predetermined display device to notify the player of the result of the winning or losing decision; A performance member that can be moved to a standby position and a performance position that is more easily visible to a player than the standby position; A light source that illuminates the performance member; A notice performance means for performing a notice performance that suggests a win to a player in response to the operation of moving the performance element from a standby position to a performance position in a symbol game, and for lighting the performance element with a notice pattern in response to controlling the light source in the notice performance; A demonstration effect is performed by moving the performance element from a standby position to a performance position while the game is stopped, and the demonstration effect means is provided for lighting the performance element in response to controlling the light source in the demonstration effect, The gaming machine is characterized in that the demo performance means illuminates the performance element with the preview pattern in response to controlling the light source in the demo performance. The retry pattern in the embodiment corresponds to the preview pattern, and the demo effect 1 and the demo effect 2 each correspond to the demo effect. According to the above means, when a demo effect is started while the game is stopped, the effect element is moved from the standby position to the effect element position, and as the effect element is moved to the effect element position, it becomes easily visible to the player, so the frequency with which the effect element is moved to the effect element position increases. As a result, the player has more opportunities to see the effect element, so the player can easily know what the effect element looks like and how it behaves. Moreover, during the demo effect, the effect element is illuminated with a preview pattern for the preview effect, so it is possible to strongly attract the player's attention to the effect element.
[0213] [Reference Invention 3-10] A right / wrong determination means for determining whether a start condition is met when the start condition is met; a special game means for playing a special game in which a predetermined ball entry area is opened when a win is determined; A symbol game means for displaying a symbol game image on a predetermined display device to notify the player of the result of the winning or losing decision; A notice performance means capable of performing a plurality of performances including a specific performance as a notice performance that suggests to a player in advance when a winning is notified by an image of a symbol game; A performance element that is different from the display device and is modeled in a manner that suggests the performance content of the specific performance to the player, The gaming machine is characterized in that the advance notice performance means suggests to the player that the specific performance will be performed in response to the operation of the performance member before the specific performance is started. The display of battle images BL1 to BL4 in the embodiment corresponds to a plurality of preview effects, the fireball preview effect corresponds to a specific effect among the plurality of preview effects, and the preview effect device 33 corresponds to an effect component modeled in a manner that suggests to the player the image FR of the fireball in the fireball preview effect. According to the above means, when the effect element is activated, a specific effect from among the multiple preview effects is performed. This effect element is modeled in a manner that suggests the content of the specific effect to the player, and when the effect element is activated from the player's line of sight, it becomes clear that a specific effect from among the multiple preview effects will be performed.
[0214] [Reference Invention 3-11] The preview performance means displays a symbolic image on the symbol display device in one scene of the specific performance, The gaming machine described in [Reference Invention 3-10] is characterized in that the presentation element is modeled in a manner that suggests the symbolic image to the player. The fireball image FR in this embodiment corresponds to the symbolic image. According to the above means, the effect member is modeled after a symbolic image displayed in one scene of a specific effect, so that it becomes even clearer that a specific effect will be performed when the effect member is activated from the player's line of sight.
[0215] [Example 10] A reset switch (not shown) is mounted on the rear of the power supply board. This reset switch is a push switch that turns on electrically when a force is applied and turns off electrically when the force is removed. The reset switch is located adjacent to the power switch so that the pachinko parlor can manually turn it on simultaneously with the power switch. When the power switch is turned on simultaneously with the reset switch, island power is supplied to the power supply board and the special game data, ...
[0216] The power-on processing of Figure 39(a) starts after the sub-control circuit 60 sets RAM access permission in S101 of the main processing of Figure 20(a), and the sub-control circuit 60 determines in S151 whether or not it has received a reset command from the main control circuit 40. This reset command is sent when the main control circuit 40 detects simultaneous operation of the power switch and reset switch, and is not sent when it detects independent operation of the power switch, and if the sub-control circuit 60 determines in S151 that there is a reset command, it starts displaying an image waiting for a setting operation on the performance pattern display 28 in S157.
[0217] If the sub-control circuit 60 determines in S151 that there is no reset command, it begins displaying the image of standby effect 1 on the effect symbol display 28 in S152. Next, in S153, it lowers the notice effect device 33 from its upper limit position to its lower limit position, and in S154, it begins lighting the notice effect device 33 in a retry pattern. After completing S154 or S157, the sub-control circuit 60 begins timing operation using timer TD in S155. This timer TD measures the display time of the standby effect 1 image or the image waiting for the setting operation, and adds a fixed value to the current value each time the sub-control circuit 60 activates the timer interrupt process of Figure 20(b). If it begins timing operation in S155, the sub-control circuit 60 sets the value of flag F1 to "1" in S156. This flag F1 is reset to "0" by the sub-control circuit 60 when the main power is cut off.
[0218] FIG. 40 shows an image of standby effect 1 that the sub-control circuit 60 starts displaying on the effect symbol display 28 in S152. The image of standby effect 1 consists of the silhouettes of five young people, and when the image of standby effect 1 is displayed, a demo display area Ed1 is set at the top of the display area E of the effect symbol display 28. This demo display area Ed1 is set in a horizontally long rectangle, and the center of the demo display area Ed1 is hidden from view from the front by the preview effect device 33 at the lower limit position of the preview effect device 33. Within this demo display area Ed1, a message image Rm1 of "Welcome to Pachinko" is displayed (see a). This message image Rm1 is scrolled from right to left within the demo display area Ed1, and the scrolling display of the message image Rm1 creates a state in which the first half of the image of "Welcome" is visibly positioned on the right side of the preview effect device 33 (see b), and a state in which the second half of the image of "Welcome to Pachinko" is visibly positioned on the left side of the preview effect device 33 (see c).
