gaming machines

The gaming machine improves entertainment value by implementing a dynamic effect control system with variable announcement effects, transitioning through multiple states to enhance player anticipation and engagement.

JP7797025B2Active Publication Date: 2026-01-13SANSEI R&D KK
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Patent Information

Application Number
JP2023089174
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-05-30
Publication Date
2026-01-13
Estimated Expiration
2043-05-30

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements to improve entertainment value through more engaging and anticipatory game effects.

Method used

A gaming machine that includes an effect control system capable of executing variable announcement effects, transitioning through multiple states, and integrating pre- and post-effects to enhance player anticipation and engagement.

Benefits of technology

The system increases player engagement and entertainment value by providing dynamic and varied game announcements, enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance an interest in a game.SOLUTION: An image of a count-up ready-to-win performance and a battle image BL2 are displayed during a performance pattern game. The count-up ready-to-win performance is a performance in which an image changes as time progresses, and a battle performance is started when the count-up ready-to-win performance is finished with a big winning combination "444." The count-up ready-to-win performance is continued over the big winning combination "444." When the count-up ready-to-win performance exceeds the big winning combination "444," big winning is notified at high probability as compared with the case where the count-up ready-to-win performance is finished with the big winning combination "444." The player's expectation for big winning is declined when the count-up ready-to-win performance exceeds the big winning combination "444," and in a state that the player's expectation for big winning is declined, big winning is notified at a high probability, thereby enhancing an interest in the game.SELECTED DRAWING: Figure 50
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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 win or loss occurs each time a start condition is met, and to notify the player of the result of the determination by displaying an image of a symbol game each time a win or loss is determined. In the case of this gaming machine, there is also a configuration in which an image of a reach effect is displayed during symbol game, suggesting to the player that a win will be notified. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-17425 Summary of the Invention [Problem to be solved by the invention]

[0004] Some of the gaming machines are configured to perform advance notice effects. These advance notice effects only heighten the player's anticipation of a win by suggesting to the player that an image of a reach effect will be displayed, and there is still room for improvement in terms of entertainment value.

[0005] The present invention has been made in view of the above circumstances, and its object is to provide a gaming machine that can improve the entertainment value of the game. [Means for solving the problem]

[0006] The first step to solving the above problems The gaming machine of the invention (Examples 6 to 9) is a machine in which the starting condition is met. and Current denial fixed and a determination means for determining whether or not the Advantageous to players Advantageous play situation Game control that can control games means (main control circuit 40); Control the production Direction controlMeans (sub-control circuit 60) and, Equipped with The effect control means is capable of executing an announcement effect that announces that the game will be controlled in the advantageous game state based on the result of the win / loss determination, and during execution of an effect pattern game in which an effect pattern that announces the result of the win / loss determination is variably displayed, executes a pre-effect that causes the player to expect that the announcement effect will be executed and the content of which changes as time progresses, and is capable of changing the state of the effect pattern in the order of a first state, a second state, and a third state during execution of the pre-effect, and is capable of executing a first effect control that continues the pre-effect being executed until the state of the effect pattern changes to the first state and does not execute the announcement effect after the end of the pre-effect, a second effect control that continues the pre-effect being executed until the state of the effect pattern changes to the second state and executes a post-effect that causes the player to expect that the announcement effect will be executed after the end of the pre-effect, and a third effect control that continues the pre-effect being executed until the state of the effect pattern changes to the third state, and the announcement effect is more likely to be executed when the third effect control is executed than when the second effect control is executed. 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, and (c) is a diagram showing the special chart 2 variation pattern table 2. [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 (battle effect) [Figure 18] (a-b) are diagrams for explaining the super time-saving effect, (c) is a diagram for explaining the big win game effect, and (d-e) are diagrams showing the special chart pre-reading reception area. [Figure 19] Diagram to explain the presentation mode [Figure 20] Diagram to explain Lucky Mode [Figure 21] Diagram to explain Super Lucky Mode [Figure 22] Diagram to explain Ultra Lucky Mode [Figure 23] A diagram to explain the hold-ahead preview performance (normal mode) [Figure 24] A diagram to explain the hold-ahead preview performance (SP normal mode) [Figure 25] Flowchart showing reserved read-ahead notice processing [Figure 26] A diagram to explain the flow of the production mode [Figure 27] A diagram for explaining the mode lottery effect [Figure 28] Flowchart showing mode determination processing [Figure 29] Flowchart showing mode determination processing [Figure 30] 1(a) and 1(b) are diagrams showing a mode table, and FIG. 1(c) is a flowchart showing a mode stop process. [Figure 31] A diagram to explain the flow of the production mode [Figure 32]A diagram to explain the flow of Super Lucky Mode with images [Figure 33] A diagram to explain the flow of the production mode [Figure 34] (a) is a flowchart showing the main processing, and (b) is a flowchart showing the timer interrupt processing. [Figure 35] 1A is a flowchart showing a received command analysis process, and FIG. 1B is a flowchart showing a symbol game effect start process. [Figure 36] Figure 2 shows Example 2 (Figures a to c are for explaining the big win notice presentation, and d is a flowchart showing the big win notice processing) [Figure 37] 10(a) to 10(c) are diagrams for explaining the rush mode, and FIG. 10(d) is a flowchart showing the rush mode processing. [Figure 38] (a) to (b) are diagrams for explaining the RTC mode, and (c) is a flowchart showing the RTC mode processing. [Figure 39] Flowchart showing mode transition processing [Figure 40] 3A to 3C are diagrams for explaining the hold notice performance, and FIG. 3D is a flowchart showing the hold notice processing. [Figure 41] FIG. 10 shows Example 4 (a diagram for explaining pre-battle effects) [Figure 42] (a) to (h) are diagrams for explaining the flow of images in a performance symbol game, and (i) is a diagram showing the performance timing. [Figure 43] A diagram for explaining the battle preview effect and the pre-battle preview effect [Figure 44] Flowchart showing pre-battle production processing [Figure 45] A diagram showing a special chart variation pattern classification table [Figure 46] A diagram showing the preview performance table [Figure 47] FIG. 42 shows the fifth embodiment. [Figure 48] FIG. 6 shows the sixth embodiment (a flowchart showing the jackpot symbol setting process) [Figure 49] A diagram to explain the count-up reach effect [Figure 50] A diagram to explain the battle performance after the count-up reach performance [Figure 51] (a) to (e) are diagrams for explaining the battle performance after the count-up reach performance, and (f) is a diagram showing a special chart variation pattern change table. [Figure 52] Flowchart showing count-up reach effect processing [Figure 53] FIG. 49 shows the seventh embodiment. [Figure 54] Figure equivalent to Figure 50 [Figure 55] Figure 51 equivalent [Figure 56] FIG. 50 showing Example 8 [Figure 57] FIG. 53 showing Example 9 [Figure 58] Figures showing Example 10 (a-c are figures showing background images of effect symbol games, d-e are figures showing symbol groups) [Figure 59] 1A is a flowchart showing a rendering mode determination process, and FIG. 1B is a flowchart showing a rendering mode process 1. [Figure 60] 1A is a flowchart showing the second rendering mode process, and FIG. 1B is a flowchart showing the third rendering mode process. [Figure 61] Flowchart showing the rendering mode change process [Figure 62] FIG. 11 shows an eleventh embodiment (a corresponds to FIG. 61, and b shows the mode change timing). [Figure 63] FIG. 12 shows a twelfth embodiment (a diagram for explaining a reserved pre-reading effect) [Figure 64] (a) is a flowchart showing the effect mode change process 0, (b) to (d) are diagrams showing the change of the background image during the hold pre-read effect. 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 1, a special chart 2 variation pattern table 2, and a game pattern table, and 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 readout results into the CGRAM, synthesizes the expanded image data, and draws it in the CGRAM's frame buffer. The resulting image is output as an RGB signal to the effect symbol display 28, and the effect symbol display 28 displays the image in color in accordance with the RGB signal from the VDP.

[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 opens the large prize opening 19, and the round's open time limit is set to a short value of 0.8 seconds, making it difficult for a game ball to enter the large prize opening 19. This round is performed with the V prize opening closed, and game balls are prohibited from falling into the V prize opening during the small win game. 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 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) or special chart 2 fluctuation pattern table 2 in Figure 6(c) is used. Special chart 2 fluctuation pattern table 1 is used when the current game state is "electric support state 2" 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."

[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 either Special Chart 2 Variation Pattern Table 1 or Special Chart 2 Variation Pattern Table 2, 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 from the selection result of the special chart variation pattern table, and sets the selection result of the special chart variation pattern and special chart variation display time selection judgment result to the output buffer of RAM. This main control circuit 40 determines whether the current game state is a "super electric support state" in S91. If it determines that the current game state is a "super electric support state," it selects Special Chart 2 Variation Pattern Table 2 of Figure 6(c) in S92 and selects the special chart variation pattern and special chart variation display time from Special Chart 2 Variation Pattern Table 2. If this 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 "electric support state." Here, if it is determined that the current game state is "electric support state 1" or "electric support state 2", 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 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".

[0065] 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 whether the current game state is "electric support state 1," "electric support state 2," "super electric support state," or "non-electric support state" in S41 of Figure 11. If it determines that the current game state is "non-electric support state," it sets the value of the second pointer P2 to "3" in S48, and if it determines that the current game state is "electric support state 1," "electric support state 2," or "super electric support state," it adds "1" to the value of the time-saving count counter in S42. The value of this time-saving count counter measures the number of times the electric support state continues, and the main control circuit 40 sets a time-saving count command when 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.

[0066] When the main control circuit 40 proceeds to S44 in Figure 11, it 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 and compares the addition result of the time-saving count counter value with "201". If it determines that the time-saving count counter value 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 of the setting of the "super electric support state", and if the main control circuit 40 sets the super electric support command in S47, it sets the value of the second ponter P2 to "3" in S48.

[0067] 11, if the main control circuit 40 determines that the current game state is not "electric support state 1," it determines in S49 whether the current game state is "electric support state 2." If it determines that the current game state is not "electric support state 2," it sets the value of the second ponter P2 to "3" in S48, and if it determines that the current game state is "electric support state 2," it compares the value of the time-saving count counter with the upper limit value "100" in S50. If it determines that the value of the time-saving count counter is not the upper limit value "100," it sets the value of the second ponter P2 to "3" in S48.

[0068] 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 S51, and sets an electric support cancel command in the output buffer of RAM in S52. This electric support cancel command notifies the sub-control circuit 60 that it has 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 S52, it sets the value of the second ponter P2 to "3" in S48.

[0069] 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).

[0070] 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.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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."

[0075] 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.

[0076] 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.

[0077] If the result of determining the type of jackpot is "jackpot symbol 2," the main control circuit 40 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; if the result of determining the type of jackpot is "jackpot symbol 1," the main control circuit 40 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 if the result of determining the type of jackpot is "jackpot symbol 3," the main control circuit 40 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 response to the output signal from the V entry port sensor 48 during the jackpot game, and records that a V entry has occurred if it determines that the game ball has fallen into the V entry port.

[0078] 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 symbol 1" or "jackpot symbol 3," it determines whether a V prize has occurred. If it determines that a V prize has occurred, it sets the game state to "high probability state" and "electric support state 1," resets the time-saving count counter to "0," and initializes the second pointer P2 to "1." Then, it sets a "high probability command," "electric support command 1," and time-saving count command 0 in the RAM output buffer to be sent to the sub-control circuit 60. This time-saving count command 0 notifies the sub-control circuit 60 that the electric support state has continued for "0 times," the "high probability command" notifies the sub-control circuit 60 that the "high probability state" has been set, and the "electric support command 1" notifies the sub-control circuit 60 that the electric support state has been set for "100 times."

[0079] 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."

[0080] 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.

[0081] 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".

[0082] 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.

[0083] 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".

[0084] 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".

[0085] 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.

[0086] 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.

[0087] 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. If the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 3," the main control circuit 40 opens the V entry port in each of a specific number of rounds. The main control circuit 40 monitors whether a game ball has fallen into the V entry port in response to the output signal from the V entry port sensor 48 during the jackpot game. If the jackpot game progresses to the end of the jackpot game pattern, the main control circuit 40 detects the jackpot type determination result when the jackpot game ends. If the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 3," the main control circuit 40 determines whether a V entry has occurred. If a V entry has occurred, the main control circuit 40 sets the game state to "high probability state" or "electric support state 1," resets the time-saving count counter to "0," and initializes the second pointer P2 to "1." Then, the "high probability command", "electric support command 1", and time-saving count command 0 are set in the output buffer of the RAM to be sent to the sub-control circuit 60. 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 initially sets the value of the second pointer P2 to "1". Then, the "normal probability command", "electric support command 2", and time-saving count command 0 are set in the output buffer of the RAM to be sent to the sub-control circuit 60.

[0088] 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.

[0089] 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.

[0090] 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."

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] There are three types of combinations set when the three-column scrolling display is stopped: "jackpot combinations," "miss reach combinations," and "complete miss combinations." A jackpot combination is a combination in which the three columns are identical to one another, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a jackpot (PO00 to PO05). A miss reach combination is a combination in which the left and right columns are identical to one another but the middle column is different, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH01 to PH05). A complete miss combination is a combination in which the left and right columns are different, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH06 to PH08).

[0100] 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."

[0101] 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."

[0102] 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.

[0103] 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).

[0104] 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.

[0105] As shown in FIG. 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. FIG. 17 shows battle images BL1 to BL4 that are displayed as battle effects. Each of these battle images BL1 to BL4 starts to be displayed 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.

[0106] 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).

[0107] 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.

[0108] 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.

[0109] 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."

[0110] 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.

[0111] 6-3. Big hit 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.

[0112] 6-4. 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).

[0113] As shown in Figure 18(d), special drawing 1 pre-reading receiving areas 1 to 4 are set in the RAM of the sub-control circuit 60, and the sub-control circuit 60 stores the reception result of the special drawing 1 pre-reading data in one of the special drawing 1 pre-reading receiving areas 1 to 4 each time it receives special drawing 1 pre-reading data from the main control circuit 40. These special drawing 1 pre-reading receiving areas 1 to 4 are set with a higher storage priority in the order of "special drawing 1 pre-reading receiving area 1," "special drawing 1 pre-reading receiving area 2," "special drawing 1 pre-reading receiving area 3," and "special drawing 1 pre-reading receiving area 4," and the storage process of the special drawing 1 pre-reading data is performed in the blank special drawing 1 pre-reading receiving area 1 to 4 with the highest number and the highest priority.

[0114] When the sub-control circuit 60 starts displaying the image of the effect symbol game in response to receiving the special symbol 1 game data, it organizes the "special symbol 1 pre-read receiving areas 1-4." This process erases the special symbol 1 pre-read data from the "special symbol 1 pre-read receiving area 4." If the special symbol 1 pre-read data is stored in the "special symbol 1 pre-read receiving area 3," the special symbol 1 pre-read data is shifted to the "special symbol 1 pre-read receiving area 4." If the special symbol 1 pre-read data is stored in the "special symbol 1 pre-read receiving area 2," the special symbol 1 pre-read data is shifted to the "special symbol 1 pre-read receiving area 3." If the special symbol 1 pre-read data is stored in the "special symbol 1 pre-read receiving area 1," the special symbol 1 pre-read data is shifted to the "special symbol 1 pre-read receiving area 2." In other words, the special symbol 1 pre-read receiving areas 1-4 of the sub-control circuit 60 always store the same special symbol 1 pre-read data in the same order as the special symbol 1 pre-read areas 1-4 of the main control circuit 40.

[0115] 6-5.SP Normal Mode The SP normal background image in Figure 19(c) is displayed on the effect symbol display 28 as a background image for effect symbol game during SP normal mode. This SP normal mode is an effect mode that heightens the player's anticipation for the three columns of effect symbols forming a jackpot combination in the effect symbol game image, and can only be switched from when the effect mode is set to normal mode. This SP normal mode has the same jackpot probability as in normal mode, set to the normal probability of 3 / 1201, and the start timing Ts of SP normal mode is set to the period from when the scrolling display of the three columns of effect symbols begins to before the scrolling display of the effect symbol in the left column stops (see b → c). This SP normal mode can continue until the end of a maximum of "10" effect symbol games, with the effect symbol game that started the SP normal mode being "0th play." During SP normal mode, the effect symbol game image is displayed superimposed on the SP normal background image. This SP normal mode is a presentation mode in which the cumulative set time when the game mode is set to the normal game mode is the second longest after the normal mode.

[0116] 6-6. Lucky Mode Figure 20 explains the lucky mode. This lucky mode is a presentation mode that suggests to the player that the probability of the three rows of presentation symbols forming a jackpot combination is temporarily higher than the usual probability in normal mode and SP normal mode, and is initiated by starting to display a lucky background image as the background image for the presentation symbol game (see a → b). This lucky background image is set to an image of a woman in a uniform, and during lucky mode, the presentation symbol game image is displayed overlaid on top of the lucky background image.

[0117] Lucky Mode starts at the same timing Ts as SP Lucky Mode (see a → b). If Lucky Mode is started during the "0th" symbol play, the three-row symbol combination will reach a reach state with a 100% probability (see b → c). During this symbol play, the three-row symbol combination will result in a jackpot combination (see c → d) or a reach-and-miss combination (see c → e). If the three-row symbol combination results in a jackpot combination during this symbol play, Lucky Mode ends upon the end of this symbol play. If the three-row symbol combination results in a reach-and-miss combination during this symbol play, the next symbol play will be counted as the "1st play," and Lucky Mode will continue until the end of the "7th" symbol play. Lucky Mode has the second-longest cumulative set time when the play mode is set to normal play mode, after SP Normal Mode.

[0118] 6-7. Super Lucky Mode Figure 21 explains the Super Lucky mode. This Super Lucky mode is a presentation mode for suggesting to the player that the probability of the three rows of presentation symbols forming a jackpot combination is temporarily higher than during the Lucky mode, and is initiated by starting to display a Super Lucky background image as the background image for the presentation symbol game (see a → b). This Super Lucky background image is set to an image of a woman raising her head in the air, and during the Super Lucky mode, the presentation symbol game image is displayed superimposed on the Super Lucky background image.

[0119] Super Lucky Mode starts at the same timing Ts as SP Normal Mode and Lucky Mode (see a → b). When Super Lucky Mode starts during the current symbol play, the three-row effect symbols will reach a reach state with a 100% probability (see b → c). During this symbol play, the three-row effect symbols will result in a jackpot combination (see c → d) or a reach-and-miss combination (see c → e). If the three-row effect symbols result in a jackpot combination during this symbol play, Super Lucky Mode ends upon the end of this symbol play. If the three-row effect symbols result in a reach-and-miss combination during this symbol play, Super Lucky Mode will continue until the next symbol play ends, counting the next play as the "first play." Super Lucky Mode is the effect mode with the second-longest cumulative set time after Lucky Mode when the play mode is set to normal play mode.

