gaming machines
By integrating dual operating means and a performance control system for dynamic symbol displays, the gaming machine enhances player engagement and operability, offering a more immersive gaming experience.
Patent Information
- Application Number
- JP2023121130
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-25
- Publication Date
- 2026-01-13
- Estimated Expiration
- 2043-07-25
AI Technical Summary
Existing gaming machines lack features that enhance player engagement and operability during special games, leading to a less immersive experience.
Incorporation of a first and second operating means for players to control game settings, along with a determination means to execute special games, and a performance control mechanism that varies the display of special symbols and presentation modes, allowing for dynamic image changes and interactive effects during gameplay.
Enhances player interaction and immersion by providing varied and engaging gameplay experiences through dynamic symbol displays and interactive effects, improving overall game operability and enjoyment.
Smart Images

Figure 0007797026000001 
Figure 0007797026000002 
Figure 0007797026000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines. [Background technology]
[0002] Some of the gaming machines are configured to determine whether a game has been won or lost each time a start condition is met, and each time a win or loss is determined, an image of the symbol game is displayed on the display to notify the player of the result of the determination. Some of these gaming machines are equipped with an operating means. This operating means is operated by the player to change the settings related to the symbol game, and is activated when both the symbol game and the special game are stopped. [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]
[0005] Original Ming The purpose is Operability The present invention aims to provide a gaming machine that can improve the game experience. [Means for solving the problem]
[0006] The first step to solve the above problems 1 invention Games The machine , a first operating means operable by a player; and a second operating means operable by a player; The starting conditions are met Every time to , whether to execute a special game advantageous to the player judgement Do Determination means (main control circuit 40); When the determination is made, a special symbol display control means causes a predetermined special symbol display means to variably display a special symbol and then stops and displays a special symbol indicating the result of the determination; and a performance control means for controlling the performance. Equipped with The presentation control means executes a symbol game including a variable display of a presentation symbol that notifies the result of the judgment in accordance with the variable display of the special symbol, and executes the symbol game in any one of a plurality of presentation modes, and images displayed during the execution of the symbol game include an image of the symbol game, a presentation mode setting image that indicates the setting of the presentation mode related to the symbol game, a first image that indicates the first operation means, and a second image that prompts the player to operate the second operation means, The aforementioned Production Control The means 、 The aforementioned An image of a symbol game, the effect mode setting image, and the No. 1 stroke image and, When is displayed in The above 2 strokes Start displaying the statue Then, the image of the symbol game, the presentation mode setting image, the first image, and the second image are displayed together. It is possible to In Noh a The image of the symbol game, the effect mode setting image, The above 1 stroke image and, The above 2 strokes image and, but together Displayed status in, The above 2 operations When the operating means is operated is currently being displayed Adding variation to the image of the symbol game Execute the change effect and Record number 1 maneuver When the operating means is operated is displayed. No. 1 stroke image without erasing the first operation means, the presentation mode setting image is changed to show another presentation mode different from the presentation mode before the operation of the first operation means. Table of Update the display do 、 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, and (b) is a diagram showing the special chart 2 variation pattern table. [Figure 7] 1A is a diagram showing a game pattern table, and FIG. 1B is a flowchart showing the main processing of the main control circuit. [Figure 8] Flowchart showing timer interrupt processing of the main control circuit [Figure 9](a) is a flowchart showing the special diagram 2 processing of the main control circuit, and (b) is a flowchart showing the special diagram 1 processing. [Figure 10] Flowchart showing the time-saving count update process of the main control circuit [Figure 11] Flowchart showing the fall determination process of the main control circuit [Figure 12] (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 13] (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 14] A diagram to explain normal effects and simultaneous stop effects for all figures [Figure 15] A diagram to explain the