[0219] 39(b) shows a setting operation waiting image that the sub-control circuit 60 begins displaying on the effect symbol display 28 in S157. This setting operation waiting image prompts the pachinko parlor to perform various setting operations, such as adjusting the volume of the speaker 32, the brightness of the LED 35, and the start time of the RTC effect mode, in response to the operation of the operation button 10. The operation button 10 becomes enabled when the setting operation waiting image begins to be displayed, and becomes disabled when the setting operation waiting image is erased. When the operation button 10 is operated in the enabled state, the volume of the speaker 32, the brightness of the LED 35, the start time of the RTC effect mode, and the like are set in response to the operation of the operation button 10. The setting operation waiting image displays the remaining time Tr. This remaining time Tr is the time until the operation button 10 is switched from the enabled state to the disabled state, and the remaining time Tr is displayed by subtracting a unit value (1) from the display for each unit time (1 second) that passes. Furthermore, the RTC presentation mode is a presentation mode that is different from normal mode, chance mode, speed mode, and super speed mode, and is a presentation mode that displays special images that are not displayed in any of normal mode to super speed mode.
[0220] The standby display process 1 in Figure 41 is executed each time the sub-control circuit 60 activates the timer interrupt process in Figure 20 (b), and the sub-control circuit 60 determines whether flag F1 is on in S161. This sub-control circuit 60 determines whether flag F1 is on when the standby effect 1 image or the image waiting for the setting operation is displayed, and compares the time count of the timer TD with the display switching time Ta (300 seconds) in S162. This display switching time Ta is set to the same as the valid period of the operation button 10, and if the sub-control circuit 60 determines that the time count of the timer TD has not reached the display switching time Ta, it proceeds to S163 and determines whether special game data 1 or special game data 2 has been received from the main control circuit 40.
[0221] If the sub-control circuit 60 determines in S163 that it has received special game data 1 or special game data 2, it proceeds to S164, where it erases the standby game data 1 image if the standby game data 1 image is displayed, and erases the standby game data if the standby game data 1 image is displayed. If the standby game data 1 image is displayed, it switches the notice display 33 from the illuminated state to the off state in S165, raises it from the lower limit position to the upper limit position, and then sets the value of flag F1 to "0" in S166. That is, if the game ball enters the first start hole 18 or the second start hole 23 while the standby game data 1 image is displayed before the timer TD reaches the display switching time Ta, the standby game data 1 image is erased, and the notice display 33 returns to the upper limit position in the off state, and the game data 1 image begins to be displayed. In addition, if the game ball enters the first start hole 18 or the second start hole 23 while the image waiting for the setting operation is displayed before the timing result of the timer TD reaches the display switching time Ta, the image waiting for the setting operation is erased, and the image of the performance pattern game begins to be displayed after the operation button 10 is switched from the enabled state to the disabled state.
[0222] When the sub-control circuit 60 determines in S162 that the timing result of the timer TD has reached the display switching time Ta, it starts displaying an image of standby effect 2 on the effect symbol display 28 in S171. If the sub-control circuit 60 was displaying the image of standby effect 1, it turns off the notice effect device 33 in S172 and then returns it from the lower limit position to the upper limit position, sets the value of flag F1 to "0" in S173, and sets the value of flag F2 to "1" in S174. That is, if the timing result of the timer TD reaches the display switching time Ta without the gaming ball entering either the first start hole 18 or the second start hole 23 while the image of standby effect 1 is being displayed, the notice effect device 33 is turned off and returned from the lower limit position to the upper limit position, and the image of standby effect 2 begins to be displayed instead of the image of standby effect 1. Furthermore, when the image waiting for the setting operation is displayed and the timing result of the timer TD reaches the display switching time Ta without the game ball entering either the first start hole 18 or the second start hole 23, the image waiting for the setting operation starts to be displayed instead of the image waiting for the setting operation, and the operation button 10 is switched from an enabled state to an disabled state.
[0223] Figure 39(c) is an image of standby effect 2 that the sub-control circuit 60 starts displaying on the effect symbol display 28 in S171. This standby effect 2 image continuously displays the effect symbol "3" in the left column, the effect symbol "5" in the middle column, and the effect symbol "7" in the right column in a static state. These three columns of effect symbols are arranged to be located at the vertices of an isosceles triangle, with the left column and the right column effect symbols arranged on a common horizontal line, and the middle column effect symbol being positioned lower than the left column effect symbols and the right column effect symbols. In other words, in the standby effect 2 image, the three columns of effect symbols are statically displayed in an arrangement that is different from any of the effect modes (normal mode, chance mode, speed mode, super speed mode, and RTC effect mode).
[0224] When the image of standby effect 2 is displayed, the sub-control circuit 60 determines in S161 of FIG. 41 that flag F1 is off, and determines in S167 that flag F2 is set to "1." This flag F2 is reset to "0" by the sub-control circuit 60 when the main power is cut off. If the sub-control circuit 60 determines that flag F2 is on, it determines in S168 whether special symbol 1 game data or special symbol 2 game data has been received from the main control circuit 40. If it determines that special symbol 1 game data or special symbol 2 game data has been received, it proceeds to S169 and erases the image of standby effect 2. Then, it starts displaying the image of the effect symbol game, and sets the value of flag F2 to "0" in S170. That is, when the image of standby effect 2 is displayed after the timing result of timer TD reaches the display switching time Ta, the image of standby effect 2 continues to be displayed until the game ball enters the first start hole 18 or the second start hole 23. The image of this waiting effect 2 is erased when the game ball enters the first start hole 18 or the second start hole 23, and when the image of the waiting effect 2 is erased, the image of the effect pattern game starts to be displayed.