[0120] 6-8.Ultra Lucky Mode Figure 22 explains the Ultra Lucky mode. This Ultra Lucky mode is a presentation mode for suggesting to the player that the probability of the three rows of presentation symbols forming a jackpot combination is temporarily higher than in the Super Lucky mode, and is initiated by starting to display the Ultra Lucky background image as the background image for the presentation symbol game (see a → b). This Ultra Lucky background image is set to an image of a woman jumping, and during the Ultra Lucky mode, the presentation symbol game image is displayed superimposed on the Ultra Lucky background image.

[0121] Ultra Lucky Mode starts at the same start timing Ts as SP Normal Mode, Lucky Mode, and Super Lucky Mode (see a → b). When Ultra Lucky Mode starts during the current symbol play, the three rows of symbols will enter a reach state with a 100% probability (see b → c). During this symbol play, the three rows of symbols will either form a jackpot combination (see c → d) or a miss reach combination (see c → e). Ultra Lucky Mode ends when the current symbol play ends, regardless of the combination of the three rows of symbols. Ultra Lucky Mode is the mode with the shortest cumulative setting time when the play mode is set to normal play mode. 6-9.Hold performance 1 As shown in Fig. 19(a), a reserved display area H0 is set within the display area E of the effect symbol display device 28, and the sub-control circuit 60 starts displaying one reserved image within the reserved display area H0 in response to starting to display the image of the current effect symbol game. This sub-control circuit 60 erases the reserved image from the reserved display area H0 in response to stopping the display of the image of the current effect symbol game, and while the image of the effect symbol game is displayed, one reserved image is continuously displayed within the reserved display area H0.

[0122] 19(a), reserved display areas H1 to H4 are set within the display area E of the effect symbol display device 28. These reserved display areas H1 to H4 are arranged in a horizontal row, and the sub-control circuit 60 displays one reserved image within the reserved display area H1 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 4, displays one reserved image within the reserved display area H2 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 3, displays one reserved image within the reserved display area H3 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 2, and displays one reserved image within the reserved display area H4 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 1.

[0123] As shown in Fig. 19(b), the sub-control circuit 60 displays a cloud image C as a reserved image in each of the reserved display areas H0 to H4 during normal mode, and as shown in Fig. 19(c), displays a heart image H as a reserved image in each of the reserved display areas H0 to H4 during SP normal mode. This sub-control circuit 60 is configured to be able to switch the normal mode to each of the SP normal mode, lucky mode, super lucky mode, and ultra lucky mode at the start timing Ts of the state in which an image of a performance symbol game is displayed in normal mode, and when the normal mode is switched to the SP normal mode, a heart image H is displayed as a reserved image (see c), and when the normal mode is switched to any of the lucky mode, super lucky mode, and ultra lucky mode, a cloud image C is continuously displayed as a reserved image (see Figs. 20 to 22).

[0124] The sub-control circuit 60 is configured to be able to switch the SP normal mode to each of the lucky mode, super lucky mode, and ultra lucky mode at the start timing Ts when the image of the effect symbol game is displayed in the SP normal mode. This SP normal mode is an effect mode that displays a heart image H as a reserved image, and when the sub-control circuit 60 switches the SP normal mode to any of the lucky mode to ultra lucky mode, it displays the heart image H as the reserved image (see Figures 19(d) to (f)). In other words, the reserved number of special symbol 1 is notified to the player as the number of heart images H displayed or the number of cloud images C displayed in the reserved display areas H1 to H4.

[0125] 6-10.Holding effect 2 As shown in Fig. 18(e), special chart 2 read-ahead receiving areas 1 to 4 are set in the RAM of the sub-control circuit 60, and the sub-control circuit 60 stores the reception result of the special chart 2 read-ahead data in one of the special chart 2 read-ahead receiving areas 1 to 4 each time it receives special chart 2 read-ahead data from the main control circuit 40. These special chart 2 read-ahead receiving areas 1 to 4 store and erase special chart 2 read-ahead data in the same procedure as the special chart 1 read-ahead receiving areas 1 to 4, and the special chart 2 read-ahead receiving areas 1 to 4 always store the same special chart 2 read-ahead data as the special chart 2 read-ahead areas 1 to 4 of the main control circuit 40 in the same order.

[0126] When the effect mode is set to each of the chance mode, speed mode, and super speed mode, the sub-control circuit 60 starts displaying one cloud image C in the reserved display area H0 when it starts displaying the image of the current effect pattern game in response to receiving special symbol 2 game data, and erases one cloud image C from the reserved display area H0 when it stops displaying the image of the current effect pattern game. This sub-control circuit 60 displays one cloud image C in the reserved display area H1 when special symbol 2 pre-read data is stored in the special symbol 2 pre-read receiving area 4 during the chance mode to super speed mode, displays one cloud image C in the reserved display area H2 when special symbol 2 pre-read data is stored in the special symbol 2 pre-read receiving area 3, displays one cloud image C in the reserved display area H3 when special symbol 2 pre-read data is stored in the special symbol 2 pre-read receiving area 2, and displays one cloud image C in the reserved display area H4 when special symbol 2 pre-read data is stored in the special symbol 2 pre-read receiving area 1. In other words, hold effect 2 is an effect in which a number of cloud images C corresponding to the number of special chart 2 holds are displayed in the hold display areas H1 to H4, and is performed during chance mode, speed mode, and super speed mode.

[0127] 6-11.Pre-reading notice performance Figures 23 and 24 illustrate the reserved-game preview effect. This reserved-game preview effect suggests to the player that the three rows of symbols will form a winning combination with a probability of less than 100% during the "fourth" play of the reserved symbols corresponding to the reserved image in the reserved-game display area H4. It is initiated by changing the color of the reserved image in the reserved-game display area H4 from the standard white to the preview color red to notify the player that the reserved-game preview effect is stopped (see a → b). This reserved-game preview effect begins at preview timing T1 during the current play of the symbol. Preview timing T1 is set after the scrolling display of the three rows of symbols begins and before the start timing Ts of the SP normal mode to the ultra lucky mode. This reserved-game preview effect begins during both normal mode and SP normal mode, but does not begin during lucky mode, super lucky mode, or ultra lucky mode.

[0128] As shown in Figures 23(a) and (b), the hold pre-read preview effect can be started by changing the color of the cloud image C in the hold display area H4 from the normal color to the preview color red when the cloud image C is displayed. When the hold pre-read preview effect is started when the cloud image C is displayed, as shown in Figure 23(c), when the next "first" performance pattern play starts, the cloud image C is displayed in the preview color in the hold display area H3. As shown in Figure 23(d), when the "second" performance pattern play starts, the cloud image C is displayed in the preview color in the hold display area H2. As shown in Figure 23(e), when the "third" performance pattern play starts, the cloud image C is displayed in the preview color in the hold display area H1. As shown in Figure 23(f), when the "fourth" performance pattern play starts, the cloud image C is displayed in the preview color in the hold display area H0. The "fourth" performance pattern game corresponding to this cloud image C of the preview color ends when the three rows of performance patterns are missed and become a reach combination or a jackpot combination, and the cloud image C of the preview color in the reserved display area H0 is erased when the "fourth" performance pattern game ends.

[0129] As shown in Figures 24(a) and (b), the reserve read-ahead preview effect can be started by changing the color of the heart image H in the reserve display area H4 from the normal color to the preview color red when the heart image H is displayed. When the reserve read-ahead preview effect is started when the heart image H is displayed, as shown in Figure 24(c), when the next "first" performance pattern play starts, the heart image H is displayed in the preview color in the reserve display area H3. As shown in Figure 24(d), when the "second" performance pattern play starts, the heart image H is displayed in the preview color in the reserve display area H2. As shown in Figure 24(e), when the "third" performance pattern play starts, the heart image H is displayed in the preview color in the reserve display area H1. As shown in Figure 24(f), when the "fourth" performance pattern play starts, the heart image H is displayed in the preview color in the reserve display area H0. The "fourth" performance pattern game corresponding to this heart image of the preview color ends when the three rows of performance patterns miss and become a reach combination or a jackpot combination, and the heart image H of the preview color in the reserved display area H0 is erased when the "fourth" performance pattern game ends.

[0130] The reserve read-ahead notification process in Figure 25 is started each time the sub-control circuit 60 receives special pattern 1 game data from the main control circuit 40, and the sub-control circuit 60 determines whether or not to start the reserve read-ahead notification performance in the reserve read-ahead notification process, and if it determines that the reserve read-ahead notification performance will start during normal mode, it changes the cloud image C in the reserve display area H4 from the normal color to the notification color at the notification timing T1 of the current performance pattern play, and if it determines that the reserve read-ahead notification performance will start during SP normal mode, it changes the heart image H in the reserve display area H4 from the normal color to the notification color at the notification timing T1 of the current performance pattern play.

[0131] When the sub-control circuit 60 activates the hold read-ahead notice process, it proceeds to S201 and determines whether the current presentation mode is normal mode. If it determines that it is normal mode, it proceeds to S202, and if it determines that it is not normal mode, it proceeds to S210. In S210, it determines whether the current presentation mode is SP normal mode, and if it determines that it is SP normal mode, it proceeds to S202. In other words, the hold read-ahead notice presentation starts during both normal mode and SP normal mode, but does not start during lucky mode, super lucky mode, or ultra lucky mode.

[0132] When the sub-control circuit 60 proceeds to S202, it determines whether the reserved symbol pre-reading preview effect is currently stopped. If a cloud image C or a heart image H is not displayed in the preview color in any of the reserved symbol display areas H0-H4, it determines that the reserved symbol pre-reading preview effect is currently stopped. Then, in S203, it determines whether all of the special symbol pre-reading receiving areas 1-4 contain special symbol pre-reading data. If it determines that all of the special symbol pre-reading receiving areas 1-4 contain special symbol pre-reading data, it proceeds to S204, where it determines whether the reception result of the special symbol pre-reading data for this symbol play is a miss. If it determines that a miss is present, it proceeds to S205, where it determines whether all three of the special symbol pre-reading receiving areas (4 for the "first" symbol play, 3 for the "second" symbol play, and 2 for the "third" symbol play) contain a miss pre-reading result. If it is determined that there are miss prediction results for all three, the process moves to S206, and it is determined whether there is a jackpot prediction result in the special chart 1 prediction receiving area 1 for the "fourth" performance symbol game.

[0133] If the sub-control circuit 60 determines in S206 that there is a jackpot pre-read result in the special chart 1 pre-read receiving area 1, it determines in S207 with a high probability of less than 100% that the reserved pre-read notice performance will start, and if it determines in S206 that there is no jackpot pre-read result in the special chart 1 pre-read receiving area 1, it determines in S208 whether there is any of the pre-read results "PH01 to PH05" of the special chart variation pattern for the miss reach performance in the special chart 1 pre-read receiving area 1. If it determines here that there is a pre-read result of the special chart variation pattern for the miss reach performance, it proceeds to S209, and it determines with a low probability of more than 0% that the reserved pre-read notice performance will start. In other words, the reserved advance prediction performance suggests to the player with a probability of less than 100% that the three rows of performance symbols will form a jackpot combination, and in the "fourth" performance symbol play corresponding to the cloud image C or heart image H of the prediction color, the three rows of performance symbols will form a jackpot combination or a miss reach combination.

[0134] Figure 26 explains the transition of presentation modes by lottery among normal mode, SP normal mode, lucky mode, super lucky mode, and ultra lucky mode. Normal mode is the presentation mode that is initially set when the main power is turned on and is the presentation mode with the longest cumulative setting time when the game mode is set to normal game mode. This normal mode can be transitioned to all four of SP normal mode, ultra lucky mode, super lucky mode, and lucky mode by lottery while the hold pre-read preview presentation is stopped (see a). It can also be transitioned to two of Lucky mode and Super Lucky mode by lottery while the hold pre-read preview presentation is running (see b). SP normal mode is a presentation mode that differs only in terms of visual appearance from normal mode. This SP normal mode can be transitioned to three of Ultra Lucky mode, Super Lucky mode, and lucky mode by lottery while the hold pre-read preview presentation is stopped (see c). It can also be transitioned to two of Super Lucky mode and lucky mode by lottery while the hold pre-read preview presentation is running (see d).

[0135] 6-12. Mode lottery Figure 27 explains the mode lottery effect. This mode lottery effect is performed during the play of effect symbols in normal mode and during the play of effect symbols in SP normal mode. In normal mode when the reserved pre-read preview effect is stopped, the player is notified in advance of which of the four modes (SP normal mode, lucky mode, super lucky mode, or ultra lucky mode) the normal mode will transition to. In SP normal mode when the reserved pre-read preview effect is stopped, the player is notified in advance of which of the three modes (lucky mode, super lucky mode, or ultra lucky mode) the SP normal mode will transition to. This mode lottery effect notifies the player in advance of which of the two modes (lucky mode or super lucky mode) the normal mode will transition to by lottery in normal mode when the reserved pre-read preview effect is running. In SP normal mode when the reserved pre-read preview effect is running, the player is notified in advance of which of the two modes (lucky mode or super lucky mode) the SP normal mode will transition to by lottery.

[0136] The mode lottery effect in Figure 27 starts at an effect start timing Tps which is before the preview timing T1 of the pending advance preview effect and the start timing Ts of the effect mode, and stops at an effect end timing Tpe which is before the start timing Ts of the effect mode. In this mode lottery effect, the winning image Wo (see a), the winning image Wl (see b), the winning image Ws (see c), and the winning image Wu (see d) are variably displayed in a cyclical order of "winning image Wo → winning image Wl → winning image Ws → winning image Wu → winning image Wl..." within the lottery display area Ew in the upper left corner of the effect pattern display device 28, and then one of the winning images Wo to Wu is displayed in a static state. When the winning image Wo is statically displayed within the lottery display area Ew, an SP normal background image begins to be displayed in response to the start of SP normal mode at start timing Ts. When the winning image Wl is statically displayed, an SP normal background image begins to be displayed in response to the start of lucky mode at start timing Ts. When the winning image Ws is statically displayed, an super lucky background image begins to be displayed in response to the start of super lucky mode at start timing Ts. When the winning image Wu is statically displayed, an ultra lucky background image begins to be displayed in response to the start of ultra lucky mode at start timing Ts.

[0137] The mode determination process of Figure 28 is started after the pending read-ahead notification process of Figure 26 every time the sub-control circuit 60 receives special symbol 1 game data from the main control circuit 40, and in the mode determination process the sub-control circuit 60 determines whether or not to change the current presentation mode to another presentation mode, and if it determines that the current presentation mode should be changed to another presentation mode, it starts the other presentation mode at the start timing Ts during play of the current presentation pattern.

[0138] When the sub-control circuit 60 starts the mode determination process, it determines whether the number of reserved special figures 1 is the maximum "4" at S221 in FIG. 28. If it determines that the number of reserved special figures 1 is the maximum, it proceeds to S222, where it determines whether the current performance mode is normal mode. If it determines that it is normal mode, it proceeds to S223, where it determines whether the reserved pre-read notice performance is stopped. If a cloud image C of the notice color is displayed in any of the reserved display areas H0 to H4, it determines that the reserved pre-read notice performance is being executed, and it proceeds to S234 in FIG. 29.

[0139] If the cloud image C of the preview color is not displayed in any of the reserved display areas H0 to H4, the sub-control circuit 60 determines in S223 of Fig. 28 that the reserved pre-read preview performance is stopped, and in S224 draws a lottery to determine whether or not to set the start of SP normal mode. This lottery process is performed so that the start of SP normal mode is determined with a probability of 1 / 100, and after completing S224, the sub-control circuit 60 determines in S225 whether or not the start of SP normal mode has been drawn. If it is determined here that the start of SP normal mode has not been drawn, the process proceeds to S231 of Fig. 29.

[0140] When the sub-control circuit 60 determines that the start of the SP normal mode has been selected in S225 of Figure 28, it sets the start of the SP normal mode in S226 and sets the execution of the mode lottery effect in S227. This mode lottery effect is set to end with the static display of the winning image Wo, and when S227 is completed, the sub-control circuit 60 sets the value of the counter N to "10" in S228. When "N>0" is set, the sub-control circuit 60 subtracts "1" from the value of the counter N each time the image of the effect symbol game for special figure 1 game is stopped from being displayed. In other words, during normal mode, the SP normal mode is set by lottery provided that the reserved pre-reading notice effect is stopped, and the SP normal mode is not set while the reserved pre-reading notice effect is being executed.

[0141] If the sub-control circuit 60 determines in S222 of Fig. 28 that the current presentation mode is not normal mode, it determines in S229 whether the current presentation mode is SP normal mode. If it determines that it is SP normal mode, it proceeds to S230, where it determines whether the reserved pre-read preview presentation is being executed. If a heart image H in the preview color is not displayed in any of the reserved display areas H0 to H4, it determines that the reserved pre-read preview presentation is stopped and proceeds to S231 of Fig. 29. If a heart image H in the preview color is displayed in any of the reserved display areas H0 to H4, it determines that the reserved pre-read preview presentation is being executed and proceeds to S234 of Fig. 29.

[0142] When the sub-control circuit 60 proceeds to S231 in Figure 29, it determines whether the reception result of the special symbol 1 game data for this effect game contains a jackpot judgment result. If it determines that there is a jackpot judgment result here, it proceeds to S232, and when Ultra Lucky Mode is initiated, it is judged with an extremely high probability of less than 100%. If the sub-control circuit 60 determines in S231 that there is no jackpot judgment result in the reception result of the special symbol 1 game data, it determines in S241 whether there is any of the judgment results "PH01-PH05" of the special symbol variation pattern for the miss reach effect in the reception result of the special symbol 1 game data. If it determines that there is a judgment result of the special symbol variation pattern for the miss reach effect here, it proceeds to S242, and when Ultra Lucky Mode is initiated, it is judged with an extremely low probability of more than 0%. In other words, Ultra Lucky Mode is initiated in both Normal Mode and SP Normal Mode when the reserved advance preview performance is stopped, and is not initiated in either Normal Mode or SP Normal Mode when the reserved advance preview performance is running. When Ultra Lucky Mode is initiated, the three rows of performance symbols will reach a reach state on the Ultra Lucky background image, and then will become a jackpot combination or a miss reach combination.

[0143] After completing S232 or S242, the sub-control circuit 60 determines in S233 whether or not the start of the Ultra Lucky mode has been determined. If it is determined that the Ultra Lucky mode has been started, the process proceeds to S249, where it determines that a mode lottery effect will be executed. This mode lottery effect is set to end with the still display of the winning image Wu, and after completing S249, the sub-control circuit 60 sets the value of the counter N to "1" in S250.

[0144] If the sub-control circuit 60 determines in S233 that the start of the Ultra Lucky mode has not been determined, it proceeds to S234. This sub-control circuit 60 proceeds from S223 or S230 in Fig. 28 to S234 in Fig. 29 without determining whether or not to start the Ultra Lucky mode in the normal mode and SP normal mode in which the reserved pre-read notice performance is being executed, and when the sub-control circuit 60 proceeds to S234, it determines whether or not there is a pre-read result of a jackpot in any of the special chart 1 pre-read receiving areas 1 to 4.