normal reach effect [Figure 16] A diagram to explain the special reach effect (battle effect) [Figure 17] (a) is a diagram for explaining the big win game performance, (b) and (c) are diagrams showing the special chart pre-reading reception area, (d) is a diagram for explaining the reserved performance, and (e) is a diagram for explaining the pattern group. [Figure 18] A diagram to explain the button preview effect [Figure 19] Flowchart showing button preview effect processing [Figure 20] A diagram to explain the flow of the effect pattern game after the button notice effect ends with a failure ending. [Figure 21] A diagram to explain the flow of the effect pattern game after the button preview effect ends with a successful conclusion [Figure 22] A diagram to explain the flow of button production 1 [Figure 23] 1A is a flowchart showing a button effect process, and FIGS. 1B to 1D are diagrams showing button effect tables. [Figure 24] A diagram to explain the flow of the game when a button notice effect occurs in this effect pattern game. [Figure 25] A diagram to explain the round promotion effects [Figure 26]1A is a flowchart showing a round promotion effect process, and FIG. 1B is a diagram showing an effect determination table. [Figure 27] (a) is a flowchart showing the main processing, and (b) is a flowchart showing the timer interrupt processing. [Figure 28] 1A is a flowchart showing a received command analysis process, and FIG. 1B is a flowchart showing a symbol game effect start process. [Figure 29] FIG. 21(d) shows Example 2. [Figure 30] FIG. 10 shows a third embodiment (a diagram for explaining the button quick press game 1) [Figure 31] A diagram for explaining button quick press game 2 [Figure 32] A diagram for explaining the start timing of button quick press games 1 and button quick press games 2 [Figure 33] 10A and 10B are diagrams showing Example 4 (a is a diagram showing the firing handle, and b is a diagram showing an image in chance mode). [Figure 34] 10(a) to 10(d) are diagrams for explaining tilt advance notice effects, and FIG. 10(e) is a flowchart showing tilt advance notice effect processing. [Figure 35] 34(a) to (d) showing Example 5. [Figure 36] FIG. 10 shows Example 6 (a diagram for explaining the pre-reach tilt notice performance) [Figure 37] (a) to (c) are diagrams showing operation buttons, (d) is a flowchart showing the reach before and after tilt advance notice effect processing, and (e) to (f) are diagrams showing the tilt advance notice effect table. [Figure 38] A diagram to explain the tilt notice effect after reaching [Figure 39] 34(a) to (d) showing Example 7 [Figure 40] 8 shows an eighth embodiment (a shows a switch unit, b shows an individual setting image and a mode setting image, and c shows a list of submodes) [Figure 41] 10(a) to 10(d) are diagrams showing individual setting images, and FIG. 10(e) is a flowchart showing setting operation processing 1. [Figure 42](a) is a flowchart showing the setting operation process 2, and (b) is a flowchart showing the switch process 1. [Figure 43] (a) is a flowchart showing switch processing 2, and (b) is a diagram showing a mode setting image. [Figure 44] A diagram to explain button operation [Figure 45] 1A is a flowchart showing a button operation effect process, and FIGS. 1B and 1C are diagrams showing effect tables. [Figure 46] FIG. 10 is a diagram illustrating an image when a button operation effect is started while an individual setting image and a mode setting image are displayed. [Figure 47] A diagram for explaining an image when a switch is operated while an individual setting image, a mode setting image, and a button design are displayed. [Figure 48] 9 shows a flowchart of the ninth embodiment (a shows a flowchart of the first switch process, and b shows a flowchart of the second switch process). [Figure 49] Flowchart showing the setting change process 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, and a game pattern table, and the RAM of the main control circuit 40 is set with a special chart 1 area and a special chart 2 area.
[0021] As shown in Fig. 4, a first start port sensor 41, a second start port sensor 42, a normal map sensor 43, a large prize port sensor 44, and a V prize port sensor 48 are connected to the main control circuit 40. The first start port sensor 41 detects game balls that enter the first start port 18, the second start port sensor 42 detects game balls that enter the second start port 23, the normal map sensor 43 detects game balls that pass through the normal start port 22, the large prize port sensor 44 detects game balls that enter the large prize port 19, and the V prize port sensor 48 detects game balls that fall into the V prize port. A start port solenoid 45, a large prize port solenoid 46, and a V prize port solenoid 47 are connected to the main control circuit 40. The start port solenoid 45 opens and closes the opening / closing member 24 of the second start port 23, the large prize port solenoid 46 opens and closes the door plate 20 of the large prize port 19, and the V prize port solenoid 47 opens and closes the V door plate of the V prize port. The LED display 25 is connected to this main control circuit 40, and the main control circuit 40 controls the display content of the LED display 25 to display a variable special pattern.