[0225] The standby display process 2 in Figure 42 is executed each time the sub-control circuit 60 activates the timer interrupt process in Figure 20(b). The sub-control circuit 60 determines whether flags F1 and F2 are both set to "0" in S181. After switching the standby effect 1 image, standby effect 2 image, or setting operation waiting image to the effect symbol game image, the sub-control circuit 60 determines that both flags F1 and F2 are off, and determines whether the game is currently stopped in S182. If the special symbol 1 game (effect symbol game), the special symbol 2 game (effect symbol game), the big win game, and the small win game are all stopped, the game is determined to be stopped, and the measured value of the timer TR is compared with a threshold value (3 minutes) in S183. The value of the timer TR measures the duration of the game stop state, and a fixed value is added to the current value each time the sub-control circuit 60 activates the timer interrupt process in Figure 20(b) while the game is stopped.
[0226] When the sub-control circuit 60 determines in S183 that the measurement result of the timer TR is equal to the threshold value, it determines in S184 whether the value of flag F3 is set to "0." If it determines that flag F3 is off, it starts displaying an image of standby effect 3 on the effect symbol display 33 in S185. Then, in S186, it operates the notice effect 33 to lower from the upper limit position to the lower limit position, and in S187, it starts lighting the notice effect 33 in a retry pattern at the lower limit position of the notice effect 33, and in S188 it sets the value of flag F3 to "1." In other words, the images of standby effect 1, standby effect 2, and the image waiting for the setting operation are each only displayable immediately after the main power is turned on, and when an effect symbol game is played, they will not be displayed until the next time the main power is turned on again.
[0227] Figure 43 shows an image of standby effect 3. This standby effect 3 image is a dedicated image that is displayed only when the game stop state transitioned from the game state continues, and is different from the images of standby effect 1, standby effect 2, and the image waiting for setting operation. When the image of standby effect 3 begins to be displayed, a vertically long rectangular demo display area Ed2 is set at the left end of the display area E of the effect symbol display device 28, and a message image Rm2 reading "Intermission in progress" is displayed scrolling from bottom to top within the demo display area Ed2. There is no limit set on the redisplay of this standby effect 3 image, and the sub-control circuit 60 displays the image of standby effect 3 and the message image Rm2 every time it determines that the display start condition for the image of standby effect 3 has been met in standby display process 2, even after erasing the image of standby effect 3.
[0228] When the image of standby effect 3 is displayed and either special symbol 1 game, special symbol 2 game, big win game, or small win game is started, the sub-control circuit 60 determines whether flags F1 and F2 are off in S181 of FIG. 42, determines that the game is not stopped in S182, and determines that flag F3 is on in S189. Then, the image of standby effect 3 is erased in S190, and after switching the notice effect device 33 from the illuminated state to the unlit state in S191, it is raised from the lower limit position to the upper limit position, and flag F3 is turned off in S192. In other words, the image of standby effect 3 is erased when the image of the effect pattern game starts to be displayed while the image of standby effect 3 is displayed.
[0229] According to the above-mentioned embodiment 10, the following effects are achieved. Since the standby effect 1 image or the setting operation waiting image is displayed when the game is stopped after the main power is turned on, it is possible to alleviate the player's boredom when he is seated in front of the gaming machine. Moreover, after the image of the effect symbol game is displayed for the first time after the main power is turned on, the standby effect 1 image and the setting operation waiting image are prohibited from being displayed until the main power is turned on again. Therefore, after the effect symbol game is performed in response to the player starting a game while the standby effect 1 image or the setting operation waiting image is displayed, neither the standby effect 1 image nor the setting operation waiting image is displayed even when the game is stopped, so it is possible to prevent other players from misunderstanding that the gaming machine is in an unplayed state. If the display switching time Ta has elapsed since the main power was turned on without a game ball entering either the first starting hole 18 or the second starting hole 23, the image of standby effect 1 and the image waiting for the setting operation are changed to the image of standby effect 2, so that if a player is seated in front of the gaming machine after the display switching time Ta has elapsed since the main power was turned on, the player's sense of boredom can be alleviated. After the image of standby performance 1 or the image waiting for setting operation is switched to the image of standby performance 2, the display of the image of standby performance 2 is prohibited even in a game stop state, so that it is possible to prevent a player from misunderstanding that the game machine is in an unplayed state.
[0230] Since the display of the image waiting for setting operation is prohibited in the game stop state after the effect symbol game is played in response to the player starting the game while the image waiting for setting operation is displayed, it is possible to prevent the player from misunderstanding that the effect contents of the effect symbol game can be set. After the first performance symbol game is played in the display state of the standby performance 1 image, the standby performance 2 image or the image waiting for setting operation, the standby performance 3 image is displayed every time the display start condition is established in accordance with the continuation of the game stop state, so that it is possible to alleviate the boredom felt by the player in the standby state transitioned from the game stop state. Since the image of standby effect 1 is displayed when the game is stopped immediately after the main power is turned on, it is possible to alleviate the boredom of the player who is seated in front of the gaming machine. Moreover, since the image of standby effect 3, which is different from the image of standby effect 1, is displayed when the game is stopped after the image of standby effect 1 is displayed, it is possible to prevent other players from misunderstanding that the gaming machine is in an unplayed state.