[0145] If the sub-control circuit 60 determines in S234 that there is a jackpot pre-read result, it proceeds to S235 and detects mode table 1 from ROM. Figure 30(a) shows mode table 1. This mode table 1 assigns a high selection probability to super lucky mode and a low selection probability to lucky mode, and if the sub-control circuit 60 detects mode table 1 in S235 of Figure 29, it proceeds to S236 and selects super lucky mode from mode table 1 with a high probability (< extremely high probability) and a low probability (> extremely low probability).

[0146] If the sub-control circuit 60 determines in S234 that there is no jackpot pre-read result in any of the special symbol 1 pre-read receiving areas 1-4, it determines in S243 whether any of the pre-read results "PH01-PH05" of the special symbol variation pattern for the miss reach effect are present in the special symbol 1 pre-read receiving area 1 for the "fourth" effect symbol game. If it determines that there is a pre-read result of the special symbol variation pattern for the miss reach effect, it proceeds to S244 and detects mode table 2 from the ROM. Figure 30(b) shows mode table 2. This mode table 2 assigns a high selection probability to lucky mode and a low selection probability to super lucky mode. If the sub-control circuit 60 detects mode table 2 in S244 of Figure 29, it proceeds to S236 and selects super lucky mode from mode table 2 with a low probability (< high probability) and lucky mode with a high probability (> low probability).

[0147] The probability of selecting Ultra Lucky Mode is set so that probability Xu is the highest among the probability Xu that the three rows of effect symbols will form a jackpot combination during Ultra Lucky Mode, probability Xs that the combination will form a jackpot combination during Super Lucky Mode, and probability XL that the combination will form a jackpot combination during Lucky Mode.The probability of selecting Super Lucky Mode in Mode Table 1 and Mode Table 2 is set so that probability Xs is intermediate among probabilities Xu, Xs, and XL, and probability XL is the lowest, and the player's expectations for the effect modes increase in the order of [1] Normal Mode → [2] SP Normal Mode → [3] Lucky Mode → [4] Super Lucky Mode → [5] Ultra Lucky Mode.

[0148] 29, the sub-control circuit 60 determines in S237 whether or not the lucky mode has been selected. If it determines that the lucky mode has been selected, the process proceeds to S238, where the start of the lucky mode is set. Then, in S239, the value of the counter N is set to "7," and in S240, a determination is made as to whether or not to execute the mode lottery effect. This mode lottery effect is set to end with the still display of the winning image Wl, and when the normal mode or the special normal mode transitions to the lucky mode, three rows of effect symbols are displayed on the lucky background image in a ready-to-win state.

[0149] 29, if the sub-control circuit 60 determines that the Lucky mode has not been selected, it determines in S245 whether or not the Super Lucky mode has been selected. If it determines that the Super Lucky mode has been selected, it proceeds to S246, where it sets the start of the Super Lucky mode. Then, in S247, it sets the value of the counter N to "4," and it determines in S248 whether or not to execute the mode lottery effect. This mode lottery effect is set to end with the still display of the winning image Ws, and when the normal mode or the SP normal mode transitions to the Super Lucky mode, three rows of effect symbols will be in a ready-to-win state on the Super Lucky background image.

[0150] The mode stop process of Figure 30(c) is started each time the sub-control circuit 60 receives a special Figure 1 variation stop command from the main control circuit 40. When the sub-control circuit 60 starts the mode stop process, it compares the value of counter N with "0" in S261. If it determines that "N>0", it proceeds to S262, where it subtracts "1" from the value of counter N. Then, in S263, it compares the result of the subtraction of the value of counter N with "0", and if it determines that "N=0", it proceeds to S264.

[0151] If the sub-control circuit 60 determines "N>0" in S263, it proceeds to S265 and determines whether the reception result of the special symbol 1 game data for the current effect symbol game includes a jackpot determination result. If it determines that a jackpot determination result exists, it sets the value of counter N to "0" in S266 and proceeds to S264. When the sub-control circuit 60 proceeds to S264, it sets the SP normal mode to end with the current effect symbol game during the SP normal mode, sets the lucky mode to end with the current effect symbol game during the lucky mode, sets the super lucky mode to end with the current effect symbol game during the super lucky mode, and sets the ultra lucky mode to end with the current effect symbol game during the ultra lucky mode.

[0152] Figure 31(a) explains the flow of Ultra Lucky Mode. This Ultra Lucky Mode allows transition from both Normal Mode and SP Normal Mode when the reserved pre-read preview effect is stopped, but does not allow transition from Normal Mode and SP Normal Mode when the reserved pre-read preview effect is running. This Ultra Lucky Mode is initiated when the background image is switched to the Ultra Lucky background image during the current presentation symbol game. During the current presentation symbol game, the three columns of presentation symbols on the Ultra Lucky background image go through a reach state and then become a jackpot combination or a reach-to-miss combination. This Ultra Lucky Mode ends when the current presentation symbol game ends.

[0153] Figure 31(b) explains the flow of the Super Lucky Mode. This Super Lucky Mode can be entered from both Normal Mode and SP Normal Mode when the reserved pre-read preview effect is stopped, and from both Normal Mode and SP Normal Mode when the reserved pre-read preview effect is active. This Super Lucky Mode is initiated when the background image is switched to the Super Lucky background image during the current symbol play. During this symbol play, the three-row symbol combination on the Super Lucky background image undergoes a reach-and-win state and then becomes a jackpot combination or a reach-and-miss combination. If the three-row symbol combination forms a jackpot combination during this symbol play, the Super Lucky Mode ends upon the end of this symbol play. If the three-row symbol combination forms a reach-and-miss combination, the Super Lucky Mode continues.

[0154] If Super Lucky Mode continues, the next first symbol play will begin with a Super Lucky background image. If the three-row symbol combination forms a jackpot during this first symbol play, Super Lucky Mode will end as the first symbol play ends. If the three-row symbol combination ends in a miss, resulting in a reach combination or a complete miss, Super Lucky Mode will continue. If Super Lucky Mode continues, the next second symbol play will begin with a Super Lucky background image. If the three-row symbol combination forms a jackpot during this second symbol play, Super Lucky Mode will end as the second symbol play ends. If the three-row symbol combination ends in a miss, resulting in a reach combination or a complete miss, Super Lucky Mode will continue.

[0155] If Super Lucky Mode continues, the next third symbol game will begin with a Super Lucky background image. If the three rows of symbols form a jackpot combination during this third symbol game, Super Lucky Mode will end upon the end of the third symbol game. If the three rows of symbols form a miss-reach combination or a complete miss combination, Super Lucky Mode will continue. If Super Lucky Mode continues, the next fourth symbol game will begin with a Super Lucky background image. During this fourth symbol game, the three rows of symbols form a jackpot combination or a miss-reach combination, and Super Lucky Mode will end upon the end of the fourth symbol game.

[0156] Figure 32 illustrates an example of when the Super Lucky Mode is initiated in normal mode while the reserved-forward preview effect is running. In this case, during the "0th" symbol play, the color of the cloud image C in the reserved display area H4 changes from the normal color to the preview color (see a → b). When the "1st" symbol play begins, the preview-colored cloud image C appears in the reserved display area H3. When the "2nd" symbol play begins, the preview-colored cloud image C appears in the reserved display area H2. When the "3rd" symbol play begins, the preview-colored cloud image C appears in the reserved display area H1 (see c). For example, if the number of reserved special symbols 1 becomes "4" during this time, the Super Lucky Mode effect begins with the preview-colored cloud image C displayed in the reserved display area H1 (see c → d). Then, when playing the "fourth" performance pattern corresponding to the cloud image C of the predicted color, the cloud image C of the predicted color is displayed in the pending display area H0 (see e), and the three rows of performance patterns become a jackpot combination (see e→f) or a miss reach combination (see e→h).

[0157] If the three rows of symbols form a winning combination on the "fourth" symbol play, the Super Lucky Mode ends, the mode is set to Chance Mode, and the Chance background image is displayed from the next symbol play (see f → g). If the three rows of symbols form a miss combination on this "fourth" symbol play, the Super Lucky Mode also ends, and the mode is set to Normal Mode, and the normal background image is displayed from the next symbol play (see h → i).

[0158] Figure 33 explains the flow of the Lucky Mode. This Lucky Mode can be entered from both the Normal Mode and the SP Normal Mode when the reserved pre-read preview effect is stopped, and from both the Normal Mode and the SP Normal Mode when the reserved pre-read preview effect is running. This Lucky Mode is initiated when the background image is switched to the Lucky Background Image during the current presentation symbol game. During this presentation symbol game, the three presentation symbols form a jackpot combination or a miss-lead combination. If the three presentation symbols form a jackpot combination, the Lucky Mode ends upon the end of this presentation symbol game.

[0159] Lucky Mode ends in the same way as Super Lucky Mode, except that the maximum number of times it can continue is "7 times." If a three-row combination of symbols is a jackpot on each of the first through sixth symbol plays, Lucky Mode ends with that symbol play. This Lucky Mode continues in the same way as Super Lucky Mode, and if a three-row combination of symbols is a miss on each of the first through sixth symbol plays, resulting in a reach combination or a complete miss, Lucky Mode continues until the next symbol play. On the seventh symbol play, Lucky Mode ends regardless of the type of combination of symbols in the three rows.

[0160] 7-1.Main processing 34(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.

[0161] 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 34(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.

[0162] 8-3-1. Received command analysis processing 35(a) shows the received command analysis process of S111. In S121, the sub-control circuit 60 determines whether the special image 1 pre-read data or the special image 2 pre-read data from the main control circuit 40 is stored in the receive buffer. If it is determined that the special image 1 pre-read data or the special image 2 pre-read data is stored, the process proceeds to S122, where the special image 1 pre-read data or the special image 2 pre-read data in the receive buffer is shifted to the special image pre-read area of ​​the RAM. This special image pre-read area is set up with special image 1 pre-read receiving areas 1-4 and special image 2 pre-read receiving areas 1-4. The sub-control circuit 60 shifts the special image 1 pre-read data to one of the special image 1 pre-read receiving areas 1-4 in the same procedure as the main control circuit 40, and shifts the special image 2 pre-read data to one of the special image 2 pre-read receiving 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 image 1 pre-read data and special image 2 pre-read data as the main control circuit 40.

[0163] 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 Figure 35 (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. Figure 35 (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 the judgment of whether or not there is a win, the result of the judgment of the type of jackpot, the result of the judgment of the special symbol change pattern, and the result of the judgment of whether or not there is a fall) or the reception result of the special symbol 2 game data (the result of the judgment of whether or not there is a win, the result of the judgment of the type of jackpot, the result of the judgment of the special symbol change pattern, and the result of the judgment of whether or not there is a fall) from the receiving buffer at S141. The reserved pre-reading notice process of Figure 25 and the mode judgment process of Figures 28 to 29 are executed in the symbol game performance start process at S124.

[0164] When the sub-control circuit 60 completes S141 in Fig. 35(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.

[0165] The sub-control circuit 60 determines whether or not the fluctuation stop command 1 or the fluctuation stop command 2 from the main control circuit 40 is stored in the receive buffer at S125 in Fig. 35(a), and if it determines that the fluctuation stop command 1 or the fluctuation stop command 2 is stored, it determines and displays the three columns of effect symbols according to the combination set result at S124 in the symbol game effect stop processing at S126. The mode stop processing at Fig. 30(c) is executed in the symbol game effect stop processing at S126.

[0166] 35(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.

[0167] According to the above-mentioned first embodiment, the following effects are achieved. When the preview-colored cloud image C is displayed while the image of the effect symbol game is superimposed on the normal background image, the player is informed that the predictive result of the win or loss indicates a jackpot. When the background image of the effect symbol game is switched from the normal background image to the lucky background image or the super lucky background image in this predictive state, the preview-colored cloud image C continues to be displayed, and the image of the effect symbol game is displayed superimposed on the lucky background image or the super lucky background image (see Figure 32), so that the display content of the effect symbol display device 28 has a significant visual change from the player's perspective. Moreover, since the background image of the effect symbol game cannot be switched from the normal background image to either the SP normal background image or the ultra lucky background image while the preview-colored cloud image C is displayed, the value of the image with a significant change is enhanced. Therefore, when the image of the performance symbol game is displayed superimposed on the lucky background image or the super lucky background image in the display state of the cloud image C of the preview color, the expectation of the player that there will be a big win in the predicted result of winning or losing is increased, and the entertainment value of the game is improved.

[0168] The player is informed that the probability of a jackpot being announced by the image of the effect symbol game has increased by switching the background image of the effect symbol game from a normal background image to a lucky background image or a super lucky background image while the cloud image C of the preview color is not displayed. Therefore, when the switching from the normal background image to the super lucky background image is executed while the cloud image C of the preview color is displayed, the player's expectations for a jackpot in the prediction result are greatly increased. When the background image of the performance symbol game is switched from a normal background image to a lucky background image or a super lucky background image while the cloud image C of the predicted color is displayed, images of the performance symbol game up to four times are displayed superimposed on the lucky background image or the super lucky background image, and the cloud image C of the predicted color is continued with images of the performance symbol game up to "four times", so that the player's expectation that there will be a jackpot in the predicted result of winning or losing is also continued for a long time. The player is informed in advance whether the presentation mode can be switched from the normal mode to the SP normal mode, the lucky mode, the super lucky mode or the ultra lucky mode in response to execution of the mode lottery presentation during the presentation symbol game, thereby improving the entertainment value of the game.

[0169] When an image of a special symbol game is displayed superimposed on a normal background image and a cloud image C begins to be displayed in a preview color within the reserve display area H4, the player is informed that a jackpot will be announced on the "fourth" special symbol game corresponding to the cloud image C within the reserve display area H4, and each time a new image of a special symbol game begins to be displayed, the display area of ​​the preview color cloud image C changes from reserve display area H3 → reserve display area H2 → reserve display area H1 → reserve display area H0. When the background image of the effect symbol game is switched from a normal background image to a lucky background image or a super lucky background image while this cloud image C of the preview color is displayed in the reserved display area H4, the cloud image C of the preview color will be continuously displayed until the image of the effect symbol game for the "fourth time" stops being displayed, and when the background image of the effect symbol game is switched from a normal background image to a lucky background image or a super lucky background image while the cloud image C of the preview color is displayed in the reserved display area H3, the cloud image C of the preview color will be continuously displayed until the image of the effect symbol game for the "third time" stops being displayed, and when the background image of the effect symbol game is switched from a normal background image to a lucky background image or a super lucky background image while the cloud image C of the preview color is displayed in the reserved display area H2 In the case where the background image for the effect symbol game is switched from a normal background image to a lucky background image or a super lucky background image while the cloud image C of the preview color is displayed in the reserved display area H1, the cloud image C of the preview color is continuously displayed until the image for the "first" effect symbol game is stopped from being displayed, and in the case where the background image for the effect symbol game is switched from a normal background image to a lucky background image or a super lucky background image while the cloud image C of the preview color is displayed in the reserved display area H0, the cloud image C of the preview color is continuously displayed until the image for the current effect symbol game is stopped from being displayed, so that the display content of the effect symbol display device 28 has a significant visual change from the player's perspective. This increases the player's anticipation for being notified of a jackpot in the effect symbol game corresponding to the cloud image C of the preview color, improving the entertainment value of the game.

[0170] The effect symbol game image is displayed in either normal mode, SP normal mode, or Super Lucky mode. Normal mode displays a cloud image C as the reserved image, and the reserved pre-read preview effect is enabled. SP normal mode displays a heart image H as the reserved image. SP normal mode enables the reserved pre-read preview effect, and transition from normal mode to SP normal mode is enabled while the reserved pre-read preview effect is stopped, but disabled while the reserved pre-read preview effect is running. Super Lucky mode suggests to the player that the pre-read result indicates a jackpot in response to the display of a Super Lucky background image, and transition from normal mode to SP normal mode is possible whether the reserved pre-read preview effect is stopped or running. When Super Lucky mode is entered from normal mode, a cloud image C is displayed as the reserved image, and when entered from SP normal mode, a heart image H is displayed as the reserved image. Therefore, the cloud image C and the heart image H are displayed in their preview colors superimposed on the Super Lucky background image. In this super lucky mode, the player's expectations for a big win are greatly increased, improving the entertainment value of the game.

[0171] [Example 2] 10-1. Big hit notice performance Figure 36 illustrates the jackpot preview effect. This jackpot preview effect involves a three-row scrolling display of display symbols, followed by a cut-in display of jackpot preview image 1 (see a → b) or jackpot preview image 2 (see a → c), suggesting to the player that the three rows of display symbols will form a jackpot combination in the current display symbol game. The jackpot preview process of Figure 36(d) is initiated each time the sub-control circuit 60 receives special symbol 1 game data from the main control circuit 40. The sub-control circuit 60 determines whether or not to execute the jackpot preview effect and the type of jackpot preview image in the jackpot preview process. If it determines to execute the jackpot preview effect, it executes the jackpot preview effect in the current display symbol game based on the result of the determination of the type of jackpot preview image.

[0172] When the sub-control circuit 60 starts the jackpot notice process, it determines in S271 whether the current presentation mode is normal mode or not, and if it determines that it is normal mode, it determines in S272 whether there is a jackpot judgment result in the reception result of the special chart 1 game data. If it determines that there is a jackpot judgment result here, it proceeds to S273, and if it determines that there is no jackpot judgment result, it proceeds to S274.

[0173] When the sub-control circuit 60 shifts to S273, it determines with a low probability that a jackpot notice performance will be executed, and when it shifts to S274, it determines with an extremely low probability (<low probability) that a jackpot notice performance will be executed. In each of S273 and S274, when it determines that a jackpot notice performance will be executed, it determines with a probability of "50%" whether to display jackpot notice image 1 and jackpot notice image 2.

[0174] 10-2. Rush Mode FIG. 37 explains the rush mode. This rush mode is initiated when the current presentation mode is the normal mode. During the rush mode, the player is notified that the rush mode is in progress by displaying an announcement image saying "RUSH MODE IN PROGRESS" overlaid on the normal background image (see b-c). This rush mode ends when the set time of "10 minutes" has elapsed since the start of the rush mode. When the rush mode ends, the announcement image saying "RUSH MODE IN PROGRESS" disappears, notifying the player that the rush mode has ended. This rush mode is a mode that produces a jackpot preview presentation with a higher probability than when the rush mode is stopped. During the rush mode, the display of the jackpot preview image 1 (see a-b) and the jackpot preview image 2 (see a-c) are both performed with high frequency.

[0175] The rush mode processing in Figure 37(d) is started every time the sub-control circuit 60 receives special symbol 1 game data from the main control circuit 40, and the sub-control circuit 60 determines whether or not to execute a jackpot preview performance in the rush mode processing, and if it determines that a jackpot preview performance should be executed, it determines whether to display jackpot preview image 1 or jackpot preview image 2, and executes the jackpot preview performance for this performance symbol game based on the determination result of the type of jackpot preview image.