[0022] The payout control circuit 50 in Figure 4 is mainly composed of a microcomputer. This payout control circuit 50 has ROM, RAM, and a CPU, and when the main control circuit 40 detects signals from the first start hole sensor 41, the second start hole sensor 42, and the large prize hole sensor 44, it sends a payout command to the payout control circuit 50. A prize ball payout device 51 is connected to this payout control circuit 50, and when the payout control circuit 40 detects a payout command from the main control circuit 40, it drives and controls the prize ball payout device 51 to pay out a unit number of game balls into the upper tray 8 as prize balls.
[0023] The sub-control circuit 60 in Figure 4 is primarily a microcomputer. The main control circuit 40 sends commands to the sub-control circuit 60 according to the progress of the game, and the sub-control circuit 60 sets the display content of the effect symbol display 28, the illumination content of the illumination device 29, the sound content of the speaker 32, and the operation content of the advance notice effect device 33 in response to the commands from the main control circuit 40. This sub-control circuit 60 has ROM, RAM, a CPU, I / O, an RTC, a drive circuit, a PWM circuit, a speaker circuit, and a motor circuit. The ROM stores programs for main processing, reception interrupt processing, and timer interrupt processing. The RAM functions as work memory, and the CPU executes the ROM programs for main processing, reception interrupt processing, and timer interrupt processing in response to commands from the main control circuit 40. The operation button 10 is connected to this sub-control circuit 60, and the sub-control circuit 60 detects the operation of the operation button 10 in response to an electrical signal from the operation button 10.
[0024] The drive circuit in Figure 4 is primarily a microcomputer. This drive circuit controls the effect symbol display 28 in accordance with the display content settings of the sub-control circuit 60 and includes ROM, RAM, a CPU, CGROM, CGRAM, and a VDP. The ROM stores an image control program for specifying image data, the RAM functions as work memory, and the CPU executes the program stored in the ROM. The CGROM stores image data for displaying images on the effect symbol display 28, and the VDP reads image data from the CGROM in response to commands from the CPU. The VDP expands the image data read results into the CGRAM, synthesizes the expanded image data, and draws it in the CGRAM's frame buffer. The resulting image is output as an RGB signal to the effect symbol display 28, and the effect symbol display 28 displays the image in color in accordance with the RGB signal from the VDP.
[0025] The PWM circuit in Figure 4 is based on a microcomputer, and PWM controls the color and brightness of the multiple LEDs 31 in the illumination device 29 to cause the multiple LED covers 30 in the illumination device 29 to light up according to the settings for the illumination content, and PWM controls the color and brightness of the LEDs 35 in the notice display device 33 to cause the decorative members 34 in the notice display device 33 to light up according to the settings for the illumination content. The speaker circuit in Figure 4 is based on a microcomputer, and controls both speakers 32 to output sounds from both speakers 32 at a scale, volume, and tone according to the settings for the sound content. The motor circuit in Figure 4 is based on a microcomputer, and drives and controls the pulse motor 36 in the forward and reverse directions to move the notice display device 33 between its upper and lower limit positions.
[0026] 3. Gaming function 3-1. Regular Play 3-1-1. General lottery When the game ball passes through the normal starting hole 22, the value of the normal random number in Figure 5(a) is obtained, and the normal hit / won't / not-won result is obtained from the normal hit determination table in Figure 5(b) according to the result of obtaining the value of the normal random number. This normal hit determination table has non-electric support state and electric support state set, and in the electric support state, the normal hit determination result is obtained with a higher probability than in the non-electric support state.
[0027] 3-1-2. General map change display When the result of the normal map hit / miss judgment is obtained, the normal map fluctuation display begins. This normal map fluctuation display starts by flashing a predetermined number of LEDs on the LED display 25 in a predetermined pattern, and then stops flashing in either a "normal map hit" or "normal map miss" mode. If the predetermined number of LEDs are judged to be a "normal map hit," they stop flashing in a "normal map hit mode," and if they are judged to be a "normal map miss," they stop flashing in a "normal map miss mode." The required time for this normal map fluctuation display is obtained from the normal map fluctuation display time table in Figure 5(c). This normal map fluctuation display time table assigns normal map fluctuation times to each of the "electric support state" and "non-electric support state," and a shorter normal map fluctuation display time is obtained in the "electric support state" compared to the "non-electric support state."
[0028] 3-1-3. Regular Play When the normal map variation display is stopped in the "normal map hit" mode, a normal map game pattern corresponding to the current game state is selected from the normal map game pattern table in Figure 5 (d), and normal map play is started according to the selection result of the normal map game pattern. This normal map play sets the second start port 23 in an open state, and in the "electric support state", the second start port 23 is opened once for a long time (6 seconds) as a normal map game, and in the "non-electric support state", the second start port 23 is opened once for a short time (1 second) as a normal map game.