[0231] [Example 11] When the game ball enters the first start hole 18 or the second start hole 23 while the image of standby effect 1 is being displayed, the sub-control circuit 60 turns off the LED 35 and then raises the notice effect device 33 from the lower limit position to the upper limit position while the notice effect device 33 is off, and starts displaying the image of the window area Ew superimposed on the image of standby effect 1, as shown in Fig. 44. The image of this window area Ew is a horizontally long rectangle, and when the sub-control circuit 60 starts displaying the image of the window area Ew, it starts displaying three columns of effect symbols in a scrolling state within the window area Ew (see b). This sub-control circuit 60 stops the scrolling display of the three columns of effect symbols in a combination according to the result of the hit / miss judgment (see c), and when the scrolling display of the three columns of effect symbols is stopped, it turns off flags F1 and F2 and starts displaying a background image according to the setting result of the current effect mode, instead of the image of standby effect 1.
[0232] According to the above-mentioned embodiment 11, the following effects are achieved. When the image of standby effect 1 is displayed, the image of the performance pattern game is superimposed on the image of standby effect 1 and is displayed starting from the image, and when the image of the performance pattern game is finished, the image of standby effect 1 is erased, so that the player can easily recognize that the current performance pattern game is the first game after the main power is turned on. In the above-mentioned Example 11, when the image waiting for the setting operation is displayed and the game ball enters the first start hole 18 or the second start hole 23, the image of the effect pattern game can be superimposed and displayed in front of the image waiting for the setting operation, and when the image of standby effect 2 is displayed and the game ball enters the first start hole 18 or the second start hole 23, the image of the effect pattern game can be superimposed and displayed in front of the image of standby effect 2.
[0233] In the above Examples 10 to 11, when the main power is turned on, an image of standby effect 2 is displayed in place of the image of standby effect 1, and after the player starts playing while the image of standby effect 2 is displayed, the image of standby effect 2 is not displayed in the game stopped state until the main power is turned on again. The image of this standby effect 2 has an odd-numbered effect pattern that reminds the player that the high probability electric support mode is set, and it is possible to prevent the player from misunderstanding that the high probability time-saving mode is set when it is not. In the above Examples 10 to 11, while the image waiting for the setting operation is displayed, it is also possible to disable the entry of the game ball into the first start hole 18 and the second start hole 23. In other words, while the image waiting for the setting operation is displayed, it is also possible to prohibit the process of determining whether or not a win has been won and the display of the image of the effect symbol game. In this configuration, it is preferable to switch the image waiting for the setting operation to the image of standby effect 2 when the display switching time Ta has elapsed since the image waiting for the setting operation started to be displayed, and to allow the process of determining whether or not a win has been won and the display of the image of the effect symbol game while the image of standby effect 2 is displayed.
[0234] In addition to the inventions described in the claims, Examples 10 and 11 above also describe the following [Reference Inventions 4-1 to 4-6]. Some gaming machines are configured to determine whether a game ball has landed in a start area, and if a win is determined, a special game is played by opening a predetermined ball-entry area. In this configuration, an image of a symbol game is displayed before the start of the special game, and the result of the win / loss determination is notified to the player through the image of the symbol game (see JP 2016-073869 A). In this gaming machine, a game stop state always occurs immediately after the main power is turned on. Because there is a high probability that the player will not be seated in front of the gaming machine during this initial game stop state, the opportunity to improve the enjoyment of the initial game stop state has been overlooked.
[0235] [Reference Invention 4-1] A special game means for determining whether or not a win has been made when a start condition is established, and for performing a special game by opening a predetermined winning area when a win has been made; A symbol game means for displaying a symbol game image to notify the player of the result of the winning or losing decision; an initial image display means for displaying an initial image in a game stop state after a main power source is turned on and both the special game and the symbol game are stopped; The initial image display means displays, as the initial image, an image that will not be displayed until the main power supply is turned on again after the image of a symbol game is displayed for the first time after the main power supply is turned on. In the embodiment, when the game ball enters the first start port 18 or the second start port 23, this corresponds to the start condition being met, the large prize entry port 19 corresponds to the ball entry area, the large win game and the small win game correspond to the special game, the main control circuit 40 corresponds to the special game means, the performance pattern game corresponds to the pattern game, the sub-control circuit 60 corresponds to the pattern game means and the initial image display means, and the image of standby performance 1 and the image waiting for setting operation correspond to the initial image. According to the above means, since the initial image is displayed when the game is stopped after the main power is turned on, it is possible to alleviate the boredom of the player who is seated in front of the gaming machine. Moreover, since the initial image is not displayed even when the game is stopped after the symbol game is performed in response to the player starting the game when the initial image is displayed, it is possible to prevent other players from misunderstanding that the gaming machine is in an unplayed state.
[0236] [Reference Invention 4-2] The gaming machine described in [Reference Invention 4-1] is characterized in that the initial image display means displays an image of a pattern game in place of the initial image if the start condition is met before a predetermined time has passed since the main power was turned on, and changes the initial image to a different form if a predetermined time has passed since the main power was turned on without the start condition being met. The display switching time Ta in the embodiment corresponds to a predetermined time, and the image of standby effect 2 corresponds to an initial image of another type. According to the above means, if a predetermined time has passed since the main power was turned on without the start-up conditions being met, the initial image is changed to another form, so that if a player is seated in front of the gaming machine after a predetermined time has passed since the main power was turned on, the player's sense of boredom can be alleviated.