[0176] When the sub-control circuit 60 starts the rush mode process, it determines in S281 whether or not the system is in rush mode, and if it determines that it is in rush mode, it determines in S282 whether or not the reception result of the special chart 1 game data contains a jackpot determination result. If it determines that there is a jackpot determination result here, it proceeds to S283, and if it determines that there is no jackpot determination result, it proceeds to S284. When this sub-control circuit 60 proceeds to S283, it determines with a medium probability (> the low probability of S273) whether to execute the jackpot notice performance, and if it determines that the jackpot notice performance will be executed, it determines with a "50%" probability whether or not to display the jackpot notice image 1 and the jackpot notice image 2. When this sub-control circuit 60 transitions to S284, it determines with a low probability (>extremely low probability of S274) whether to execute a jackpot preview performance, and if it determines that a jackpot preview performance will be executed, it determines with a probability of "50%" whether to display jackpot preview image 1 and jackpot preview image 2.

[0177] 10-3.RTC Mode Figure 38 explains the RTC mode. This RTC mode is initiated when the current time reaches a set time every two hours in normal mode, and during RTC mode, an announcement image saying "RTC mode activated" is displayed over the normal background image, thereby informing the player that RTC mode is in effect (see b). This RTC mode ends when the set time of "10 minutes" has elapsed since the RTC mode started, and when RTC mode ends, the announcement image saying "RTC mode activated" is erased, thereby informing the player that RTC mode has ended.

[0178] The "dinosaur" jackpot preview image 3 in Figure 38(b) is an image that is displayed only during RTC mode and is not displayed outside of RTC mode. This jackpot preview image 3 is displayed as a cut-in with three rows of effect symbols scrolling (see a → b), suggesting to the player that the three rows of effect symbols will form a jackpot combination in this effect symbol game. The probability that the three rows of effect symbols will form a jackpot combination when this jackpot preview image 3 is displayed is set to be higher than the probability that the three rows of effect symbols will form a jackpot combination when jackpot preview image 1 is displayed or when jackpot preview image 2 is displayed.

[0179] The RTC mode processing of Figure 38(c) is initiated whenever the sub-control circuit 60 receives special game data from the main control circuit 40. The sub-control circuit 60 determines whether or not to display the jackpot preview image 3 during the RTC mode processing. If it determines that the jackpot preview image 3 should be displayed, it displays the jackpot preview image 3 for the current effect symbol game. When the sub-control circuit 60 initiates the RTC mode processing, it determines whether or not the RTC mode is active in S291. If it determines that the RTC mode is active, it proceeds to S292, where it determines whether or not the reception result of the special game data indicates a jackpot. If it determines that a jackpot is detected, it proceeds to S293, where it determines with 100% probability that the jackpot preview image 3 will be displayed. If it determines in S292 that the reception result of the special game data indicates no jackpot, it proceeds to S294, where it determines with extremely low probability that the jackpot preview image 3 will be displayed.

[0180] The mode transition process of Figure 39 is executed by the sub-control circuit 60 in place of the mode determination process of Figures 28 and 29, and the sub-control circuit 60 determines whether to start rush mode or RTC mode in the mode transition process, and if it determines to start rush mode, it starts rush mode at the start timing Ts during play of the current performance pattern, and if it determines to start RTC mode, it starts RTC mode at the start timing Ts during play of the current performance pattern.

[0181] When the sub-control circuit 60 starts the mode transition process, it determines in S301 whether the current presentation mode is normal mode. If it determines that it is normal mode, it proceeds to S302, where it determines whether a cloud image C is displayed in the preview color in any of the reserved display areas H0 to H4. If it determines that a cloud image C is not displayed in the preview color in any of the reserved display areas H0 to H4, it proceeds to S303, where it determines whether or not to start rush mode. This determination process is performed by lottery so that there is a 1 / 100 chance that rush mode will be started, and the sub-control circuit 60 proceeds to S304 after completing S303.

[0182] When the sub-control circuit 60 proceeds to S304, it detects the result of the rush mode lottery. If it determines that the rush mode lottery result is a win, it starts the rush mode at the start timing Ts during the current effect symbol game in S305. If it determines that the rush mode lottery result is a loss, it compares the current time with each of multiple set times for the RTC mode in S306. If it determines that the current time is one of the multiple set times, it starts the RTC mode at the start timing Ts during the current effect symbol game in S307.

[0183] If the sub-control circuit 60 determines in S302 that a cloud image C is displayed in a preview color in one of the reserved display areas H0-H4, it proceeds to S306. If it determines that the current time is one of the multiple set times, it starts the RTC mode at the start timing Ts during the current effect symbol play in S307. That is, the RTC mode can be started in normal mode whether the reserved pre-read preview effect is stopped or running. If the RTC mode is started during the execution of the reserved pre-read preview effect, the preview color cloud image C will be displayed continuously until the RTC mode duration reaches the upper limit of "10 minutes" or the effect symbol play corresponding to the preview color cloud image C ends. The rush mode can be started while the reserved pre-read preview effect is stopped, but cannot be started while the reserved pre-read preview effect is running. Note that the SP normal mode, lucky mode, super lucky mode, and ultra lucky mode of Example 1 have been abolished.

[0184] According to the second embodiment, the following effects are achieved. When the background image for the effect symbol game is switched from a normal background image to an RTC mode background image while the cloud image C in the preview color is displayed on the effect symbol display 28, the RTC mode background image is displayed as the background image for the effect symbol game while the cloud image C in the preview color continues to be displayed, so that the display content of the effect symbol display 28 has a significant visual change from the player's perspective. Moreover, since the background image for the effect symbol game cannot be switched from a normal background image to a rush mode background image while the cloud image C in the preview color is displayed, the value of images with significant changes is enhanced. Therefore, when the RTC mode background image is displayed while the cloud image C in the preview color is displayed, the player's anticipation for a win or loss prediction result is heightened, improving the entertainment value of the game.

[0185] [Example 3] The hold notice processing of Figure 40(d) is executed by the sub-control circuit 60 in place of the hold advance read notice processing of Figure 25, and when the sub-control circuit 60 receives special symbol 1 game data, it determines in S311 whether the current presentation mode is normal mode. If it determines that it is normal mode, it determines in S312 whether the special symbol variation pattern "PO01" is present in the reception result of the special symbol 1 game data. This special symbol variation pattern "PO01" is used to display the battle image BL1 of a winning outcome, and when the sub-control circuit 60 determines that the special symbol variation pattern "PO01" is present, it proceeds to S313 and determines with a high probability that the hold notice presentation will be executed in this presentation pattern game.

[0186] If the sub-control circuit 60 determines that there is no determination result for the special symbol variation pattern "PO01", it proceeds to S314 and determines whether or not there is a determination result for the special symbol variation pattern "PH01" in the reception result of the special symbol 1 game data. This special symbol variation pattern "PH01" is for displaying the battle image BL1 of the defeat ending, and if the sub-control circuit 60 determines that there is a determination result for the special symbol variation pattern "PH01", it proceeds to S315 and determines with a low probability that a hold notice performance will be executed in this performance symbol game.

[0187] The hold preview effect changes the color of the cloud image C in the hold display area H0 for the current effect symbol game from the normal color to the preview color at preview timing T1 (see a → b). When this hold preview effect is executed in the current effect symbol game, a reach state occurs with 100% probability while the preview color cloud image C is displayed, and after the battle image BL1 begins to be displayed with 100% probability while the preview color cloud image C is displayed (see b → c), the three columns of effect symbols form a jackpot combination or a reach-to-win combination. In other words, the battle image BL1 begins to be displayed while the hold preview effect is stopped and is being executed. If the battle image BL1 begins to be displayed while the hold preview effect is being executed, the preview color cloud image C will continue to be displayed until the effect symbol game image stops being displayed. The battle images BL2 to BL4 each begin to be displayed while the hold preview effect is stopped, but do not begin to be displayed while the hold preview effect is being executed.

[0188] According to the third embodiment, the following effects are achieved. When the hold notice effect starts while the effect symbol game image is displayed superimposed on the normal background image, the player is informed that a jackpot will be announced for this effect symbol game. If the battle image BL1 starts to be displayed during this hold notice effect, the hold notice effect continues, and the display content of the effect symbol display 28 from the player's perspective undergoes a major visual change. Moreover, since the background image for the effect symbol game cannot be switched from the normal background image to any of the battle images BL2 to BL4 during the hold notice effect, the value of images with major changes is enhanced. Therefore, when the battle image BL1 is displayed during the hold notice effect, the player's anticipation for a jackpot is heightened, improving the entertainment value of the game. In the above-mentioned Examples 1 to 3, a player may be hinted at a jackpot by displaying a preview image different from the cloud image C outside the reserved display areas H0 to H4 within the display area E of the effect symbol display device 28.

[0189] In addition to the inventions described in the claims, Examples 1 to 3 above also describe the following [Reference Invention 1-1] to [Reference Invention 1-7]. Some gaming machines are configured to determine whether a game ball enters a starting area when it is possible to determine whether it is a win or a loss, and to notify the player of the result of the determination by displaying a symbol game image each time a win or a loss is determined. In this gaming machine, when it is not possible to determine whether a game ball enters a starting area, a win or a loss is predicted in advance, and the determination process is suspended until a state in which it is possible to determine whether a game ball is a win or a loss is reached (see Japanese Patent Application Laid-Open No. 2010-17425). Some gaming machines are configured to notify the player of the number of pending win or loss determination processes by displaying a pending image in a normal format. In this configuration, the player is informed of a win in the symbol game from this point onward by changing the pending image from a normal format to a predictive format, suggesting to the player that a win will be announced, leaving room for improvement in terms of the game's appeal.

[0190] [Reference Invention 1-1] A winning / loose determination means for determining whether a game ball is a winning or loose ball each time the game ball enters the starting area in a state where it is possible to determine whether the game ball is a winning or loose ball, and for predicting whether the game ball is a winning or loose ball each time the game ball enters the starting area in a state where it is not possible to determine whether the game ball is a winning or loose ball, and suspending the winning or loose determination process until it is possible to determine whether the game ball is a winning or loose ball; A display that displays an image of a symbol game that notifies the player of the result of the winning or losing decision; A symbol game means for displaying a symbol game image on the display device in one of a plurality of different presentation modes; A notice image is displayed on the display device to suggest to the player that a win will be announced in the symbol game from this time onwards, and the display of the notice image is started in a state where the symbol game image is displayed in one of the plurality of presentation modes, The symbol game means is configured to be able to switch the presentation mode of the symbol game image to a predetermined presentation mode different from the one presentation mode among the plurality of presentation modes when the symbol game image is displayed in the one presentation mode and the preview image is displayed, The gaming machine is characterized in that the preview presentation means continues to display the preview image when the presentation mode of the image of the pattern game is switched from one presentation mode to the specified presentation mode while the preview image is displayed. According to the above means, when the symbol game image is displayed in one presentation mode and the preview image is also displayed, the player is informed that a win will occur in the symbol game from this point onwards. In this state, when the presentation mode of the symbol game image is switched from one presentation mode to a predetermined presentation mode, the preview image continues to be displayed while the symbol game image is displayed in the predetermined presentation mode, so that the display content of the display device has a significant visual change from the player's point of view. This increases the player's sense of anticipation for a win, improving the entertainment value of the game. In the embodiment, the first start port 18 and the second start port 23 each correspond to a start area, and the state in which the special chart 1 game, the special chart 2 game, the small hit game, and the big hit game are all stopped corresponds to a state in which it is possible to determine whether or not a win has been won, and the state in which any of the special chart 1 game to the big hit game is being executed corresponds to a state in which it is impossible to determine whether or not a win has been won, the main control circuit 40 corresponds to a win / loss determination means, the performance pattern display 28 corresponds to a display, the cloud image C of the notice color corresponds to a notice image, the sub-control circuit 60 corresponds to a pattern game means and a notice performance means, the image of the performance pattern game corresponds to an image of the pattern game, and the no for normal mode Each of the normal background image, chance background image for chance mode, speed background image for speed mode, super speed background image for super speed mode, normal background image for normal mode, SP normal background image for SP normal mode, lucky background image for lucky mode, super lucky background image for super lucky mode, and ultra lucky background image for ultra lucky mode corresponds to a presentation mode, the normal background image corresponds to one presentation mode, and each of the lucky background image and super lucky background image corresponds to a predetermined presentation mode.

[0191] [Reference Invention 1-2] The gaming machine described in [Reference Invention 1-1] is characterized in that the pattern game means is unable to switch the presentation mode of the pattern game image to another one of the plurality of presentation modes different from the specified one when the pattern game image is displayed in the one presentation mode and the preview image is displayed. According to the above means, the presentation mode of the image of the symbol game cannot be switched from one presentation mode to another presentation mode while the preview image is displayed. Therefore, the value of the image in which the preview image is displayed in a predetermined presentation mode is increased, so that when the presentation mode is switched from one presentation mode to a predetermined presentation mode while the preview image is displayed, the player's expectations for a win are greatly increased. In the embodiment, the SP normal background image and the ultra lucky background image each correspond to a different presentation mode.

[0192] [Reference Inventions 1-3] The symbol game means is configured to be able to display images of a plurality of consecutive symbol games in the predetermined presentation mode when the presentation mode of the symbol game images is switched from the one presentation mode to the predetermined presentation mode while the preview image is displayed, The gaming machine described in [Reference Invention 1-1] is characterized in that the preview presentation means is capable of continuously displaying the preview image with two or more consecutive pattern game images in the predetermined presentation mode when the presentation mode of the pattern game image is switched to the predetermined presentation mode while the preview image is displayed. According to the above means, when the presentation mode of the image of the symbol game is switched from one presentation mode to a predetermined presentation mode while the preview image is displayed, the image of two or more symbol games is continuously displayed while the preview image is displayed, so that the player's expectation for a win is maintained for a long time.

[0193] [Reference Inventions 1-4] The gaming machine described in [Reference Invention 1-1] is characterized by being equipped with a suggestion display means that performs a suggestion display that suggests to the player in advance which display mode the image of the pattern game will be switched to from the one display mode. According to the above means, the player is given a hint in advance as to which presentation mode the image in the symbol game will be switched from one presentation mode to another, thereby improving the entertainment value of the game. The mode lottery effect in the embodiment corresponds to the suggestion effect.

[0194] [Reference Inventions 1-5] A first hold display area and a second hold display area set on the display; A reserved image is displayed in the first reserved display area in a normal manner each time the winning / losing judgment process is suspended, and a reserved image is erased from the first reserved display area and a reserved image is displayed in the second reserved display area in a normal manner each time the image of the symbol game starts to be displayed, and a reserved image is erased from the second reserved display area each time the image of the symbol game stops being displayed, The gaming machine described in [Reference Invention 1-1] is characterized in that the preview performance means displays the reserved image in either the first reserve display area or the second reserve display area in a preview manner different from the normal manner as the preview image. According to the above means, the player is informed that a winning symbol will be displayed in accordance with the reserved image of the preview mode. This makes it clear to the player which symbol image to look forward to, thereby improving the entertainment value of the game. In the embodiment, the hold display areas H1 to H4 correspond to the first hold display area, the hold display area H0 corresponds to the second hold display area, the cloud image C corresponds to the hold image, the sub-control circuit 60 corresponds to the hold display means, the cloud image C in normal color corresponds to the hold image in normal form, and the cloud image C in preview color corresponds to the hold image in preview form.

[0195] [Reference Inventions 1-6] A winning / loose determination means for determining whether a game ball is a winning or loose ball each time the game ball enters the starting area in a state where it is possible to determine whether the game ball is a winning or loose ball, and for predicting whether the game ball is a winning or loose ball each time the game ball enters the starting area in a state where it is not possible to determine whether the game ball is a winning or loose ball, and suspending the winning or loose determination process until it is possible to determine whether the game ball is a winning or loose ball; A display that displays an image of a symbol game that notifies the player of the result of the winning or losing determination and a reserved image that notifies the player that the winning or losing determination process has been reserved; A symbol game means for displaying a symbol game image on the display device in one of a plurality of different performance modes, the performance modes being "one performance mode", "predetermined performance mode", and "another performance mode"; A hold image is displayed on the display device each time the winning / losing judgment process is held in each of the one presentation mode, the predetermined presentation mode, and the other presentation mode, and a hold display means is provided which can start a hold pre-read notice presentation in each of the one presentation mode and the predetermined presentation mode, which suggests to the player that there is a winning / losing prediction result by using a hold image; the reserved display means displays the reserved image in one mode in the one presentation mode, and in a predetermined mode in the predetermined presentation mode, and displays the reserved image in the one mode in the other presentation mode transitioned from the one presentation mode, and in the predetermined mode in the other presentation mode transitioned from the predetermined presentation mode, The gaming machine is characterized in that the pattern game means is such that the transition from one presentation mode to the predetermined presentation mode can be executed while the reserved pre-read preview presentation is stopped, but cannot be executed while the reserved pre-read preview presentation is being executed, and the transition from each of the one presentation mode and the predetermined presentation mode to the other presentation mode can be executed whether the reserved pre-read preview presentation is stopped or being executed. According to the above means, the symbol game image is displayed in one of "one presentation mode," "predetermined presentation mode," and "another presentation mode." The "one presentation mode" displays the reserved image in one mode, and enables a reserved pre-reading preview effect that uses the reserved image to suggest to the player that the pre-reading result indicates a win or loss. The "predetermined presentation mode" displays the reserved image in a predetermined mode. This "predetermined presentation mode" enables the reserved pre-reading preview effect, and transition from one presentation mode to the predetermined presentation mode is enabled while the reserved pre-reading preview effect is stopped, but disabled while the reserved pre-reading preview effect is running. The "other presentation mode" enables transition from one presentation mode and the predetermined presentation mode, whether the reserved pre-reading preview effect is stopped or running. When this other presentation mode is transitioned from one presentation mode, the reserved image is displayed in one mode, and when transitioned from the predetermined presentation mode, the reserved image is displayed in the predetermined mode. Therefore, the reserved pre-reading preview effect is executed while the symbol game image is displayed in the other presentation mode. In this state, the player's expectations for winning are greatly increased, improving the entertainment value of the game. In the embodiment, the normal mode corresponds to one presentation mode, the SP normal mode corresponds to a predetermined presentation mode, the lucky mode and the super lucky mode each correspond to a different presentation mode, the cloud image C corresponds to a reserved image of one mode, and the heart image H corresponds to a reserved image of a predetermined mode.