[0029] 3-2. Special Chart 1 Game 3-2-1. Acquisition of special chart 1 game data When a game ball enters the first starting hole 18, the values of the special random number, jackpot type random number, fall random number, and variation pattern random number in FIG. 5(a) are acquired, and the acquired results of the special random number value and the acquired results of the variation pattern random number value are stored in RAM as a set of special game data 1. As shown in FIG. 5(i), special game data 1 reserve areas 1 to 4 are set in this RAM, and the special game data 1 is stored in the order of acquisition, in the order of "special game data 1 reserve area 4," "special game data 1 reserve area 3," "special game data 1 reserve area 2," and "special game data 1 reserve area 1." In other words, when special game data is stored in all of the special game data reserve areas 1 to 4, the special game data 1 in "special game data 1 reserve area 4" is the oldest, and the special game data in "special game data 1 reserve area 1" is the newest. A state in which special chart 1 game data is stored in all of special chart 1 holding areas 1 to 4 is referred to as the special chart 1 holding number being "4", a state in which special chart 1 game data is stored in three of special chart 1 holding areas 2 to 4 is referred to as the special chart 1 holding number being "3", a state in which special chart 1 game data is stored in two of special chart 1 holding areas 3 to 4 is referred to as the special chart 1 holding number being "2", a state in which special chart 1 game data is stored in one of special chart 1 holding areas 4 is referred to as the special chart 1 holding number being "1", and a state in which special chart 1 game data is not stored in any of special chart 1 holding areas 1 to 4 is referred to as the special chart 1 holding number being "0".
[0030] 3-2-2. Special Drawing 1 Lottery If special chart 1 game data is stored in the "special chart 1 reserve area 4," the special chart 1 lottery will be held on the condition that the current game is stopped. This game stop state refers to a state in which special chart 1 game, special chart 2 game, jackpot game, and small jackpot game are all stopped, and the special chart 1 lottery is allowed during normal game. This game stop state corresponds to a playable state, and a state in which any one of special chart 1 game, special chart 2 game, jackpot game, and small jackpot game is being played corresponds to a non-playable state.
[0031] When the game is stopped and special game data is stored in the "Special Game Data Reserve Area 4," the special game data random number value is detected from the "Special Game Data Reserve Area 4." In the "high probability state," a judgment result of "jackpot," "small win," or "miss" is obtained from the jackpot determination table for the high probability state (Figure 5(e)) based on the result of the detection of the special game data random number value. In the "normal probability state," a judgment result of "jackpot," "small win," or "miss" is obtained from the jackpot determination table for the normal probability state based on the result of the detection of the special game data random number value. The jackpot determination probability in this "normal probability state" is set lower than the jackpot determination probability in the "high probability state," while the small win determination probability is set the same between the normal probability state and the high probability state. The jackpot probability in this high probability state is "40 / 1201," while the jackpot probability in the normal probability state is "3 / 1201."
[0032] When a "jackpot" determination result is obtained from the jackpot determination table, the storage result of the jackpot type random number value is detected from the "Special Chart 1 Reserve Area 4," and the jackpot type according to the detection result of the jackpot type random number value is obtained from the Special Chart 1 jackpot type table in Figure 5(g). This Special Chart 1 jackpot type table has three types of jackpot types: "jackpot pattern 1," "jackpot pattern 2," and "jackpot pattern 3." When "jackpot pattern 1" is obtained and when "jackpot pattern 3" is selected, "electric support state 1" and "high probability state" are set, respectively, and when "jackpot pattern 2" is obtained, "electric support state 2" and "normal probability state" are set.
[0033] When the type of jackpot is determined in accordance with the obtained judgment result of "jackpot", the storage result of the value of the fluctuation pattern random number is detected from the "special chart 1 reserve area 4", and the special chart fluctuation pattern and special chart fluctuation display time according to the detection result of the value of the fluctuation pattern random number are selected from the special chart 1 fluctuation pattern table of Figure 6(a).When the judgment result of "miss" is obtained, the storage result of the value of the fluctuation pattern random number is detected from the "special chart 1 reserve area 4", and the special chart fluctuation pattern and special chart fluctuation display time according to the detection result of the value of the fluctuation pattern random number are selected from the special chart 1 fluctuation pattern table of Figure 6(a).