[0237] [Reference Invention 4-3] The gaming machine described in [Reference Invention 4-2] is characterized in that the initial image display means displays an image as the initial image of the other aspect that will not be displayed until the main power is turned on again. According to the above means, once the initial image has been switched to another mode, the initial image of that other mode is not displayed even when the game is stopped, so it is possible to prevent the player from misunderstanding that the gaming machine is in an unplayed state.
[0238] [Reference Invention 4-4] a game mode setting means for setting a game mode advantageous to a player in response to a determination of a win; The symbol game means suggests that a game mode advantageous to the player is set in response to the identification symbol being displayed in the image of the symbol game in a predetermined winning mode, The gaming machine described in [Reference Invention 4-1] is characterized in that the initial image display means displays an image suggesting an identification pattern of the predetermined winning mode as the initial image. The main control circuit 40 in the embodiment corresponds to the game mode setting means, the high probability time-saving mode corresponds to the game mode advantageous to the player, the combination of the same odd numbers in the three rows of performance patterns corresponds to a predetermined winning mode, and the image of the waiting performance 2 of "3 5 7" corresponds to the initial image suggesting the identifying pattern of the predetermined winning mode. According to the above means, when the player starts playing with the initial image displayed, the initial image is not displayed when the game is stopped after the symbol game is played, so it is possible to prevent the player from misunderstanding that a game mode advantageous to the player has been set.
[0239] [Reference Invention 4-5] The gaming machine described in [Reference Invention 4-1] is characterized in that the initial image display means displays an image for setting game content as the initial image. In the embodiment, the image waiting for the setting operation corresponds to the initial image for setting the game content. According to the above means, when a player starts playing with an initial image for setting game contents displayed, the initial image is not displayed when the game is stopped after the symbol game is played, so it is possible to prevent the player from misunderstanding that the game contents can be set.
[0240] [Reference Inventions 4-6] A special game means for determining whether or not a win has been made when a start condition is established, and for performing a special game by opening a predetermined winning area when a win has been made; A symbol game means for displaying a symbol game image to notify the player of the result of the winning or losing decision; image display means for displaying a standby image in a game stop state in which both the special game and the symbol game have stopped; The image display means displays an image as the standby image when the game is stopped after the main power is turned on, which will not be displayed until the main power is turned on again, and when the game is stopped after displaying the image, a standby image different from the image is displayed. The sub-control circuit 60 in the embodiment corresponds to an image display means, the image of standby effect 1 and the image waiting for the setting operation correspond to standby images, and the image of standby effect 3 corresponds to a standby image different from the standby image. According to the above means, since a standby image is displayed when a game is stopped after the main power is turned on, it is possible to alleviate the boredom of a player who is seated in front of the gaming machine. Moreover, since a standby image different from the standby image is displayed when a game is stopped after the standby image is displayed, it is possible to prevent other players from misunderstanding that the gaming machine is in an unplayed state.
[0241] [Example 12] As shown in Figure 45, a warning indicator 101 is housed within the inner frame 3. This warning indicator 101 is made up of a color LCD display and is connected to a pulse motor (both shown) via an elevation mechanism. This pulse motor is connected to the sub-control circuit 60, which drives and controls the pulse motor to move the warning indicator 101 between an upper limit position (see solid line) and a lower limit position (see two-dot chain line). The lower limit position is a position behind the gaming board 3, and the warning indicator 101 is not visible to the player at the lower limit position. The upper limit position is a position where the warning indicator 101 overlaps the lower end of the performance symbol display 28 from the front, and the warning indicator 101 is visible to the player at the upper limit position. This warning indicator 101 corresponds to the second movable member and the second performance member.
[0242] During the effect symbol game, either reach notice effect 1 or reach notice effect 2 is executed. As shown in FIG. 46, each of these reach notice effect 1 and reach notice effect 2 starts after the scrolling display of the three columns of effect symbols starts, and ends before the scrolling display of the effect symbols in the right column stops. Symbol Dr1 in FIG. 46 is the notice effect period in which reach notice effect 1 is executed, and symbol Dr2 is the notice effect period in which reach notice effect 2 is executed. Each of these two notice effect periods is set to the same period from after the display of the effect symbol game image starts and before the reach state occurs, and corresponds to the notice period.
[0243] Reach notice performance 1 involves lowering the notice performance device 33 from the upper limit position to the lower limit position, lighting the notice performance device 33 at the lower limit position, and then raising it to the upper limit position, which corresponds to the first pre-performance. Reach notice performance 2 involves raising the notice display device 101 from the lower limit position to the upper limit position, displaying an image on the notice display device 101 at the upper limit position, and then lowering it to the lower limit position, which corresponds to the second pre-performance. Each of these Reach notice performances 1 and 2 definitely suggests to the player that an image of a normal reach performance will be displayed in the performance symbol game. The image of this normal reach effect is an image in which the left and right columns are in a reach state where scrolling has stopped with the same effect patterns, and the effect patterns in the middle column are scrolled at a slow speed, and as shown in Figure 14(e), it is displayed when the main control circuit 40 transmits the special chart change pattern "PH05" for a miss normal reach effect, the special chart change pattern "PH01 to PH04" for a miss special reach effect, the special chart change pattern "PO05" for a jackpot normal reach effect, and the special chart change pattern "PO01" to "PO04" for a jackpot special reach effect.