[0196] [Reference Inventions 1-7] A winning / loose determination means for determining whether a game ball is a winning or loose ball each time the game ball enters the starting area in a state where it is possible to determine whether the game ball is a winning or loose ball, and for predicting whether the game ball is a winning or loose ball each time the game ball enters the starting area in a state where it is not possible to determine whether the game ball is a winning or loose ball, and suspending the winning or loose determination process until it is possible to determine whether the game ball is a winning or loose ball; A display that displays an image of a symbol game that notifies the player of the result of the winning or losing judgment, and in which a first reserved display area and a second reserved display area are set; a hold effect means for displaying one reserved image in the first reserved display area each time the winning / losing determination process is held, erasing one reserved image from the first reserved display area and displaying one reserved image in the second reserved display area each time the image of the symbol game starts to be displayed, and erasing one reserved image from the second reserved display area each time the image of the symbol game stops being displayed; A notice production means for suggesting to a player that a winning will be announced in a symbol game corresponding to the reserved image by displaying the reserved image in a foreseeable manner in the first reserved display area or the second reserved display area; A symbol game means is provided for displaying a symbol game image on the display device in one of a plurality of different presentation modes; The symbol game means is configured to be able to switch the symbol game image from one of the plurality of presentation modes to another one in a state where a reserved image is displayed in a pre-reading manner in the first reserved display area or the second reserved display area, The gaming machine is characterized in that the preview performance means is capable of displaying the reserved image in a pre-reading manner until the pattern game image corresponding to the reserved image stops being displayed when the reserved image is displayed in a pre-reading manner in the first reserved display area or the second reserved display area and the image of the pattern game is switched to the other performance manner. According to the above means, when a reserved image is displayed in a pre-reading mode in the first reserved display area or the second reserved display area while a symbol game image is displayed in one presentation mode, the player is suggested to have been notified of a winning symbol game corresponding to the reserved image. In this state, when the presentation mode of the symbol game image is switched from one presentation mode to another presentation mode, the reserved image in the pre-reading mode is continuously displayed until the symbol game image corresponding to the reserved image in the pre-reading mode is stopped from being displayed, so that the display content of the display device has a significant visual change from the player's perspective. This increases the player's anticipation for being notified of a winning symbol game corresponding to the reserved image in the pre-reading mode, improving the entertainment value of the game.

[0197] [Example 4] FIG. 41 explains the pre-battle effect. This pre-battle effect is switched from the normal reach effect image at timing Tp while an image of a normal reach effect is displayed on effect symbol display 28 (see a → b), and is set to an image of a woman climbing a cliff. The image of this pre-battle effect is set to a successful ending (see c) and a failed ending (see g). The successful ending is set to an image of a woman reaching the top of a cliff, and if the pre-battle effect image ends with a successful ending, the image of the pre-battle effect is switched to battle image BL1 at timing Tbn (see c → d). This battle image BL1 can be either a winning ending (see e) or a losing ending (see f). If the battle image BL1 ends with a winning ending, three rows of effect symbols are displayed in a jackpot combination (see e), and if the battle image BL1 ends with a losing ending, three rows of effect symbols are displayed in a losing reach combination (see f). The failure ending of the pre-battle performance is set to an image of a woman falling off a cliff (see g), and when the image of the pre-battle performance ends with a failure ending, the image of the pre-battle performance is switched to an image of a normal reach performance at timing Tbn (see g → h), and as the performance patterns in the middle row stop scrolling from the slow scrolling state, the three rows of performance patterns are displayed as either a jackpot combination (see i) or a miss reach combination (see j).

[0198] 42 explains the effect of the image of the effect symbol game displayed on the effect symbol display 28 when the sub-control circuit 60 receives the specific special symbol variation pattern "PO01" or "PH01" from the main control circuit 40 in the specific effect mode "chance mode." This specific special symbol variation pattern is used to display the image of the effect symbol game in the effect pattern of "normal reach effect → battle image BL1" in modes other than "chance mode," and in "chance mode," it is used to display one of the effect patterns [1] to [3] below. The reliability of the jackpot of these effect patterns 1 to 3 is set highest for effect pattern 3, lowest for effect pattern 2, and intermediate for effect pattern 1. [1] The image of the normal reach effect is switched to the image of the pre-battle effect, and after the image of the pre-battle effect ends with a successful outcome, the battle image BL1 begins to be displayed (see a → d → e). [2] The image of the normal reach effect is switched to the image of the pre-battle effect, and after the image of the pre-battle effect ends with a failure outcome, the image of the normal reach effect begins to be displayed again (see a → f → g). [3] The image of the normal reach effect is switched to the battle image BL1 without going through the pre-battle effect image (see a → h).

[0199] FIG. 42 explains the battle preview effect and the pre-battle preview effect. The battle preview effect is indicated to the player when the battle image BL1 starts to be displayed, and is set to the text image "Prepare for battle" (see b). This battle preview effect is displayed as a cut-in to the image of the effect symbol game, and two types of timing for displaying the image of the battle preview effect are set: "Ta (see FIG. 43)" and "Tb (see FIG. 42)." The display timing Ta is set during the scrolling display of three columns of effect symbols, as shown in FIG. 43(a)(i), and the display timing Tb is set during the display of the image of the normal reach effect, as shown in FIG. 42(a)(i). When the image of the battle preview effect is displayed at the display timing Tb, the probability of the battle image BL1 being displayed is set to be higher than when it is displayed at the display timing Ta.

[0200] The pre-battle preview effect indicates to the player that the pre-battle effect has begun to be displayed, and is set to the text image "Opportunity has arrived" (see Figure 42(c)). This pre-battle preview effect is displayed as a cut-in to the image of the effect pattern game. There are two set display timings for the image of this pre-battle preview effect: "Ta (see Figure 43)" and "Tb (see Figure 42)." When the image of the pre-battle preview effect is displayed at display timing Tb, the probability of the pre-battle preview effect being displayed is set to be higher than when it is displayed at display timing Ta.

[0201] The pre-battle presentation processing in Figure 44 is started at S124 in Figure 35(a) when the sub-control circuit 60 receives special chart 2 game data from the main control circuit 40 in chance mode, and when the sub-control circuit 60 receives specific special chart variation patterns "PO01" and "PH01", it determines in the pre-battle presentation processing which of presentation patterns 1 to 3 will be used to present the image of this presentation pattern game, and determines whether the battle preview presentation or the pre-battle preview presentation will be executed at display timing Ta or Tb.

[0202] When the sub-control circuit 60 starts the pre-battle presentation process, it determines in S401 whether the current presentation mode is chance mode. If it determines that it is chance mode, it proceeds to S402, where it determines whether the special chart variation pattern "PO01" for a jackpot is included in the results of receiving the special chart 2 game data. If it determines that the special chart variation pattern "PO01" is included, it proceeds to S403, where it detects special chart variation pattern classification table 1 from the ROM. Figure 45(a) shows special chart variation pattern classification table 1. This special chart variation pattern classification table 1 assigns a medium selection probability to special chart variation pattern "PO01-1," a low selection probability to special chart variation pattern "PO01-2," and a high selection probability to special chart variation pattern "PO01-3." If the sub-control circuit 60 detects special chart variation pattern classification table 1 in S403 of Figure 44, it proceeds to S406. Here, one of the special chart fluctuation patterns "PO01-1" to "PO01-3" is selected from the special chart fluctuation pattern classification table 1 according to the selection probability, and the reception result of the special chart fluctuation pattern "PO01" is changed to the selection result of the special chart fluctuation pattern.

[0203] If the sub-control circuit 60 determines in S402 of FIG. 44 that there is no judgment result for the special chart variation pattern "PO01" in the reception result of the special chart 2 game data, it proceeds to S404 and determines whether there is a judgment result for the special chart variation pattern "PH01" for a miss in the reception result of the special chart 2 game data. If it determines that there is a judgment result for the special chart variation pattern "PH01", it proceeds to S405 and detects the special chart variation pattern classification table 2 from the ROM. Figure 45(b) is the special chart variation pattern classification table 2. This special chart variation pattern classification table 2 assigns an intermediate selection probability to the special chart variation pattern "PH01-1", a high selection probability to the special chart variation pattern "PH01-2", and a low selection probability to the special chart variation pattern "PH01-3". If the sub-control circuit 60 detects the special chart variation pattern classification table 2 in S405 of FIG. 44, it proceeds to S406. Here, one of the special chart fluctuation patterns "PH01-1" to "PH01-3" is selected from the special chart fluctuation pattern classification table 2 according to the selection probability, and the received result of the special chart fluctuation pattern "PH01" is changed to the selected result of the special chart fluctuation pattern.

[0204] As shown in Figure 45, the special chart variation pattern "PO01-1" and the special chart variation pattern "PH01-1" are each intended to produce an image of the performance symbol game in performance pattern 1. Each of these special chart variation patterns "PO01-1" and "PH01-1" is set to a successful ending for the pre-battle performance, and the special chart variation pattern "PO01-1" is set to a battle image BL1 ending in victory, while the special chart variation pattern "PH01-1" is set to a battle image BL1 ending in defeat. The special chart variation pattern "PO01-2" and the special chart variation pattern "PH01-2" are each intended to produce an image of the performance symbol game in performance pattern 2, and the pre-battle performance is set to a failure ending. The special chart change pattern "PO01-3" and the special chart change pattern "PH01-3" are each intended to display the image of the performance symbol game in performance pattern 3, and the special chart change pattern "PO01-3" sets the battle image BL1 to a winning ending, while the special chart change pattern "PH01-3" sets the battle image BL1 to a losing ending.

[0205] In other words, presentation pattern 3 is set to have the highest reliability for a jackpot among presentation patterns 1 to 3, presentation pattern 2 is set to have the lowest reliability for a jackpot, and presentation pattern 1 is set to have an intermediate reliability for a jackpot; the reliability is set to the highest when the image in the normal reach presentation progresses to battle image BL1 without passing through the image in the pre-battle presentation, the reliability is set to the lowest when the image in the normal reach presentation progresses to the image in the pre-battle presentation but does not progress to battle image BL1, and the reliability is set to the intermediate when the image in the normal reach presentation progresses to the image in the pre-battle presentation and then to battle image BL1.

[0206] When the sub-control circuit 60 changes the reception result of the special symbol 2 game data in S406 of FIG. 44, it selects the display timing from "Ta" or "Tb" in S407. This process is performed so that the display timing Ta and the display timing Tb are each selected with the same probability of "1 / 2." If the sub-control circuit 60 selects one of the display timings Ta and Tb in S407, it proceeds to S408 and compares the change in the special symbol variation pattern with the special symbol variation patterns "PO01-1" and "PH01-1" for effect pattern 1. If it determines that the change in the special symbol variation pattern is for effect pattern 1, it proceeds to S409. If display timing Ta is selected, it detects the preview effect table 1a from the ROM, and if display timing Tb is selected, it detects the preview effect table 1b from the ROM. Figure 46(a) shows the preview effect table 1a, and Figure 46(b) shows the preview effect table 1b. Each of these preview performance tables 1a and 1b is for selecting one of "battle preview performance," "no preview performance," and "pre-battle preview performance," and the probability of selecting the battle preview performance and the probability of selecting the pre-battle preview performance are set higher in preview performance table 1b than in preview performance table 1a.

[0207] When the sub-control circuit 60 has completed S409 in Fig. 44, it proceeds to S412. If display timing Ta is selected here, one of "battle preview effect," "pre-battle preview effect," or "no preview effect" is selected from preview effect table 1a according to the selection probability, and if "battle preview effect" or "pre-battle preview effect" is selected, the selected preview effect is executed at the display timing Ta of the current effect symbol game. If display timing Tb is selected, the sub-control circuit 60 selects one of "battle preview effect," "pre-battle preview effect," or "no preview effect" from preview effect table 1b according to the selection probability in S412, and if "battle preview effect" or "pre-battle preview effect" is selected, the selected preview effect is executed at the display timing Tb of the current effect symbol game.

[0208] If the sub-control circuit 60 determines in S408 of FIG. 44 that the change in the special symbol variation pattern is not for effect pattern 1, it proceeds to S410 and compares the change in the special symbol variation pattern with the special symbol variation patterns "PO01-2" and "PH01-2" for effect pattern 2. If it determines that the change in the special symbol variation pattern is for effect pattern 2, it proceeds to S411, and if display timing Ta is selected, it detects preview effect table 2a from the ROM, and if display timing Tb is selected, it detects preview effect table 2b from the ROM. Figure 46(c) shows preview effect table 2a, and Figure 46(d) shows preview effect table 2b. Each of these preview effect tables 2a and 2b is used to select one of "battle preview effect," "no preview effect," and "pre-battle preview effect," and the selection probability of the battle preview effect and the selection probability of the pre-battle preview effect are set higher in preview effect table 2b than in preview effect table 2a.

[0209] 44, the sub-control circuit 60 proceeds to S412. If display timing Ta is selected here, one of "battle preview effect," "pre-battle preview effect," or "no preview effect" is selected from preview effect table 2a according to the selection probability, and if "battle preview effect" or "pre-battle preview effect" is selected, the selected preview effect is executed at the display timing Ta of the current effect symbol game. If display timing Tb is selected, the sub-control circuit 60 selects one of "battle preview effect," "pre-battle preview effect," or "no preview effect" from preview effect table 2b according to the selection probability in S412, and if "battle preview effect" or "pre-battle preview effect" is selected, the selected preview effect is executed at the display timing Tb of the current effect symbol game.

[0210] If the result of the change in the special chart variation pattern is "PO01-3" or "PH01-3" for effect pattern 3, the sub-control circuit 60 determines in S410 of FIG. 44 that the result of the change in the special chart variation pattern is not for effect pattern 2, and proceeds to S413. If display timing Ta is selected, the sub-control circuit 60 detects the preview effect table 3a from the ROM, and if display timing Tb is selected, the sub-control circuit 60 detects the preview effect table 3b. Figure 46(e) shows the preview effect table 3a, and Figure 46(f) shows the preview effect table 3b. Each of these preview effect tables 3a and 3b is used to select one of "battle preview effect," "no preview effect," and "pre-battle preview effect," and the probability of selecting the battle preview effect and the probability of selecting the pre-battle preview effect are set higher in preview effect table 3b than in preview effect table 3a.

[0211] 44, the sub-control circuit 60 proceeds to S412. If display timing Ta is selected here, one of "battle preview effect," "pre-battle preview effect," or "no preview effect" is selected from preview effect table 3a according to the selection probability, and if "battle preview effect" or "pre-battle preview effect" is selected, the selected preview effect is executed at display timing Ta for the current effect symbol game. If display timing Tb is selected, the sub-control circuit 60 selects one of "battle preview effect," "pre-battle preview effect," or "no preview effect" from preview effect table 3b according to the selection probability in S412, and if "battle preview effect" or "pre-battle preview effect" is selected, the selected preview effect is executed at display timing Tb for the current effect symbol game.

[0212] When a battle preview effect is executed in this performance symbol game, regardless of whether the display timing of the battle preview effect is "Ta" or "Tb," the probability that the normal reach effect will develop into a battle effect without going through a pre-battle effect is highest, the probability that it will develop into a pre-battle effect but not into a battle effect is lowest, and the probability of it developing into a battle effect via a pre-battle effect is intermediate. When this battle preview effect is executed with display timing Tb, the probability that the normal reach effect will develop into a battle effect without going through a pre-battle effect is higher than when it is executed with display timing Ta, and the probability of it developing into a battle effect via a pre-battle effect is also higher. In other words, the battle preview effect is an effect that suggests with a high probability that a battle effect will start to be displayed, and is an effect that suggests to the player the degree of expectation for the battle effect to start to be displayed depending on the difference in display timing.

[0213] When a pre-battle notice effect is executed in this effect symbol game, regardless of whether the display timing of the pre-battle notice effect is "Ta" or "Tb," the probability that the normal reach effect will develop into a pre-battle effect but not a battle effect is highest, the probability that it will develop into a battle effect without going through the pre-battle effect is lowest, and the probability that it will develop into a battle effect via the pre-battle effect is intermediate. When this pre-battle notice effect is executed at display timing Tb, the probability that the normal reach effect will develop into a pre-battle effect but not a battle effect is higher than when it is executed at display timing Ta, and the probability that the normal reach effect will develop into a battle effect via the pre-battle effect is also higher. In other words, the pre-battle notice effect is an effect that suggests with a high probability that the pre-battle effect will start to be displayed, and is an effect that suggests to the player the degree of expectation for the pre-battle effect to start to be displayed depending on the difference in display timing.

[0214] According to the fourth embodiment, the following effects are achieved. In response to the display of an image of the battle preview effect, the player is given advance notice that a battle image BL1 will be displayed in a reach effect. This battle image BL1 suggests to the player that a jackpot will occur with a higher probability than an image of the pre-battle effect, and the player's sense of anticipation is heightened as the image of the battle preview effect is viewed. When this image of the battle preview effect is displayed, a reach effect is produced with a medium probability using effect pattern 1, and with a high probability using effect pattern 3. In effect pattern 1, a pre-battle effect image that is of little interest to the player and a battle image BL1 that is of high interest are displayed in chronological order, while in effect pattern 3, the battle image BL1 is displayed without displaying an image of the pre-battle effect. When an image of the battle preview effect is displayed, the probability that the player will see the battle image BL1 that is of high interest to the player without seeing the pre-battle effect image that is of low interest to the player increases, thereby improving the overall entertainment value of the game.

[0215] Since the pre-battle preview effect and the battle preview effect are performed as the preview effect, the player is informed that the battle image BL1 will be displayed in the reach effect without going through the pre-battle preview effect image, depending on the type of preview effect. This allows the player to enjoy anticipating whether the preview effect will be the pre-battle preview effect or the battle preview effect, further improving the entertainment value of the game. Displaying an image of a battle preview effect suggesting the battle image BL1 suggests with high probability that the battle image BL1 will be displayed without displaying an image of the pre-battle effect, and displaying an image of a pre-battle preview effect not suggesting the battle image BL1 suggests with low probability that the battle image BL1 will be displayed without displaying an image of the pre-battle effect, making it easier for a player to understand that the battle image BL1 will be displayed without displaying an image of the pre-battle effect. The probability that the battle image BL1 will be displayed without the pre-battle image being displayed is indicated to the player depending on whether the image of the battle preview effect is displayed at the display timing "Ta" or "Tb." This allows the player to keep their eyes on the screen in long-lasting anticipation for the image of the battle preview effect to be displayed, further improving the entertainment value of the game.

[0216] [Example 5] Figure 47(b) shows an image of a skip notice effect. This skip notice effect indicates to the player that the pre-battle effect will be skipped, and is performed by displaying a cut-in image of the text "Pre-Battle Skip!!" This skip notice effect is executed in place of the battle notice effect of Example 4, and when a skip notice effect is executed in this effect pattern game, a reach effect is produced with a high probability by effect pattern 3, a low probability by effect pattern 2, and an intermediate probability by effect pattern 1. According to the fifth embodiment, the following effects are achieved. The player is informed in advance that the image of the pre-battle performance will not be displayed in the reach performance in response to the execution of the skip notice performance, and it is suggested with a high probability that the image of the pre-battle performance in which the player is less interested will not be displayed but the battle image BL1 in which the player is more interested will be displayed, thereby improving the entertainment value of the game. In the fourth embodiment, when the battle notice effect is executed, the reach effect may be produced with 100% probability according to the effect pattern 3. In the above-described fifth embodiment, when the skip notice effect is executed, the reach effect may be produced with 100% probability according to the effect pattern 3.

[0217] In addition to the inventions described in the claims, Examples 4 and 5 above also describe the following [Reference Invention 2-1] to [Reference Invention 2-8]. Some gaming machines are configured to determine whether a game has been won or lost each time a start condition is met, and to notify the player of the result of the determination of whether a game has been won or lost by displaying an image of a symbol game each time a win or loss is determined. Some gaming machines are configured to suggest to the player that a win will be notified by displaying an image of a reach effect during symbol game play (see JP 2010-17425 A). Some gaming machines are configured to perform a preview effect. This preview effect merely heightens the player's anticipation of a win by suggesting to the player that an image of a reach effect will be displayed, and there is room for improvement in terms of entertainment value.