[0034] 3-2―3. Fall Lottery When a special chart variation pattern and special chart variation display time are selected, the storage result of the value of the fall random number is detected from the "special chart 1 reserve area 4", and a judgment result of either "fall occurred" or "fall did not occur" is selected from the fall judgment table in Figure 5(f) according to the detection result of the value of the fall random number. If "fall occurred" is selected as this judgment result, if the current game state is a "high probability state", the "high probability state" is canceled and the "normal probability state" is set instead of the "high probability state".
[0035] 3-2-4. Special Chart 1 Change Display When the special chart variation pattern and special chart variation display time are selected, the special chart 1 variation display begins. This special chart 1 variation display causes a predetermined number of LEDs on the LED display 25 to start flashing in a predetermined pattern and then stop flashing. If the predetermined number of LEDs are determined to be a miss, they stop flashing in the "special chart 1 miss" mode. If they are determined to be a big hit, they stop flashing in the "big hit" mode according to the judgment result of the big hit type. If they are determined to be a small hit, they stop flashing in the "small hit" mode. The time from when the flashing starts to when the flashing stops is determined according to the selection result of the special chart variation display time.
[0036] 3-2―5. Small Win Game When a predetermined number of LEDs on the LED indicator 25 stop flashing in a small win mode, a small win game pattern is selected from the game pattern table shown in Figure 7(a), and the small win game begins according to the selected small win game pattern. This small win game pattern consists of an opening period, one round, and an ending period. The round 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 plurality of LEDs of the LED indicator 25 stop flashing in a manner corresponding to the jackpot type determination result "jackpot pattern 1," jackpot game pattern L 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 L has an opening period set before the start of the first round and an ending period set 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 is changed from a state in which game balls cannot enter to a state in which game balls 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] The jackpot game pattern L has 16 rounds. In each round, the V entry port 19 remains open until a time limit elapses, after which it is closed for a set period of time. If the maximum number of game balls enters the V entry port before the time limit elapses, the V entry port 19 is closed for a set period of time without waiting for the time limit to elapse, and then the game ends. In other words, the jackpot game pattern L consists of 16 unit games. The first round begins upon the end of the opening period, and the ending period begins after the closing period has elapsed following the end of the final round. This jackpot game pattern L can pay out a large number of prize balls to the player. In the jackpot game pattern L when jackpot symbol 1 is selected as the jackpot type, the V entry port 19 is kept open for a set number of rounds (e.g., the 13th through 15th rounds), allowing game balls to fall into the V entry port.
[0039] When the predetermined plurality of LEDs of the LED indicator 25 stop flashing in the manner corresponding to the jackpot type determination result "jackpot symbol 2" and the manner corresponding to "jackpot symbol 3," respectively, jackpot game pattern S is selected from the game pattern table of FIG. 7(a), and jackpot game begins in jackpot game pattern S. This jackpot game pattern S is set to eight rounds and pays out fewer prize balls to the player than jackpot game pattern L. In jackpot game pattern S when jackpot symbol 3 is selected as the jackpot type, the V prize opening is kept open for a specific number of rounds (e.g., the second through fourth rounds), allowing game balls to fall into the V prize opening. In jackpot game pattern S when jackpot symbol 2 is selected as the jackpot type, the V prize opening is kept closed at all times, prohibiting game balls from falling into the V prize opening.
[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] 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 2 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 2 fluctuation pattern table of Figure 6 (b).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 2 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 2 fluctuation pattern table of Figure 6 (b).
[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] 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".
[0064] 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 101 shows the time-saving count update process, and the main control circuit 40 determines whether the current game state is "electric support state 1," "electric support state 2," or "non-electric support state" in S41 of Figure 10. If it determines that the current game state is "non-electric support state," the value of the second pointer P2 is set to "3" in S48, and if it determines that the current game state is "electric support state 1" or "electric support state 2," 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.
[0065] When the main control circuit 40 proceeds to S44, it determines whether the current game state is "electric support state 2." If it determines that the current game state is "electric support state 1," it sets the value of the second ponter P2 to "3" in S48, and if it determines that it is "electric support state 2," it compares the value of the time-saving count counter with the upper limit value "100" in S45. 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.