[0244] When the main control circuit 40 transmits either the special chart variation patterns "PH01 to PH04" for the special reach performance of a miss or the special chart variation patterns "PO01" to "PO04" for the special reach performance of a jackpot, the sub-control circuit 60 displays battle images BL1 to BL4 of a woman fighting a dinosaur as the image for the special reach performance after the image for the normal reach performance. The image for this special reach performance is set to have a higher reliability of a jackpot compared to the image for the normal reach performance (see Figure 6), and from the player's perspective, the expectation of a jackpot increases when the image for the normal reach performance progresses to the image for the special reach performance.
[0245] In reach notice performance 1, the notice performance device 33 is illuminated at the lowest position. This reach notice performance 1 provides a definite notice to the player when the image of the normal reach performance is displayed, and when the normal reach performance progresses to the special reach performance, the notice is given to the player with a degree of reliability corresponding to the light color at the lowest position. As shown in Figure 46(b), the light color at the lowest position of this notice performance device 33 is set to two types: "white" and "red." When the notice performance device 33 is illuminated in "white" at the lowest position, the normal reach performance progresses to the special reach performance with a "medium" probability (>0), and when it is illuminated in "red," the normal reach performance progresses to the special reach performance with a "high" probability (>medium).
[0246] In reach notice effect 2, an image is displayed at the upper limit position on the notice display 101. This reach notice effect 2 provides a definite notice to the player when an image of a normal reach effect is displayed, and when the normal reach effect progresses to a special reach effect, the notice is provided to the player with a reliability corresponding to the image at the upper limit position. As shown in FIG. 46(c), the image at the upper limit position on this notice display 101 is set to have two types: "Do your best" and "Chance." When the image of "Do your best" is displayed at the upper limit position on the notice display 101, the normal reach effect progresses to a special reach effect with a "very low" probability (< medium < high), and when the image of "Chance" is displayed, the progress is with a "low" probability (very low < low < medium < high). In other words, the reach notice effect 2 has a lower reliability for the special reach effect than the reach notice effect 1, and the reliability of a jackpot in which the three rows of effect symbols form a jackpot combination is also set lower than the reach notice effect 1.
[0247] During the game of the effect symbols, a special reach notice effect is executed, as shown in FIG. 46. This special reach notice effect involves raising the notice display 101, which has lower reliability compared to the notice effect device 33, from the lower limit position to the upper limit position and then lowering it from the upper limit position to the lower limit position, causing the notice display 101 to operate in the same manner as reach notice effect 2. This special reach notice effect displays a "High?" image, different from reach notice effect 2, on the notice display 101 at the upper limit position of the notice display 101 (see d). It begins during the normal reach effect after reach notice effect 1 is executed or during the normal reach effect after reach notice effect 2 is executed, and ends before the image of the special reach effect begins to be displayed (see a). This special reach notice effect definitively notifies the player that the image of the normal reach effect will progress to the image of the special reach effect. The symbol Ds in FIG. 46 indicates the notice effect period during which the special reach notice effect is executed, and corresponds to a different notice period. This advance notice performance period Ds is set during the normal reach performance after the image of the normal reach performance starts to be displayed and before the image of the special reach performance starts to be displayed. The image of this special reach notice performance may be displayed when neither reach notice performance 1 nor reach notice performance 2 is executed. In this case, the image of the normal reach performance will definitely progress to the image of the special reach performance, and the player will be definitely notified that the three rows of performance symbols will form a jackpot combination.
[0248] The reach notice performance process of Figure 47(a) is executed by the sub-control circuit 60 in the symbol game performance start process of S124 of Figure 21, and the sub-control circuit 60 determines whether to execute reach notice performance 1, reach notice performance 2, or special reach notice performance in the reach notice performance process, and executes one of reach notice performance 1 to special reach notice performance in the current performance symbol game according to the determination result. This sub-control circuit 60 detects the special symbol variation pattern from the reception result of the special symbol 1 game data or special symbol 2 game data in S501, and compares the detection result of the special symbol variation pattern with "PH05" or "PO05" for normal reach performance in S502. Here, if it is determined that the detection result of the special symbol variation pattern is either "PH05" or "PO05" for normal reach performance, it determines whether to execute reach notice performance 1 or reach notice performance 2 in S503. This process is performed with a probability according to the advance notice effect selection table 1 in Figure 47(b), and if a normal reach effect occurs in the current effect symbol game but a special reach effect does not occur, the "red" reach notice effect 1, the "white" reach notice effect 1, the "chance" reach notice effect 2, and the "try your best" reach notice effect 2 will occur with the same probability. In other words, the "red" reach notice effect 1, the "white" reach notice effect 1, the "chance" reach notice effect 2, and the "try your best" reach notice effect 2 all definitely predict that a normal reach effect will occur in the current effect symbol game, and they non-definitely predict that a special reach effect will occur.