[0218] [Reference Invention 2-1] A determination means for determining whether or not a start condition has been met each time the start condition is met, and for setting a state advantageous to the player when the start condition is met; A symbol game means for displaying a symbol game image to notify the player of the result of the winning or losing decision; a reach effect means for displaying an image of reach effect that suggests to a player in advance when a winning is notified by an image of a symbol game in one of "a front-back pattern in which an image of a front effect and an image of a back effect are displayed in a time-ordered order", "a front pattern in which only an image of the front effect is displayed out of both images", and "a back pattern in which only an image of the back effect is displayed out of both images", a notice performance means for performing a notice performance that suggests to a player that a subsequent image will be displayed in the reach performance; The reach effect means This game machine is characterized in that when the advance notice performance is executed, the reach performance can be performed in each of the front-back pattern and the front-back and back-back patterns, and the performance is performed with a high probability in the back pattern, and the performance is performed with a lower probability in the front-back pattern than in the back pattern. [Reference Invention 2-2] The gaming machine described in [Reference Invention 2-1] is characterized in that the reach effect presentation means presents the reach effect with a lower probability depending on the forward pattern than the forward / backward pattern when the advance notice effect is executed. According to the above means, when a preview effect is executed, the player is given a hint in advance that a subsequent image will be displayed in a reach effect. If this subsequent image indicates to the player a win with a high probability, the player's sense of anticipation increases as the player recognizes the preview effect. When this preview effect is executed, the reach effect is executed with a low probability in the front-back pattern, and with a high probability in the back pattern. The front-back pattern displays a leading image that is of little interest to the player and a back image that is of great interest to the player in a temporally prior to and subsequent manner, while the back pattern displays a back image without displaying a leading image. When a preview effect is executed, the player is more likely to see a back image that is of great interest to the player without seeing a leading image that is of little interest to the player, thereby improving the overall entertainment value of the game. In the embodiment, "the game ball entering the second starting port 23 in all stop states of special chart 1 game, special chart 2 game, jackpot game and small jackpot game" corresponds to the fulfillment of the start condition, "jackpot game" corresponds to a state advantageous to the player, "main control circuit 40" corresponds to the judgment means, "image of the performance symbol game" corresponds to the image of the symbol game, "sub control circuit 60" corresponds to the symbol game means, reach performance means and advance notice performance means, "image of the pre-battle performance" corresponds to the leading image, "battle image BL1" corresponds to the trailing image, "performance pattern 1" corresponds to the leading / rearward pattern, "performance pattern 2" corresponds to the leading pattern, "performance pattern 3" corresponds to the trailing pattern and "battle advance notice performance" corresponds to the advance notice performance.

[0219] [Reference Invention 2-3] The gaming machine described in [Reference Invention 2-1] is characterized in that the advance notice performance means performs multiple types of advance notice performances that suggest to the player the probability that a reach performance will be performed in a later pattern with mutually different probabilities. [Reference Invention 2-4] The gaming machine described in [Reference Invention 2-3] is characterized in that the preview performance means displays a plurality of different images as the plurality of preview performances. According to the above means, the player is informed that the next image will be displayed without going through the previous image in the reach effect according to the type of preview effect, which allows the player to enjoy anticipating which type of preview effect will be used, further improving the entertainment value of the game. The "battle preview effect" and "pre-battle preview effect" in the embodiment correspond to multiple types of preview effects.

[0220] [Reference Invention 2-5] The advance notice presentation means displays a first image that suggests a subsequent image to the player and a second image that does not suggest a subsequent image as the multiple types of images, and is characterized in that it suggests with a high probability that the reach presentation will be presented in a subsequent pattern in response to displaying the first image, and suggests with a low probability in response to displaying the second image. [Reference Invention 2-4] According to the above means, when a first image suggesting a subsequent image is displayed in a preview performance, it is highly likely that the subsequent image will be displayed in a reach performance without passing through an earlier image, and when a second image that does not suggest a subsequent image is displayed, it is low likely that the subsequent image will be displayed in a reach performance without passing through an earlier image, making it easier for the player to understand that the subsequent image will be displayed without passing through an earlier image. In the embodiment, the "image of the battle preview effect" corresponds to the first image, and the "image of the pre-battle preview effect" corresponds to the second image.

[0221] [Reference Invention 2-6] The gaming machine described in [Reference Invention 2-3] is characterized in that the preview performance means performs multiple types of preview performances by displaying a single image at one of multiple mutually different timings. [Reference Invention 2-7] The gaming machine described in [Reference Invention 2-6] is characterized in that the preview performance means displays the one image at any of a plurality of different timings between after the image of the pattern game starts to be displayed and before the next image starts to be displayed. According to the above means, the probability that a subsequent image will be displayed without passing through a previous image is indicated to the player depending on which of a plurality of timings an image is displayed at. This allows the player to gaze at the screen with long-lasting anticipation for the display of an image, thereby improving the entertainment value of the game. The "image of the battle preview effect" in the embodiment corresponds to one image, and each of the display timings "Ta" and "Tb" corresponds to the timing for displaying one image.

[0222] [Reference Invention 2-8] A determination means for determining whether or not a start condition has been met each time the start condition is met, and for setting a state advantageous to the player when the start condition is met; A symbol game means for displaying a symbol game image to notify the player of the result of the winning or losing decision; a reach effect means for displaying an image of reach effect that suggests to a player in advance when a winning is notified by an image of a symbol game in one of "a front-back pattern in which an image of a front effect and an image of a back effect are displayed in a time-ordered order", "a front pattern in which only an image of the front effect is displayed out of both images", and "a back pattern in which only an image of the back effect is displayed out of both images", a skip notice effecting means for effecting a skip notice effect that indicates to a player that a next image will not be displayed in the reach effect; The reach performance means is capable of performing reach performance in a front-back pattern and a front-back pattern when the skip notice performance is executed, and is characterized in that the reach performance is performed with a high probability in the back pattern and with a lower probability than the back pattern in the front-back pattern. According to the above means, when a skip preview effect is executed, the player is informed in advance that a future image will not be displayed in the reach effect. If this future image indicates to the player a win with a low probability, the player's sense of expectation increases as the player recognizes the skip preview effect. When this skip preview effect is executed, the reach effect is executed with a low probability in a future pattern, and with a high probability in a future pattern. The future pattern displays a future image that is of little interest to the player and a future image that is of high interest to the player in a temporally future order, while the future pattern displays a future image without displaying a future image. When a skip preview effect is executed, the probability that the player will be able to see a future image that is of high interest to the player without seeing a future image that is of low interest to the player increases, thereby improving the overall entertainment value of the game. The "sub-control circuit 60" in the embodiment corresponds to the skip notice presentation means, and the display of the text image "Pre-Battle Skip" corresponds to the skip notice presentation.

[0223] [Example 6] The jackpot pattern setting process of Figure 48 is executed when the sub-control circuit 60 sets three rows of performance patterns to a jackpot combination at S142 of Figure 35, and when the sub-control circuit 60 receives special chart 1 game data, it determines at S401 of Figure 48 whether or not the reception result of the special chart 1 game data includes a jackpot type determination result, and when it receives special chart 2 game data, it determines at S401 of Figure 48 whether or not the reception result of the special chart 2 game data includes a jackpot type determination result.

[0224] If the sub-control circuit 60 determines in S401 that there is a jackpot type determination result, it proceeds to S402 and determines whether the jackpot type determination result is jackpot symbol 1 or jackpot symbol 3 for the variable probability mode. If it determines that the jackpot type determination result is for the variable probability mode, it proceeds to S403 and sets the jackpot symbol to one of five odd number combinations: "111," "333," "555," "777," or "999." Each of these five odd number combinations is set with the same probability of "16%." The sub-control circuit 60 sets the jackpot symbol to one of four even number combinations: "222," "444," "666," or "888" in S403. Each of these four even number combinations is set with the same probability of "5%." In S403, the jackpot symbol is set to an odd number combination with a probability of "80%" and to an even number combination with a probability of "20%."

[0225] If the result of the jackpot type determination is jackpot pattern 2 for non-probability variable, the sub-control circuit 60 proceeds from S402 to S404 and sets the jackpot pattern to one of four even number combinations: "222," "444," "666," or "888." Each of these four even number combinations is set with the same "25%" probability, and in S404, the jackpot pattern is set to an even number combination with a "100%" probability. In other words, if the three rows of effect patterns in the effect pattern game image form an odd jackpot combination, the high probability electric support mode is set with a "100%" probability. If the three rows of effect patterns in this effect pattern game image form an even jackpot combination, the low probability electric support mode is set with a high probability, and the high probability electric support mode is set with a low probability.

[0226] Figure 49 explains the count-up reach effect. This count-up reach effect is executed when the effect mode is set to normal mode, and transitions from a "4" normal reach effect (see a), in which the scrolling display of the left-column effect symbols and the right-column effect symbols each stop at "4," and the speed of the scrolling display of the middle-column effect symbols is switched from high speed to low speed. This count-up reach effect is initiated by temporarily stopping the slow scrolling display of the middle-column effect symbols at "9" (see b), and is performed by changing the middle-column effect symbols from "9" to the next effect symbol in the scrolling order by "1" each time. This change in the middle-column effect symbols is made on the spot without scrolling the effect symbols, and the change in the middle-column effect symbols occurs every fixed time Tc. In other words, the count-up reach effect is set to an effect content in which the image changes at a fixed speed.

[0227] There are four types of count-up reach effects: unachieved pattern 1, unachieved pattern 2, achieved pattern, and exceeded pattern. In unachieved pattern 1, the center row of effect symbols changes from "9" to "1" to "2" every fixed time Tc, and then stops changing at "2" (see b-d). When the count-up reach effect of unachieved pattern 1 ends, the player is notified that the count-up reach effect has ended by displaying an ending image Ef of "Sorry, not achieved" as shown in Figure 50 (see a-b). This ending image Ef is displayed over the three rows of effect symbols of the "424" missed reach combination, hiding the three rows of effect symbols of the "424" missed reach combination from the player's view, and is erased after a fixed time has passed since its display began. When this ending image Ef is erased, the three rows of effect symbols become visible as a completely miss combination of "124" (see c), and the player is notified of the miss. If this count-up reach effect ends with unachieved pattern 1, the probability that the three rows of effect symbols will become a jackpot combination is set to a low probability.

[0228] As shown in Figure 49, in non-achievement pattern 2, the middle row of effect symbols changes from "9" to "1" to "2" to "3" every fixed time Tc, and then stops changing at "3" (see b-e). When the count-up reach effect of non-achievement pattern 2 ends, the player is notified that the count-up reach effect has ended by displaying the "Time of Battle" ending image Es, as shown in Figure 50 (see d-e). This ending image Es is displayed superimposed on the three rows of effect symbols of the "434" losing reach combination, thereby hiding the three rows of effect symbols of the "434" losing reach combination from the player, and is erased after a fixed time has passed since its display began. When this ending image Es is erased, the battle image BL2 begins to be displayed (see f). This battle image BL2 ends with either a winning ending (see g) or a losing ending (see h), and if battle image BL2 ends with a winning ending, the player is notified of a jackpot by the three rows of effect symbols statically displaying the even-numbered jackpot combination of "444," and if battle image BL2 ends with a losing ending, the player is notified of a loss by the three rows of effect symbols statically displaying the miss reach combination of "434." When this count-up reach effect ends with unachieved pattern 2, the probability that the three rows of effect symbols will form a jackpot combination is set to a medium probability, which is higher than that of unachieved pattern 1.

[0229] As shown in Figure 49, the arrival pattern involves changing the center row of symbols from "9" to "1" to "2" to "3" to "4" every fixed time Tc, and then stopping the change in the center row of symbols (see b-f). When the count-up reach effect of the arrival pattern ends, the player is notified that the count-up reach effect has ended by displaying the "Time of Battle" ending image Es, as shown in Figure 50 (see i-e). This ending image Es is displayed over the three rows of symbols for the "444" jackpot combination, hiding them from the player's view. It is erased after a fixed time has elapsed since its display began. When this ending image Es is erased, the battle image BL2 begins to be displayed (see f). If this battle image BL2 ends with a winning outcome, the player is notified of a jackpot by the three rows of effect symbols being still displayed in the even-numbered jackpot combination of "444," and if the battle image BL2 ends with a losing outcome, the player is notified of a loss by the three rows of effect symbols being still displayed in the miss reach combination of "434." If this count-up reach effect ends with an reached pattern, the probability that the three rows of effect symbols will form a jackpot combination is set to be higher than in the non-reached pattern 2.

[0230] As shown in FIG. 49, the overrun pattern involves changing the center row of symbols from "9" to "1" to "2" to "3" to "4" to "5" every fixed time Tc, and then stopping the change in the center row of symbols (see b-f). When the overrun pattern count-up reach effect ends, the player is notified that the count-up reach effect has ended by displaying the "Time of Battle" ending image Es, as shown in FIG. 51 (see a-b). This ending image Es is displayed over the three rows of symbols in the "454" losing reach combination, hiding them from the player. It is erased after a fixed time has elapsed since the image began to be displayed. When the ending image Es is erased, the battle image BL2 begins to be displayed (see c). This battle image BL2 ends with either a winning outcome (see d) or a losing outcome (see e). If battle image BL2 ends with a winning outcome, the player is notified of a jackpot by the display of three rows of statically displayed odd-numbered jackpot combinations of "555." If battle image BL2 ends with a losing outcome, the player is notified of a loss by the display of three rows of statically displayed jackpot combinations of "545." If this count-up reach effect ends with an excess pattern, the probability that the three rows of effect symbols will form a jackpot combination is set to be extremely high compared to the reach pattern. If the three rows of effect symbols form a jackpot combination after the count-up reach effect of this excess pattern, the probability that the high-probability time-saving mode will be set is set to be higher than when the three rows of effect symbols form a jackpot combination after the count-up reach effect of unachieved pattern 2 and when the three rows of effect symbols form a jackpot combination after the count-up reach effect of the reach pattern. In other words, the count-up reach effect indicates to the player in advance that a jackpot will be announced during the effect symbol play, and has three end times: when the effect symbol in the middle row becomes "2," when it becomes "3," when it becomes "4," and when it becomes "5."

[0231] The count up reach effect processing of Fig. 52 is executed by the sub-control circuit 60 at S124 of Fig. 35 after the jackpot symbol setting processing of Fig. 48 has been completed, and the sub-control circuit 60 determines whether or not to execute a count up reach effect in response to the execution of the count up reach effect processing. When it is determined that a count up reach effect is to be executed, the sub-control circuit 60 determines the effect pattern of the count up reach effect, and produces an image of the current effect symbol game in a count up reach effect whose content corresponds to the determination result of the effect pattern.

[0232] The sub-control circuit 60 determines whether the current presentation mode is normal mode in S411 of Fig. 52. If it is determined to be normal mode, it proceeds to S412, where it determines whether the reception result of the special chart 1 game data includes a determination result of "special chart variation pattern PO02" for the jackpot battle image BL2. If it determines that there is a determination result of "special chart variation pattern PO02", it proceeds to S413, where it determines whether the setting result of the jackpot pattern in the jackpot pattern setting process of Fig. 48 is "444". If it determines that the setting result of the jackpot pattern is "444", it proceeds to S414, where it changes the determination result of "special chart variation pattern PO02" to "special chart variation pattern PO2-2" or "special chart variation pattern PO02-3". "Special chart change pattern PO2-2" is used to change the image of the performance symbol game from "normal reach effect" to "count-up reach effect of unachieved pattern 2" to "battle image BL2 of the winning ending", and is changed with a probability of "50%". "Special chart change pattern PO2-3" is used to change the image of the performance symbol game from "normal reach effect" to "count-up reach effect of reached pattern" to "battle image BL2 of the winning ending", and is changed with a probability of "50%".

[0233] If the sub-control circuit 60 determines in S413 that the setting result of the jackpot symbol is not "444", it proceeds to S419 and determines whether the setting result of the jackpot symbol is "555". If it determines that the setting result of the jackpot symbol is "555", it proceeds to S420 and changes the judgment result of "special symbol variation pattern PO02" to "special symbol variation pattern PO2-4". This "special symbol variation pattern PO2-4" is used to produce the image of the performance symbol game in the following order: "normal reach performance" → "excess pattern count-up reach performance" → "victory ending battle image BL2", and is changed with a probability of "100%".

[0234] If the sub-control circuit 60 determines in S412 that the reception result of the special chart 1 game data does not include the judgment result of "special chart variation pattern PO02" for the jackpot battle image BL2, it proceeds to S415 and determines whether the reception result of the special chart 1 game data includes the judgment result of "special chart variation pattern PH02" for the miss battle image BL2. If it determines that there is a judgment result of "special chart variation pattern PH02", it proceeds to S416 and detects the special chart variation pattern change table of Figure 51 (f) from the ROM. This special chart variation pattern change table contains the settings of "special chart variation pattern PH02-1", "special chart variation pattern PH02-2", "special chart variation pattern PH02-3", and "special chart variation pattern PH02-4".

[0235] "Special chart variation pattern PH02-1" is used to produce the image of the performance symbol game as follows: "Normal reach effect" → "Count-up reach effect of unachieved pattern 1". This "Special chart variation pattern PH02-1" is selected with a probability of "40%, and the complete miss symbol "124" is assigned to "Special chart variation pattern PH02-1". "Special chart variation pattern PH02-2" is used to produce the image of the performance symbol game as follows: "Normal reach effect" → "Count-up reach effect of unachieved pattern 2" → "Battle image BL2 of defeat ending". This "Special chart variation pattern PH02-2" is selected with a probability of "30%, and the miss reach symbol "434" is assigned to "Special chart variation pattern PH02-2". "Special chart variation pattern PH02-3" is used to display the image of the performance symbol game in the following order: "Normal reach effect" → "Reach pattern count-up reach effect" → "Battle image of defeat ending BL2." This "Special chart variation pattern PH02-3" is selected with a probability of 20%, and the "Special chart variation pattern PH02-3" is assigned the miss reach symbol "434." "Special chart variation pattern PH02-4" is used to display the image of the performance symbol game in the following order: "Normal reach effect" → "Exceed pattern count-up reach effect" → "Battle image of defeat ending BL2." This "Special chart variation pattern PH02-4" is selected with a probability of 10%, and the "Special chart variation pattern PH02-4" is assigned the miss reach symbol "545."

[0236] When the sub-control circuit 60 has completed S416 in Fig. 52, it moves to S417. Here, one of "Special Chart Variation Pattern PH02-1" to "Special Chart Variation Pattern PH02-4" is selected from the special chart variation pattern change table, and in S418, "Special Chart Variation Pattern PO02" is changed to the selected result of the special chart variation pattern, and the combination of the three columns of effect symbols is set to a complete miss symbol or a miss reach symbol according to the change result of the special chart variation pattern. The following [1] to [4] summarize the effect contents when the normal reach effect develops into a count-up reach effect in the image of this effect symbol game.