[0066] If the main control circuit 40 determines in S45 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 S46, and sets an electric support cancel command in the output buffer of RAM in S47. 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 S47, it sets the value of the second ponter P2 to "3" in S48.
[0067] 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 11 shows the fall judgment process of S33, in which the main control circuit 40 determines whether the current game state is a "high probability state" in S61. If it determines that the current game state is a "normal probability state," it sets the value of the second pointer P2 to "4" in S70, 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).
[0068] 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 S70, 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.
[0069] 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 S71. 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 S70. 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.
[0070] When the main control circuit 40 determines in S67 that the value of the time-saving count counter is "101" or greater, it changes the current game state from "electric support state 1" to "non-electric support state" in S71. Then, in S72, it sets an electric support change command to the output buffer of RAM to be sent to the sub-control circuit 60, and in S70 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. That is, if the value of the time-saving count counter is "100" or less and it is determined that a drop has occurred in the "high probability state" or "electric support state 1," the normal probability state is set, but the electric support state continues. On the other hand, if the value of the time-saving count counter is "101" or greater and it is determined that a drop has occurred in the "high probability state" or "electric support state 1," the "normal probability state" or "non-electric support state" is set.
[0071] 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."
[0072] 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.
[0073] 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 FIG. 9(a). Here, the jackpot game begins, and a jackpot game start command is set in the output buffer to be sent to the sub-control circuit 60. This main control circuit 40 executes the jackpot game using jackpot game pattern L when the jackpot type determination result is "jackpot symbol 1," and executes the jackpot game using jackpot game pattern S when the jackpot type determination result is "jackpot symbol 2" or "jackpot symbol 3." Each time a round is started during jackpot game, a round start command is set in the output buffer and sent to the sub-control circuit 60. This round start command notifies the number of the current round, and the main control circuit 40 sets a round stop command in the output buffer and sends it to the sub-control circuit 60 each time a round is stopped during jackpot game. 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.
[0074] 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 round, 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 accordance with 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.
[0075] 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."
[0076] 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."
[0077] 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.
[0078] 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".
[0079] 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.
[0080] 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".
[0081] 4-5-2.Time-saving count update process If the value of the first pointer P1 is set to "2", the main control circuit 40 executes the time-saving count update process of FIG. 10 in S82 and sets the value of the first pointer P1 to "3". 4-5-3.Fall detection process If the value of the first pointer P1 is set to "3", the main control circuit 40 executes the fall determination process of FIG. 11 in S83 and sets the value of the first pointer P1 to "4". 4-5-4. Special Chart 1 Change Stop Processing When the value of the first pointer P1 is set to "4", the main control circuit 40 proceeds to the special chart 1 variation stop processing of S84 in Fig. 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".
[0082] 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.
[0083] 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 L when the jackpot type determination result is "jackpot symbol 1," and executes the jackpot game in jackpot game pattern S when the jackpot type determination result is "jackpot symbol 2" or "jackpot symbol 3," and sets a round start command in the output buffer and sends it to the sub-control circuit 60 every time a round starts. This main control circuit 40 sets a round stop command in the output buffer and sends it to the sub-control circuit 60 every time a round stops during the jackpot game. 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.
[0084] If the jackpot type determination result is "jackpot symbol 2," the main control circuit 40 closes the V entry port in each round. 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. This 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 has progressed 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 entry has occurred. If a V entry has occurred, the game state is set to "high probability state" or "electric support state 1," the time-saving count counter is reset to "0," and the second pointer P2 is initialized 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.
[0085] 5. Game mode explanation The game flow in Figure 12(a) shows how the game modes change, and Figures 12(b) and (c) show the relationship between the game modes and the presentation modes. When the power is turned on, the normal game mode is set. This normal game mode is the "normal probability state" or "non-electric support state," and in the normal game mode, a left-hit image prompting the player to hit the game ball with the left is displayed on the presentation symbol display 28. When the player hits the game ball with the left in accordance with this left-hit image, the game ball enters the first starting hole 18, and 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.
[0086] 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 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.
[0087] 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."
[0088] 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.
[0089] 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, and 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. 13(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. 13(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. 13(c).
[0090] 6-1. Behavior of the performance mode Figure 12(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 play. In this state, if a total of 100 special symbol 1 and special symbol 2 lotteries are performed without a jackpot being determined, the normal play mode is set, and the normal mode is set in response to the setting of the normal play mode, and the normal background image is displayed from the 101st presentation symbol play.