[0249] If the sub-control circuit 60 determines in S502 that the detection result of the special symbol variation pattern is not either "PH05" or "PO05" for the normal reach effect, it compares the detection result of the special symbol variation pattern with each of the "PH01-PH04" and "PO01-PO04" for the special reach effect in S504. If it determines that the detection result of the special symbol variation pattern is either "PH01-PH04" or "PO01-PO04" for the special reach effect, it determines in S505 whether to execute reach notice effect 1 or reach notice effect 2. This process is performed with a probability according to the notice effect selection table 2 in Figure 47 (c), and if a normal reach effect and a special reach effect occur in this order in the current effect pattern game, the notice effects will occur with a high probability in the order of "Ganbare!" reach notice effect 2 → "Chance" reach notice effect 2 → "White" reach notice effect 1 → "Red" reach notice effect 1. In other words, the reliability of the occurrence of a special reach effect in this effect symbol game is set to be higher in the order of "Do your best" reach notice effect 2 → "Chance" reach notice effect 2 → "White" reach notice effect 1 → "Red" reach notice effect 1, and the reliability of the special reach effect for reach notice effect 2 is set lower than that for reach notice effect 1.
[0250] When the sub-control circuit 60 finishes S505, it determines in S506 whether or not it has been determined that reach notice performance 1 or reach notice performance 2 will be executed. If it determines that it has been determined that reach notice performance 1 or reach notice performance 2 will be executed, it moves to S507 and determines with a probability of "20%" that a special reach notice performance will be executed in the current performance symbol game. In other words, if a special reach notice performance occurs during a normal reach performance after reach notice performance 1 or reach notice performance 2 has been executed in the current performance symbol game, the special reach performance will definitely occur.
[0251] If the sub-control circuit 60 determines in S506 that neither Reach Notice Performance 1 nor Reach Notice Performance 2 has been determined, it compares the detection result of the special symbol variation pattern with each of the jackpot "PO01-PO04" in S508. If it determines that the detection result of the special symbol variation pattern is one of the jackpot "PO01-PO04," it proceeds to S509, where it determines with a 5% probability that a special Reach Notice performance will be executed in the current performance symbol game. In other words, if neither Reach Notice Performance 1 nor Reach Notice Performance 2 is executed in the current performance symbol game and a special Reach Notice performance occurs during a normal Reach performance, the normal Reach performance will always progress to a special Reach performance, and after a winning ending image is always displayed in the special Reach performance, three performance symbols will always be displayed in a jackpot combination.
[0252] According to the above-mentioned embodiment 12, the following effects are achieved. A special reach performance is suggested to the player with a medium probability in response to the execution of reach notice performance 1 using the notice performance device 33 within a notice performance period Dr1 during the current performance pattern game, the execution of a special reach performance is suggested to the player with a low probability in response to the execution of reach notice performance 2 using the notice display device 101 within a notice performance period Dr2 during the current performance pattern game, and the execution of a special reach performance is suggested to the player with a high probability in response to the execution of a special reach notice performance using the notice display device 101 within another notice performance period Ds during the current performance pattern game, so that the player can easily guess the high reliability of the special reach performance. During the preview performance period Dr2 during the current performance pattern play, "Chance" or "Good luck" is displayed on the preview display 101, and during another preview performance period Ds, "High?" is displayed on the preview display 101 to suggest a special reach performance to the player, so that the player can easily identify the difference in reliability of the special reach performance, even though the preview is made using the same preview display 101 between the reach preview performance 2 and the special reach preview performance. Since the notice display 101 is moved in the same manner between the reach notice performance 2 and the special reach notice performance, it becomes easy for the player to recognize that the behavior of the notice display 101 indicates high reliability of the execution of the special reach notice performance.
[0253] The reach notice performance 1 using the notice performance device 33 and the reach notice performance 2 using the notice display device 101 are each performed as performances suggesting the confirmation of a normal reach performance, thereby improving the entertainment value of the game. The special reach notice effect is executed during the normal reach notice effect. This makes the execution timing of the special reach notice effect clear to the player, and it is possible to prevent the player from missing the special reach notice effect. Since the special reach notification performance is definitely notified by executing the reach notification performance 2 using the notification display 101 before the start of the normal reach performance of the current performance symbol game and then executing the special reach notification performance during the normal reach performance, the player can enjoy expecting the notification display 101 to operate for the second time after operating for the first time. Since the special reach performance is definitely predicted by executing the special reach performance using the notice display 101 before the start of the normal reach performance and during the normal reach performance, and the special reach performance and the big win are definitely predicted by executing it only during the normal reach performance, from the player's point of view, if the notice display 101 is not activated before the start of the normal reach performance, the player can have a greater enjoyment than if it is activated.
[0254] [Example 13] The reach notice performance processing of Fig. 48 is executed by the sub-control circuit 60 in place of the reach notice performance processing of Fig. 47(a), and the sub-control circuit 60 judges in S511 whether or not it has been determined that reach notice performance 2 will be performed. If it is determined here that the execution of reach notice performance 2 has been determined, the process proceeds to S507, and the execution of a special reach notice performance is determined with a set probability. In other words, if reach notice performance 1, which has a high degree of reliability for the special reach notice performance, is executed, the special reach notice performance is not executed, and if reach notice performance 2, which has a low degree of reliability for the special reach notice performance, the special reach notice performance is executed as a definite indication that a special reach notice performance will be performed.
[0255] If the sub-control circuit 60 determines in S511 that it has not been determined that reach notice performance 2 will be performed, it determines in S512 whether it has been determined that reach notice performance 1 will be performed. If it determines here that the execution of reach notice performance 1 has not been determined, it proceeds to S509, and the execution of a special reach notice performance is determined with a set probability. In other words, if neither reach notice performance 1 nor reach notice performance 2 is performed in this performance symbol game, the special reach notice performance is performed as a definite indication of the execution of a special reach notice performance resulting in a win.