[0237] [1] If the image of the effect pattern game is displayed as “Normal Reach Effect” → “Step-up Reach Effect of Unachieved Pattern 1”, the battle image BL2 will not be displayed and there is a “100%” probability that the three rows of effect patterns will be a completely miss combination of “124”. [2] If the effect pattern game this time is "Normal Reach Effect" → "Step-up Reach Effect of Unachieved Pattern 2", after "Battle Image BL2", the three-row effect pattern will be a miss-reach combination of "434" or a jackpot combination of "444". If this three-row effect pattern becomes a jackpot combination of "444", there is a low probability that a high-probability electric support mode will be set, and there is a high probability that a low-probability electric support mode will be set. [3] If the effect pattern game this time is "Normal Reach Effect" → "Reach Pattern Step-Up Reach Effect", after "Battle Image BL2", the three-row effect pattern will be a miss-reach combination of "434" or a jackpot combination of "444". If this three-row effect pattern becomes a jackpot combination of "444", there is a low probability that a high probability electric support mode will be set, and there is a high probability that a low probability electric support mode will be set. [4] If the effect pattern game is performed as "Normal Reach Effect" → "Excess Pattern Step-Up Reach Effect", the three-row effect pattern will go through "Battle Image BL2" and become a "545" miss-reach combination or a "555" jackpot combination. If this three-row effect pattern becomes a "555" jackpot combination, the high probability electric support mode will be set with a "100%" probability.

[0238] According to the sixth embodiment, the following effects are achieved. During the game of the effect symbols, an image of the count-up reach effect and a battle image BL2 are displayed. The count-up reach effect is an effect that indicates to the player in advance that a jackpot will be announced in the game of the effect symbols, and is an effect in which the image changes as time passes. The battle image BL2 heightens the player's sense of anticipation for the announcement of a jackpot in the game of the effect symbols, and is initiated when the count-up reach effect ends with the jackpot combination "444." This count-up reach effect continues beyond the jackpot combination "444," and if the count-up reach effect ends with the miss reach combination "454" that exceeds the jackpot combination "444," there is a higher probability of announcing a jackpot compared to when it ends with the jackpot combination "444." Therefore, as the count-up reach effect exceeds the jackpot combination "444," the player's expectation for a jackpot decreases, and a jackpot is announced with a high probability while the player's expectation for a jackpot is reduced. Therefore, the player becomes aware of a jackpot while his or her expectation is reduced, which improves the entertainment value of the game.

[0239] When the count-up reach effect ends with the previous miss reach combination "424" in which the three rows of effect symbols form the jackpot combination "444," the miss is notified with a high probability of "100%" without executing the battle effect. This means that it no longer takes a long time to notify the miss in the effect symbol game, preventing the player from feeling annoyed. When the count-up reach effect ends with the jackpot combination "444" and the miss reach combination "434" that precede the three-column effect symbol combination "454," the three-column effect symbol is displayed as the even-numbered jackpot combination "444." When the count-up reach effect ends with the miss reach combination "454" of the three-column effect symbol, the three-column effect symbol is displayed as the odd-numbered jackpot combination "555." Therefore, when the count-up reach effect ends with the miss reach combination "454" of the three-column effect symbol, the high probability electric support mode setting is announced with a higher probability than when it ends with the jackpot combination "444" or the miss reach combination "434." Therefore, the player recognizes the high probability electric support mode setting with a lowered sense of expectation for a jackpot, further improving the entertainment value of the game.

[0240] As time passes, the combination of three rows of effect symbols changes from the miss reach combination "424" to the miss reach combination "434," then to the jackpot combination "444," before returning to the miss reach combination "454," displaying a count-up reach effect image. A jackpot is announced with a low probability when the battle effect image begins to be displayed with the three rows of effect symbols reaching the jackpot combination "444," and a jackpot is announced with a high probability when the battle effect image begins to be displayed with the miss reach combination "454." Therefore, as the three rows of effect symbols exceed the jackpot combination, the player's expectations for a jackpot become extremely low, and a jackpot is announced with a high probability after the battle effect image begins to be displayed with the player's expectations for a jackpot extremely low. Therefore, the player recognizes a jackpot with extremely low expectations for a jackpot, further enhancing the entertainment value of the game.

[0241] In the above-mentioned Example 6, if the count-up reach effect ends with the jackpot combination "444" of three rows of effect symbols, the jackpot may be always announced by the effect symbol game without executing the battle effect BL2. In this case, the count-up reach effect of the unachieved pattern 2 corresponds to the early effect of the short pattern that ends in the trigger mode, and the missed reach combination "434" of three rows of effect symbols corresponds to the trigger mode of the early effect. In the above-mentioned Example 6, if the count-up reach effect ends in an excess pattern, the three columns of effect symbols may be displayed in either combination of "555" and "545" without executing the battle effect BL2.

[0242] [Example 7] FIG. 53 illustrates a dialogue-freeze effect. This dialogue-freeze effect is executed by the sub-control circuit 60 in place of the count-up reach effect of Example 6. When the three-column display symbol is in the "4↓4" reach state, the normal reach effect continues, in which the center display symbol scrolls at a slow speed. This dialogue-freeze effect indicates to the player both the high probability that the three-column display symbol combination will result in a jackpot and the high probability that the high-probability electric support mode will be activated. This dialogue-freeze effect displays one of six different dialogue images L1-L6 in the dialogue area EL. The dialogue images L1-L6 are displayed in the following order: "Dialogue Image L1" → "Dialogue Image L2" → "Dialogue Image L3" → "Dialogue Image L4" → "Dialogue Image L5" → "Dialogue Image L6." The dialogue images L1-L6 are displayed one after another at regular intervals. The display of "dialogue image L1" in this dialogue reach performance corresponds to the display of "494" in the count-up reach performance of Example 6, the display of "dialogue image L2" corresponds to the display of "414", the display of "dialogue image L3" corresponds to the display of "424", the display of "dialogue image L4" corresponds to the display of "434", the display of "dialogue image L5" corresponds to the display of "444", and the display of "dialogue image L6" corresponds to the display of "454".

[0243] As shown in Figure 53, there are four types of dialogue release effects: a pre-deployment pattern, a deployment pattern, a confidence pattern, and a disappointment pattern. The pre-deployment pattern changes the dialogue image from "Dialogue Image L1" to "Dialogue Image L2" to "Dialogue Image L3" every fixed time Tc, and then stops changing at "Dialogue Image L3" (see b-d). This corresponds to the count-up reach effect of the unachieved pattern 1. When the dialogue release effect of this pre-deployment pattern ends, the player is notified that the dialogue release effect has ended by displaying an ending image Ef, as shown in Figure 54 (see a-b). When the ending image Ef is erased, the three rows of effect symbols are displayed as a completely unsuccessful combination of "124" (see c). When this dialogue release effect ends in the pre-deployment pattern, the probability that the three rows of effect symbols will result in a jackpot combination is set to be low.

[0244] 53, sortie pattern 2 changes the dialogue image from "dialogue image L1" to "dialogue image L2" to "dialogue image L3" to "dialogue image L4" every fixed time Tc, and then stops the dialogue image change at "dialogue image L4" (see b to e), which corresponds to the count-up reach effect of unachieved pattern 2. When the dialogue reach effect of this sortie pattern ends, ending image Es is displayed as shown in FIG. 54 (see d to e), and when ending image Es is erased, battle image BL2 begins to be displayed (see f). This battle image BL2 ends with either a winning ending (see g) or a losing ending (see h), and if the battle image BL2 ends with a winning ending, the three rows of effect symbols are displayed as a still image of the even-numbered jackpot combination of "444", and if the battle image BL2 ends with a losing ending, the three rows of effect symbols are displayed as a still image of the losing reach combination of "434". When this line-reach effect ends in a sortie pattern, the probability that the three rows of effect symbols will form a jackpot combination is set to a medium probability that is higher than the pre-sortie pattern.

[0245] As shown in FIG. 53, the confident pattern involves changing the dialogue image from "Dialogue Image L1" to "Dialogue Image L2" to "Dialogue Image L3" to "Dialogue Image L4" to "Dialogue Image L5" every fixed time Tc, and then stopping the dialogue image change at "Dialogue Image L5" (see b-f). This corresponds to the count-up reach effect of the reach pattern. When the dialogue reach effect of this confident pattern ends, as shown in FIG. 54, the ending image Es is displayed (see i-e). When the ending image Es is erased, the battle image BL2 begins to be displayed (see f). If the battle image BL2 ends with a winning outcome, the three rows of effect symbols are statically displayed in the even-numbered jackpot combination of "444." If the battle image BL2 ends with a losing outcome, the three rows of effect symbols are statically displayed in the losing reach combination of "434." If this dialogue release effect ends in a sure pattern, the probability that the three rows of effect patterns will form a winning combination is set to be higher than that of the sortie pattern.

[0246] In the disappointment pattern, as shown in Figure 53, the dialogue image changes every fixed time Tc from "dialogue image L1" to "dialogue image L2" to "dialogue image L3" to "dialogue image L4" to "dialogue image L5" to "dialogue image L6" and then stops changing at "dialogue image L6" (see b-g), which corresponds to the count-up reach effect of the excess pattern. When the dialogue reach effect of this disappointment pattern ends, the ending image Es is displayed as shown in Figure 55 (see a-b), and when the ending image Es is erased, the battle image BL2 begins to be displayed (see c). This battle image BL2 ends with either a winning ending (see d) or a losing ending (see e), and if the battle image BL2 ends with a winning ending, the three rows of effect symbols are displayed as a still image of the odd jackpot combination of "555", and if the battle image BL2 ends with a losing ending, the three rows of effect symbols are displayed as a still image of the losing reach combination of "545". When this line-reach effect ends with a disappointment pattern, the probability that the three rows of effect symbols will form a jackpot combination is set to be extremely high compared to the certainty pattern.

[0247] As shown in Fig. 53, a mini symbol area Em is set within the display area E of the effect symbol display 28. This mini symbol area Em is an area where an image of a mini symbol game, which has the same content as the effect symbol game but is smaller in size, is displayed, and before the dialogue reach effect starts, an image of a normal reach effect is displayed within the mini symbol area Em. The image of this normal reach effect is a three-row effect symbol combination of "4↓4" and the middle row of effect symbols is scrolled at a low speed (see a), and the middle row of effect symbols within the mini symbol area Em is temporarily stopped at "9" in synchronization with the display of the dialogue image L1 in the dialogue reach effect (see b). The performance pattern in the middle row within this mini pattern area Em changes to the next number at regular intervals, changing from "9" to "1" in sync with the display of dialogue image L2 (see c), from "1" to "2" in sync with the display of dialogue image L3 (see d), from "2" to "3" in sync with the display of dialogue image L4 (see e), from "3" to "4" in sync with the display of dialogue image L5 (see f), and from "4" to "5" in sync with the display of dialogue image L6 (see g).

[0248] According to the seventh embodiment, the following effects are achieved. An image of a dialogue-reach effect, in which the appearance of the dialogue image changes over time, is displayed in a reach state with three rows of effect symbols. This allows players to enjoy the changes in the dialogue images in the dialogue-reach effect in a reach state, improving the entertainment value of the game. Furthermore, an image of a mini-symbol game, in which the combination changes in synchronization with the changes in the dialogue images in the dialogue-reach effect, is displayed. This allows players to recognize the dialogue images in the dialogue-reach effect as a combination of three rows of effect symbols, further improving the entertainment value of the game. In the above-mentioned Example 7, if the dialogue release effect ends in a disappointment pattern, the three columns of effect symbols may be displayed in either combination of "555" or "545" without executing the battle effect BL2.

[0249] [Example 8] When the count-up reach effect ends with the "reach" ending, the "win without fighting" ending image Es is displayed, as shown in FIG. 56 (see a → b). This ending image Es notifies the player that the count-up reach effect has ended and that the battle image BL2 will no longer be displayed. After a certain amount of time has passed since the beginning of the display of the ending image Es, the ending image Es is replaced with the "win" ending of the battle image BL2. In other words, when the count-up reach effect ends with the "reach" ending, the three-column effect symbols will have a 100% probability of forming the jackpot combination "444," and the low-probability electric support state is set with a higher probability than the high-probability electric support state. In other words, the "reach" ending of the count-up reach effect has a higher probability of winning than the "exceed" ending, and the probability of the high-probability electric support mode is set lower than the "exceed" ending. In the above-mentioned Example 8, when the count-up reach effect ends with a reach ending, the three rows of effect symbols may be displayed as either a jackpot combination of "444" or a miss reach combination such as "434" without displaying the battle image BL2. In this case, when the count-up reach effect ends with a reach ending, it is preferable to set both the probability of a jackpot and the probability of the high probability electric support mode lower than when it ends with an overshoot ending.

[0250] [Example 9] When the three columns of effect symbols reach a "4" reach state, as shown in FIG. 57, a button operation effect is initiated with the middle column of effect symbols in a slow scrolling state (see a). This button operation effect prompts the player to repeatedly press the operation button 10 in response to the display of a message image M saying "Press the button repeatedly!!" and is displayed for a fixed time T. This operation button 10 is enabled only during the period T during which the message image M is displayed, and the sub-control circuit 60 initiates a flash reach effect when it detects that the operation button 10 has been pressed repeatedly within the valid period T. This flash reach effect is executed during the mini symbol game of Example 7. Before the start of this flash reach effect, the background of the mini symbol area Em is displayed in "white (W)" color (see a), and the flash reach effect is initiated by changing the background color of the mini symbol area Em from "white (W)" to "yellow (Y)" (see b). The timing at which this background color changes from "white (W)" to "yellow (Y)" is set to the timing at which the combination of the three rows of performance patterns in the mini pattern area Em becomes "494," and the player can recognize that the flash reach performance has begun when the background color of the mini pattern area Em changes from "white (W)" to "yellow (Y)."

[0251] When the flash reach effect starts, the background color of the mini pattern area Em changes in the following order: yellow (Y) to green (G) to blue (B) to gold (Go) to rainbow (Ra) to red (R). The timing at which this background color changes from "yellow (Y)" to "green (G)" is set to the timing at which the combination of the three rows of performance symbols in the mini pattern area Em changes from "494" to "414" (see c), the timing at which it changes from "green (G)" to "blue (B)" is set to the timing at which the combination of the three rows of performance symbols changes from "414" to "424" (see d), the timing at which it changes from "blue (B)" to "gold (Go)" is set to the timing at which the combination of the three rows of performance symbols changes from "424" to "434" (see e), the timing at which it changes from "gold (Go)" to "rainbow (Ra)" is set to the timing at which the combination of the three rows of performance symbols changes from "434" to "444" (see f), and the timing at which it changes from "rainbow (Ra)" to "red (R)" is set to the timing at which the combination of the three rows of performance symbols changes from "444" to "454" (see g). In other words, the flash reach effect is an effect that changes its appearance over time, and indicates to the player the probability of a jackpot and the probability of a high probability electric support mode. In the above-mentioned Example 9, the three rows of effect symbols may not be displayed in the mini symbol area Em. In other words, the probability of a jackpot and the probability of a high probability electric support mode may be indicated to the player only by the flash reach effect.

[0252] In addition to the inventions described in the claims, Examples 6 to 9 above also describe the following [Reference Invention 3-1] to [Reference Invention 3-7]. Some gaming machines are configured to determine whether a game has been won or lost each time a start condition is met, and to notify the player of the result of the determination by displaying an image of a symbol game each time a win or loss is determined. In the case of this gaming machine, some are configured to suggest to the player that a win will be notified by displaying an image of a reach effect during symbol game (see JP 2010-17425 A). Some gaming machines are configured to provide a preview effect. This preview effect merely heightens the player's anticipation of a win by suggesting to the player that an image of a reach effect will be displayed, and there is room for improvement in terms of entertainment value.

[0253] [Reference Invention 3-1] A determination means for determining whether or not a start condition has been met each time the start condition is met, and for setting a state advantageous to the player when the start condition is met; A symbol game means for displaying a symbol game image to notify the player of the result of the winning or losing decision; A pre-show means for performing a pre-show that suggests in advance that a setting advantageous to a player in a symbol game is notified in a manner that changes its content as time progresses, and the pre-show can be performed in either a "short pattern that ends with the trigger state" or a "long pattern that continues beyond the trigger state"; A post-effect is performed to enhance the player's sense of expectation for the notification of a setting of a state advantageous to the player in a symbol game, and the post-effect is provided with a post-effect means capable of starting the post-effect when the pre-effect is ended in a triggered manner; The symbol game means is characterized in that, when the preceding performance continues beyond the trigger mode, it notifies the player of a setting of a state advantageous to the player with a high probability compared to when the preceding performance ends at the trigger mode. According to the above means, advance and back effects are performed during symbol play. The advance effect indicates in advance that a setting favorable to the player will be announced in symbol play, and its content changes as time passes. This advance effect has a short pattern that ends with a trigger pattern and a long pattern that continues beyond the trigger pattern. The back effect heightens the player's anticipation for an announcement of a setting favorable to the player in symbol play, and begins when the advance effect ends with the trigger pattern. If this advance effect continues beyond the trigger pattern, an announcement of a setting favorable to the player is more likely than if it ends with the trigger pattern. Therefore, the player's anticipation decreases as the advance effect exceeds the characteristic trigger pattern, and an announcement of a setting favorable to the player is more likely with the player's anticipation lowered. Therefore, the player recognizes the setting of a setting favorable to the player with a lowered sense of anticipation, thereby improving the enjoyment of the game. In the embodiment, "the stopping of all of the special chart 1 game, special chart 2 game, small hit game and big hit game" corresponds to the start condition being met, "big hit" corresponds to a win, "big hit game" corresponds to a state advantageous to the player, the main control circuit 40 corresponds to the judgment means, "performance pattern game" corresponds to the pattern game, the sub-control circuit 60 corresponds to the pattern game means, the advance performance means and the end performance means, "count up reach performance" corresponds to the advance performance, "444" corresponds to the "trigger mode", "reach pattern" corresponds to the short pattern, "exceed pattern" corresponds to the long pattern, and "battle image BL2" corresponds to the end performance.

[0254] [Reference Invention 3-2] The preceding performance means can be performed in an extremely short pattern that ends before the preceding performance becomes a trigger mode, The post-performance means is unable to execute the post-performance when the pre-performance is executed in an extremely short pattern, The gaming machine described in [Reference Invention 3-1] is characterized in that the pattern game means notifies the player with a high probability that an advantageous state will not be set when the advance performance is executed in an extremely short pattern compared to when it is executed in a short pattern or when it is executed in a long pattern. According to the above means, when the first effect is executed in an extremely short pattern, the second effect is not executed and the player is notified with a high probability that an advantageous state will not be set. Therefore, it does not take a long time to notify the player that an advantageous state will not be set, and it is possible to prevent the player from feeling annoyed. The "count-up reach effect of unachieved pattern 1" in the embodiment corresponds to the advance effect of the extremely short pattern.

[0255] [Reference Invention 3-3] The determination means can set a high probability state in which a win is determined with a high probability when a win is determined, The gaming machine described in [Reference Invention 3-1] is characterized in that the symbol game means notifies the player of the setting of a high probability state as a state advantageous to the player through symbol game. According to the above means, when the advance performance continues beyond the trigger mode, the high probability state is announced with a higher probability than when it ends at the trigger mode. Therefore, the player will recognize that the high probability state will be set in a state where his / her expectations have decreased, further improving the entertainment value of the game.