[0091] Figure 12(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 lotteries are performed, the low-probability time-saving mode is set as the play mode, but as shown in the upper part of Figure 12(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.
[0092] The bottom row of Figure 12(c) shows the behavior of the presentation mode when a total of 100 or more special symbol 1 and special symbol 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 the high probability time-saving mode. If a fall is determined to occur when this speed mode is set, normal mode is set according to the normal play mode setting, and the normal background image is displayed from the next time.
[0093] 6-2. Performance pattern play The image of the effect symbol game 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, and in speed mode it is displayed superimposed on top of the speed background image.
[0094] 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.
[0095] There are three types of combinations set when the three-column scrolling display is stopped: "jackpot combinations," "miss reach combinations," and "complete miss combinations." Miss reach combinations are combinations in which the left and right columns are identical to each other but the middle column is different, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH01 to PH05). Complete miss combinations are combinations in which the left and right columns are different, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH06 to PH07). Jackpot combinations are combinations in which the three columns are identical to each other, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a jackpot (PO00 to PO05). This sub-control circuit 60 sets the three rows of effect symbols to an odd jackpot combination when it receives the jackpot type "jackpot symbol 1" or "jackpot symbol 3" from the main control circuit 40, and sets the three rows of effect symbols to either an odd jackpot combination or an even jackpot combination when it receives the jackpot type "jackpot symbol 2" from the main control circuit 40. In other words, an odd jackpot combination suggests to the player that a high probability electric support mode will be set, and an even jackpot combination suggests to the player that either a high probability electric support mode or a low probability electric support mode will be set, and neither an odd jackpot combination nor an even jackpot combination suggests to the player the number of rounds of jackpot play.
[0096] Figure 13(d) is a list of the effects of the effect symbol game, and there are four types of effects set for the effect symbol game: "normal effect," "all symbols stop simultaneously effect," "normal reach effect," and "special reach 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 14(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."
[0097] As shown in Figure 13(d), the simultaneous stop of all symbols effect is initiated by the "start of three-column scrolling display," and the "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 14(a) and 14(d). This simultaneous stop of all symbols effect ends in the shortest time (1000 msec) of all special symbol variation display times, and in the low probability time-saving mode and high probability time-saving mode, the variation display time is shortened as the "special symbol variation pattern PH07" is selected with a high probability.
[0098] As shown in Figure 13(d), 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 15(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.
[0099] 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 15(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 15(d).
[0100] As shown in Fig. 13(d), 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.
[0101] As shown in FIG. 13(d), 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. 16 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.
[0102] As shown in FIG. 16(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. 16(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. 16(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. 16(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).
[0103] Each of the battle images BL1 to BL4 has two types of endings: a winning ending and a losing ending. As shown in FIG. 16(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. 16(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.
[0104] As shown in Figure 13(d), the special reach effect is a "battle effect" followed by a "three-row static display." As shown in Figure 16(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 16(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.
[0105] 6-3. Big hit game performance The jackpot game effect displays a background image for the jackpot game effect within 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 17(a) is an image of the jackpot game effect. The image of this jackpot game effect consists of an image of the silhouettes of two women dancing, and in front of the image of the jackpot game effect, an image of "Hit Right" encouraging the player to hit right and an image of "X (X is the number of rounds) R" notifying the player of the current number of rounds are superimposed.
[0106] 6-4. Prize ball winning performance During the jackpot game presentation, a prize ball acquisition presentation is carried out. As shown in Fig. 17(a), this prize ball acquisition presentation displays prize ball acquisition information superimposed on the image of the jackpot game presentation, and the prize ball acquisition information counts up the number of prize balls that the player can acquire in the currently ongoing jackpot game from an initial value of "0" to an end value by "80" per round. In a jackpot game of 16 rounds of jackpot game pattern L, the end value of the prize ball acquisition information is set to "1280", and in a jackpot game of 8 rounds of jackpot game pattern S, the end value of the prize ball acquisition information is set to "640".