[0256] According to the above-mentioned embodiment 13, the following effects are achieved. In the current performance symbol game, if reach notice performance 2 is executed before the normal reach performance starts, the special reach notice performance is executed during the normal reach performance, and if reach notice performance 1 is executed before the normal reach performance starts, the special reach notice performance during the normal reach performance is made impossible. Therefore, the notice performance using the notice performance device 33 and the notice performance using the notice display device 101 are not executed in one performance symbol game, so that the player can easily grasp the reliability of the special reach performance. In the above Example 13, if Reach Notice Performance 2 is executed in the current performance pattern play, the Special Reach Notice Performance may not be executed, and if Reach Notice Performance 1 is executed in the current performance pattern play, the Special Reach Notice Performance may be executed as a definite indication of the execution of the Special Reach Performance. In the above Examples 12 to 13, one of the reach preview performances 1 and 2 may be a performance in which a preview image is displayed on the performance pattern display 28, and the other may be a performance in which an electric lighting element is illuminated in a predetermined manner or a performance in which a predetermined sound effect is output from a speaker.
[0257] [Example 14] The reach notice performance process of Figure 49(a) is executed by the sub-control circuit 60 in place of the reach notice performance process of Figure 48. In S521, the sub-control circuit 60 detects a special chart change pattern from the reception results of the special chart 1 game data or the special chart 2 game data, and in S522, compares the detected special chart change pattern with "PH05" and "PO05" for normal reach performance. If it is determined that the detected special chart change pattern is for a normal reach performance, in S523, it determines whether to execute reach notice performance 1 or reach notice performance 2. This process is performed with a probability according to the notice performance selection table 1 of Figure 49(b). If a normal reach performance occurs in this performance pattern game but a special reach performance does not occur, the "Chance" reach notice performance 2, the "Good luck" reach notice performance 2, the "white" reach notice performance 1, and the "red" reach notice performance 1 will occur with the same probability. In other words, the "red" reach preview performance 1, the "white" reach preview performance 1, the "chance" reach preview performance 2, and the "do your best" reach preview performance 2 all definitively predict that a normal reach performance will occur in this performance pattern game.
[0258] If the sub-control circuit 60 determines in S522 that the detection result of the special symbol variation pattern is not for a normal reach effect, it compares the detection result of the special symbol variation pattern with each of the "PH01-PH04" and "PO01-PO04" for special reach effects in S524. If it determines that the detection result of the special symbol variation pattern is for a special reach effect, it determines in S525 whether to execute reach notice effect 1 or reach notice effect 2. This process is performed with a probability according to notice effect selection table 2 in Figure 49 (c), and if a normal reach effect and a special reach effect occur in this order in the current effect pattern game, the notice effects will occur with a high probability in the order of "red" reach notice effect 1 → "white" reach notice effect 1 → "good luck" reach notice effect 2 → "chance" reach notice effect 2. In other words, the reliability of a special reach effect occurring in this performance symbol game is set to be higher in the order of "red" reach notice effect 1 → "white" reach notice effect 1 → "good luck" reach notice effect 2 → "chance" reach notice effect 2, and the reliability of the special reach effect (<100%) is set higher for reach notice effect 2 than for reach notice effect 1.
[0259] When the sub-control circuit 60 finishes S525, it determines in S526 whether or not it has been determined that reach notice performance 2 will be performed. If it is determined that reach notice performance 2 will be performed, it moves to S527, and determines with a probability of "20%" that a special reach notice performance will be performed in the current performance symbol game. In other words, if a special reach notice performance occurs during a normal reach performance after reach notice performance 2 has been performed in the current performance symbol game, the special reach performance will definitely occur.
[0260] If the sub-control circuit 60 determines in S524 that the detection result of the special symbol variation pattern is not for a special reach effect, it determines with a probability of "1%" that a complete miss notice effect will be executed in the complete miss notice effect processing of S528. This complete miss notice effect is, as shown in Figure 50(a), a "complete miss" notice image Yh is displayed on the effect symbol display device...
Claims
[Claim 1] An operable first performance member; an operable second performance member; A winning / loose determination means for determining whether or not to execute a special game advantageous to a player when the starting condition is established; When the winning / losing determination is made, a pattern display control means causes a predetermined pattern display means to variably display a special pattern and then stops and displays the special pattern indicating the result of the winning / losing determination; a special game execution means for executing the special game by opening a predetermined winning area when a special symbol indicating that the winning / losing determination means has determined that the special game is executed is stopped and displayed on the symbol display means; a performance control means for controlling the performance, The performance control means A symbol game is executed in which a performance symbol is displayed in a variable manner in accordance with the variable display of the special symbol, and a performance symbol is displayed in a stopped state in accordance with the stop display of the special symbol, in a manner in which the result of the winning or losing determination is notified to the player, During the variable display of the performance symbols, a notice performance can be executed that suggests that the performance symbols may be stopped and displayed in a manner that notifies that the special game will be executed, During the first performance period during the variable display of the performance pattern, there is a case where a first pre-performance is performed to operate the first performance member, and a case where a second pre-performance is performed to operate the second performance member, During a second performance period after the first performance period during the variable display of the performance pattern, by operating the second performance member, it is possible to execute a suggestion performance that definitely suggests that the advance notice performance will be executed, The possibility of the preview performance being executed differs between a case where the first preliminary performance is executed in the first performance period and a case where the second preliminary performance is executed in the first performance period, A gaming machine characterized in that the operation mode of the second performance element in the second pre-performance and the operation mode of the second performance element in the suggestion performance are mutually common.
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