[0256] [Reference Invention 3-4] The symbol game means sets the identification symbol to either a winning mode or a losing mode according to the result of the winning or losing determination, The advance performance means performs advance performance by displaying an image in which the state of the identification pattern approaches a winning state from a losing state as time passes, passes through a winning state, and then moves away from the winning state, The gaming machine described in [Reference Invention 3-1] is characterized in that the post-performance means starts a post-performance when the identification pattern is a winning pattern. According to the above means, an image is displayed as a pre-show effect in which the identification symbol changes from a miss state to a win state over time, then passes through a win state and moves away from the win state. If the post-show effect starts when the identification symbol changes to a win state in this pre-show effect, a win is announced with a low probability, and if the identification symbol changes from a win state to a miss state, a win is announced with a high probability. Therefore, as the identification symbol changes from a win state to a miss state, the player's expectation of a win becomes extremely low, and a win is announced with a high probability even when the player's expectation of a win is extremely low. Therefore, the player recognizes a win with an extremely low expectation, further improving the entertainment value of the game. The three rows of performance symbols in the embodiment correspond to the identification symbols.

[0257] [Reference Invention 3-5] The symbol game means sets the identification symbol to either a winning mode or a losing mode according to the result of the winning or losing determination, The gaming machine described in [Reference Invention 3-1] is characterized in that the advance performance means displays an advance performance in which the appearance of an effect image different from the identification pattern changes over time when the identification pattern is in a reach state. According to the above means, the player can enjoy the image of the preceding effect in which the appearance of the effect image changes with the progress of time in the reach state of the identification symbol, thereby improving the entertainment value of the game. The dialogue reach effect and the flash reach effect in the embodiment correspond to the advance effect, and the dialogue images L1 to L6 and the background of the mini symbol area Em correspond to the effect image.

[0258] [Reference Invention 3-6] A determination means for determining whether or not a start condition has been met each time the start condition is met, and for setting a state advantageous to the player when the start condition is met; a symbol game means for displaying a symbol game image informing a player that a favorable state is set; A pre-show means for performing a pre-show that suggests in advance that a setting of a state advantageous to a player in a symbol game is notified, in a manner in which the content changes with the progress of time, and the pre-show means is capable of ending the pre-show at one of a plurality of ending timings that are different from each other in both duration and manner; a post-effect means for performing a post-effect that enhances the player's expectation for being notified of a setting of a state advantageous to the player in a symbol game; The advance performance means is a mode in which the advance performance is triggered at one of a plurality of end timings prior to the final end timing, The post-performance means is capable of starting a post-performance when the pre-performance is ended in a trigger mode, The symbol game means is characterized in that, when the preceding performance continues beyond the trigger mode, it notifies the player of a setting of a state advantageous to the player with a high probability compared to when the preceding performance ends at the trigger mode. [Reference Invention 3-7] The gaming machine described in [Reference Invention 3-6] is characterized in that the pattern game means notifies the player of a setting that is advantageous to the player with a high probability depending on the timing of the end of the advance performance being later. According to the above means, a first effect and a second effect are performed during symbol play. The first effect indicates in advance that a setting advantageous to the player will be announced in symbol play, and its content changes as time passes. This first effect ends at one of multiple end timings that differ from each other in both duration and mode, and becomes a trigger mode at one of the multiple end timings before the final one. The second effect heightens the player's anticipation for an announcement of a setting advantageous to the player in symbol play, and begins when the first effect ends in the trigger mode. This first effect continues beyond the trigger mode, and when the first effect continues beyond the trigger mode, an announcement of a setting advantageous to the player is more likely than when it ends in the trigger mode. Therefore, the player's expectations decrease as the first effect exceeds the characteristic trigger mode, and an announcement of a setting advantageous to the player is more likely to occur with a lowered player's expectations. Therefore, the player will recognize the settings that are advantageous to the player in a state where his / her expectations have decreased, which improves the enjoyment of the game.

[0259] [Example 10] Normal background image 1, normal background image 2, and normal background image 3 in Figure 58 are each displayed as background images for effect symbol play on effect symbol display device 28 when the play mode is set to normal play mode. Normal background image 1 (see a) is set to an image of a swarm of bats flying, and is displayed when the play mode is set to normal mode 1. Normal background image 2 (see b) is set to an image of a flock of birds flying in the sky, and is displayed when the play mode is set to normal mode 2. Normal background image 3 (see c) is set to an image of a witch flying in the sky, and is displayed when the play mode is set to normal mode 3.

[0260] The symbol group 13 in Figure 58(d) consists of nine kinds of number symbols from "1" to "9," with the odd number symbols "1," "3," "5," "7," and "9" being set to red, and the even number symbols "2," "4," "6," and "8" being set to blue. The nine kinds of number symbols in this symbol group 13 are displayed as effect symbols in each column on the left, center, and right in effect symbol games when the effect mode is set to normal mode 1, when the effect mode is set to normal mode 3, when the effect mode is set to chance mode, when the effect mode is set to speed mode, and when the effect mode is set to super speed mode, but are not displayed when the effect mode is set to normal mode 2. The symbol group 2 in Figure 58(e) consists of nine kinds of number symbols from "1" to "9," with the odd number symbols "1" to "9" being set to red, and the even number symbols "2" to "8" being set to blue. Each number symbol in this symbol group 2 differs from the number symbols in symbol group 13 in that it has a bird image attached to it, and is displayed as a symbol in each column on the left, center, and right only when playing symbol games with the presentation mode set to normal mode 2.

[0261] The presentation mode determination process of Figure 59(a) is executed in S124 of Figure 35 when the sub-control circuit 60 starts the current presentation symbol game in response to receiving special symbol 1 game data from the main control circuit 40. This presentation mode determination process is for changing between normal mode 1 and normal mode 2 and between normal mode 1 and normal mode 3 when the game mode is set to normal game mode, but does not change between normal mode 2 and normal mode 3. When the presentation mode is changed by this presentation mode change process, the current presentation symbol game starts with a background image of the type corresponding to the result of the change in presentation mode and the same three columns of presentation symbols.

[0262] The sub-control circuit 60 determines whether the current game mode is normal game mode in S501 of the presentation mode determination process. If it determines that it is normal game mode, it proceeds to S502 and determines whether the reception result of the special game data 1 indicates a miss. If it determines that it indicates a miss, it proceeds to S503 and determines whether the current presentation mode is normal mode 1. Normal mode 1 is the presentation mode that is initially set when the main power is turned on. If the sub-control circuit 60 determines that it is normal mode 1, it proceeds to presentation mode process 1 in S504. If it determines that it is not normal mode 1, it determines whether the current presentation mode is normal mode 2 in S505. If it determines that it is normal mode 2, it proceeds to presentation mode process 2 in S506. If it is normal mode 3, it proceeds to presentation mode process 3 in S508. Each of these presentation mode processes 1 to 3 determines whether the current presentation mode should be changed. After completing each of presentation mode processes 1 to 3, the sub-control circuit 60 proceeds to presentation mode change process in S507.

[0263] 59(b) is the presentation mode processing 1 of S504, and the sub-control circuit 60 determines in S511 whether or not the reception result of the special chart 1 game data has any of the special chart variation pattern determination results "PH01", "PH02", "PH03", or "PH04". The special chart variation pattern "PH01" is for displaying a battle image BL1 of a defeat ending, the special chart variation pattern "PH02" is for displaying a battle image BL2 of a defeat ending, the special chart variation pattern "PH03" is for displaying a battle image BL3 of a defeat ending, and the special chart variation pattern "PH04" is for displaying a battle image BL4 of a defeat ending, and if the sub-control circuit 60 determines in S511 that any of the special chart variation pattern determination results "PH01" to "PH04" exists, the value of the flag F3 is set to "1" in S512.

[0264] If the sub-control circuit 60 determines in S511 that there is no determination result for a special symbol variation pattern for a battle effect resulting in a defeat, it proceeds to S513 and adds "1" to the value of counter N. The value of counter N measures the number of consecutive executions of a losing effect symbol game, and is reset to "0" when the main power is turned on. After completing S513, the sub-control circuit 60 proceeds to S514 and determines whether the addition result of the value of counter N is "100". If it determines that the addition result of the value of counter N is "100", it sets the value of flag F2 to "1" in S515 and resets the value of counter N to "0" in S516.

[0265] 60(a) shows the rendering mode process 2 of S506, in which the sub-control circuit 60 adds "1" to the value of counter N in S521, and determines whether the result of the addition of the value of counter N is "100" in S522. If it is determined that the result of the addition of the value of counter N is "100", the value of flag F1 is set to "1" in S523, and the value of counter N is reset to "0" in S524. 60(b) shows the rendering mode process 3 of S508, in which the sub-control circuit 60 adds "1" to the value of counter N in S531, and determines whether the result of the addition of the value of counter N is "30" in S532. If it is determined that the result of the addition of the value of counter N is "30", the value of flag F1 is set to "1" in S533, and the value of counter N is reset to "0" in S534.

[0266] 61 shows the presentation mode change process of S507, in which the sub-control circuit 60 determines whether the value of flag F1 is "1" in S541. If it is determined that flag F1 is on, the current presentation mode is changed to normal mode 1 in S542, and the value of flag F1 is set to "0" in S543. This presentation mode is initially set to normal mode 1 when the main power is turned on, and if the number of consecutive executions of a losing presentation symbol game in normal mode 2 reaches "100 times," the presentation mode is changed from normal mode 2 to normal mode 1, and if the number of consecutive executions of a losing presentation symbol game in normal mode 3 reaches "30 times," the presentation mode is changed from normal mode 3 to normal mode 1.

[0267] When S543 is completed, the sub-control circuit 60 switches the background image for the effect symbol game from normal background image 2 or normal background image 3 to normal background image 1 in S544, and determines whether the effect mode was switched from normal mode 2 to normal mode 1 in S545. If it is determined that the effect mode was switched from normal mode 2 to normal mode 1, the process proceeds to S546, where each of the three columns of effect symbols is changed from the number symbols in symbol group 2 to the number symbols in symbol group 13. That is, when the effect mode is changed from normal mode 2 to normal mode 1 and when the effect mode is changed from normal mode 3 to normal mode 1, normal background image 1 begins to be displayed when the image for the effect symbol game begins to be displayed, and when the effect mode is changed from normal mode 2 to normal mode 1, the three columns of effect symbols are changed from the number symbols in symbol group 2 to the number symbols in symbol group 13 in synchronization with the start of display of normal background image 1.

[0268] If the sub-control circuit 60 determines in S541 that flag F1 is off, it proceeds to S547 and determines whether flag F2 is on. If it determines here that flag F2 is on, it changes the current presentation mode to normal mode 2 in S548 and turns flag F2 off in S549. That is, if the number of consecutive executions of a losing presentation symbol game reaches "100 times" in normal mode 1 without displaying an image of a battle presentation with a losing ending, the presentation mode is changed from normal mode 1 to normal mode 2.

[0269] When the sub-control circuit 60 has finished S549, it switches the background image for the effect symbol game from normal background image 1 to normal background image 2 in S550, and changes each of the three columns of effect symbols from the number symbols of symbol group 13 to the number symbols of symbol group 2 in S551. That is, when the effect mode is changed from normal mode 1 to normal mode 2, normal background image 2 starts to be displayed when the image for the effect symbol game starts to be displayed, and in synchronization with the start of display of normal background image 2, the three columns of effect symbols are changed from the number symbols of symbol group 13 to the number symbols of symbol group 2.

[0270] If the sub-control circuit 60 determines in S547 that flag F2 is off, it proceeds to S552 and determines whether flag F3 is on. If it determines that flag F3 is on, it changes the current presentation mode to normal mode 3 in S553, turns flag F3 off in S554, and switches the background image of the presentation symbol game from normal background image 1 to normal background image 3 in S555. That is, if an image of a battle presentation with a losing outcome is displayed in the current presentation symbol game, the presentation mode is changed from normal mode 1 to normal mode 3 when the current presentation symbol game starts, and the image of the battle presentation with a losing outcome in the current presentation symbol game is displayed superimposed on normal background image 3. If the presentation mode is switched from normal mode 1 to normal mode 3, the symbol group is not changed, and the number symbols of symbol group 13 are displayed as three columns of presentation symbols.

[0271] That is, in the normal game mode, in addition to switching the presentation mode between normal mode 1 and normal mode 3, switching the presentation mode between normal mode 1 and normal mode 2 is permitted, but switching the presentation mode between normal mode 2 and normal mode 3 is not permitted. When this presentation mode is switched between normal mode 1 and normal mode 3, the background image for the presentation pattern game is switched when the current presentation pattern game starts, and the images of the three columns of presentation patterns are not switched. When this presentation mode is switched between normal mode 1 and normal mode 2, the background image for the presentation pattern game and the images of the three columns of presentation patterns are each switched synchronously on the image when the current presentation pattern game starts.

[0272] According to the above-mentioned embodiment 10, the following effects are achieved. When the presentation mode is switched from normal mode 1 to normal mode 3, the background image for the presentation symbol game is switched from normal background image 1 to normal background image 3, and the three columns of presentation symbols are fixed to the number symbols of symbol group 13, so that the change in the presentation symbol game image from the player's line of sight is relatively small. In contrast, when the presentation mode is switched from normal mode 1 to normal mode 2, the background image for the presentation symbol game is switched from normal background image 1 to normal background image 2, and the three columns of presentation symbols are switched from the number symbols of symbol group 13 to the number symbols of symbol group 2. In this case, the timing for switching the number symbols is synchronized with the timing for switching the background image, so that the change in the presentation symbol game image from the player's line of sight is significant. Therefore, the behavior of the change in the presentation symbol game image is exceptional, improving the entertainment value of the game.

[0273] Normal mode 1, normal mode 2, and normal mode 3 are set as normal game modes. Therefore, the image change of the performance symbol game with special behavior occurs in the normal game mode, and the entertainment value of the game is improved especially in the normal game mode. The duration of normal mode 3 (30 times of performance symbol games) is set shorter than the durations of normal mode 1 and normal mode 2 (100 times of performance symbol games), so the value of the image in which the number symbols of symbol group 13 overlap the normal background image 3 is increased. If an image of a battle effect ending in defeat is displayed in the current effect symbol game, the change from normal mode 1 to normal mode 3 was made at the timing when the current effect symbol game started, so the player can recognize in advance from the change in background image that the battle effect will end in defeat. In other words, the change from normal background image 1 to normal background image 3 functions as a preview effect that suggests to the player that a battle effect ending in defeat will occur. In the above-mentioned Example 10, the normal mode 1 may be changed to the normal mode 3 when the next effect symbol game is started after the image of the battle effect of the defeat ending in the current effect symbol game is displayed.

[0274] [Example 11] The presentation mode change processing of Fig. 62(a) is executed by the sub-control circuit 60 in place of the presentation mode change processing of Fig. 61. This presentation mode change processing of Fig. 62 is executed by the sub-control circuit 60 in the timer interrupt processing of Fig. 34(b), and the sub-control circuit 60 determines whether it is the mode change timing Tm or not in S561 of the presentation mode change processing of Fig. 62. This mode change timing Tm is set within the period after the scrolling display of the three columns of presentation patterns in a presentation pattern game has started and before the scrolling display of the left column of presentation patterns has stopped (see b), and if the sub-control circuit 60 determines in S561 that it is the mode change timing Tm, it proceeds to S541 to S555. These steps S541 to S555 have the same content as the presentation mode change processing in Fig. 61, and in the normal game mode, in addition to switching between normal mode 1 and normal mode 3, switching between normal mode 1 and normal mode 2 is permitted, but switching between normal mode 2 and normal mode 3 is not permitted. These presentation mode switches are performed with three columns of presentation symbols scrolled, and when the presentation mode is switched between normal mode 1 and normal mode 3, the background image for the presentation symbol game is switched with three columns of presentation symbols scrolled, but the three columns of presentation symbols are not switched. In contrast, when the presentation mode is switched between normal mode 1 and normal mode 2, the background image for the presentation symbol game and the three columns of presentation symbols are switched in sync with each other with three columns of presentation symbols scrolled.

[0275] According to the above-mentioned embodiment 11, the following effects are achieved. The switching from normal background image 1 to normal background image 2 is executed during the scrolling display of three rows of effect symbols, and the types of the three rows of effect symbols are switched during the scrolling display in synchronization with the timing of the switching from normal background image 1 to normal background image 2. Therefore, the change in the image of the effect symbol game becomes extremely large, and the entertainment value of the game can be further enhanced.

[0276] [Example 12] The RAM of the sub-control circuit 60 is set with the special chart 1 pre-read receiving areas 1 to 4 of Figure 18 (d), and the special chart 1 pre-read receiving areas 1 to 4 of the sub-control circuit 60 always store the same special chart 1 pre-read data in the same order as the special chart 1 pre-read areas 1 to 4 of the main control circuit 40. This sub-control circuit 60 executes the hold performance. This hold effect displays a cloud image C in normal colors in the hold display area H0 while the image of the current effect pattern game is being displayed, displays a cloud image C in normal colors in the hold display area H1 when special chart 1 advance reading data is stored in the special chart 1 advance reading receiving area 4, displays a cloud image C in normal colors in the hold display area H2 when special chart 1 advance reading data is stored in the special chart 1 advance reading receiving area 3, displays a cloud image C in normal colors in the hold display area H3 when special chart 1 advance reading data is stored in the special chart 1 advance reading receiving area 2, and displays a cloud image C in normal colors in the hold display area H4 when special chart 1 advance reading data is stored in the special chart 1 advance reading receiving area 1 (see Example 1), and is executed in common regardless of which game mode and which effect mode is set.

[0277] 63 explains the reserved game pre-reading effect. This reserved game pre-reading effect suggests to the player that the three rows of the performance symbols will be a winning combination in the performance symbol game corresponding to the special colored cloud image C in accordance with changing the color of one of the cl...

Claims

[Claim 1] A determination means for determining whether or not a start condition is met when the start condition is met; A game control means capable of controlling the game in an advantageous game state that is advantageous to the player based on the result of the win / loss determination; a performance control means for controlling the performance, The performance control means Based on the result of the win / loss determination, a notification effect can be executed to notify that the game will be controlled in the advantageous game state. During the execution of a performance pattern game in which a performance pattern that notifies the result of the win / loss judgment is displayed in a variable manner, a pre-performance is executed in which the content of the pre-performance changes as time passes, and the state of the performance pattern can be changed in the order of a first state, a second state, and a third state, during the execution of the pre-performance. A first performance control that continues the preceding performance that is being executed until the mode of the performance pattern changes to the first mode, and does not execute the notification performance after the preceding performance ends; A second performance control that continues the preceding performance that is being executed until the mode of the performance pattern changes to the second mode, and executes a subsequent performance that makes the player expect that the notification performance will be executed after the preceding performance ends; A third performance control that continues the preceding performance that is being executed until the mode of the performance pattern changes to the third mode is executable; A gaming machine characterized in that the notification effect is more likely to be executed when the third effect control is executed than when the second effect control is executed.

Citation Information

Patent Citations

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