[0107] 6-5. Read-ahead function As shown in Figure 17(b), special drawing 1 pre-read 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-read data in one of the special drawing 1 pre-read receiving areas 1 to 4 each time it receives special drawing 1 pre-read data from the main control circuit 40. These special drawing 1 pre-read receiving areas 1 to 4 are set with a higher storage priority in the order of "special drawing 1 pre-read receiving area 1," "special drawing 1 pre-read receiving area 2," "special drawing 1 pre-read receiving area 3," and "special drawing 1 pre-read receiving area 4," and the storage process of the special drawing 1 pre-read data is performed in the blank special drawing 1 pre-read receiving area 1 to 4 with the highest number and the highest priority.
[0108] 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.
[0109] As shown in Figure 17(c), special chart 2 pre-read 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 pre-read data in one of the special chart 2 pre-read receiving areas 1 to 4 each time it receives special chart 2 pre-read data from the main control circuit 40. These special chart 2 pre-read receiving areas 1 to 4 are set with a higher storage priority in the order of "special chart 2 pre-read receiving area 1," "special chart 2 pre-read receiving area 2," "special chart 2 pre-read receiving area 3," and "special chart 2 pre-read receiving area 4," and the storage process of the special chart 2 pre-read data is performed in the blank special chart 2 pre-read receiving area 1 to 4 with the highest number and the highest priority.
[0110] When the sub-control circuit 60 starts displaying the image of the effect symbol game in response to receiving the special symbol 2 game data, it organizes the "special symbol 2 pre-read receiving areas 1 to 4." This process is executed in the same procedure as the special symbol 1 pre-read receiving areas 1 to 4, and the special symbol 2 pre-read receiving areas 1 to 4 of the sub-control circuit 60 always store the same special symbol 2 pre-read data in the same order as the special symbol 2 pre-read areas 1 to 4 of the main control circuit 40.
[0111] 6-6.Hold performance As shown in Fig. 17(d), 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 cloud image C within the reserved display area H0 in response to starting to display the image of the current effect symbol game in each of the normal mode, chance mode, and speed mode. This sub-control circuit 60 erases the cloud image C from within 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 being displayed, the cloud image C is continuously displayed within the reserved display area H0.
[0112] As shown in Fig. 17(d), reserved display areas H1 to H4 are set within the display area E of the performance symbol display 28. These reserved display areas H1 to H4 are arranged in a horizontal row, and in normal mode, the sub-control circuit 60 displays one cloud image C in 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 cloud image C in 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 cloud image C in 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 cloud image C in the reserved display area H4 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 1.
[0113] In the chance mode and the speed mode, the sub-control circuit 60 displays one cloud image C in the reserved display area H1 when special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 4, displays one cloud image C in the reserved display area H2 when special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 3, displays one cloud image C in the reserved display area H3 when special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 2, and displays one cloud image C in the reserved display area H4 when special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 1. In other words, in the normal mode, the reserved effect is an effect in which the number of cloud images C corresponding to the number of reserved special charts 1 is displayed, and in the chance mode and the speed mode, the reserved effect is an effect in which the number of cloud images C corresponding to the number of reserved special charts 2 is displayed.
[0114] 6-7. Chance mode pattern production The upper part of Fig. 17(e) shows the normal symbol group. This normal symbol group consists of nine kinds of number symbols from "1" to "9", and when the effect mode is set to normal mode or speed mode, the effect symbols for each column are selected from the normal symbol group. The lower part of Fig. 17(e) shows the chance symbol group. This chance symbol group consists of a total of ten kinds of symbols, nine kinds of number symbols from "1" to "9" and one kind of character symbol M, and when the effect mode is set to chance mode, the effect symbols for the left column and the right column are each selected from the ten kinds of the chance symbol group, and the effect symbol for the middle column is selected from the nine kinds of "1" to "9".
[0115] 6-8. Button preview Figure 18 explains the button preview effect. This button preview effect is executed when the effect mode is set to chance mode, and begins when the effect symbol in the left column stops and displays as a character symbol M from the chance symbol group while three columns of effect symbols are scrolling (see a → b). This button preview effect has a failure ending and a success ending. The failure ending is when the effect symbol in the right column stops and displays as a number symbol "4" (see b → c), and the success ending is when the effect symbol in the right column stops and displays as the same character symbol M as the left column (see b → d).
[0116] The button preview effect process of Figure 19 is initiated when the sub-control circuit 60 receives special symbol 2 game data from the main control circuit 40, and the sub-control circuit 60 determines whether or not to execute the button preview effect in the button preview effect process of Figure 19. If the sub-control circuit 60 determines that the button preview effect should be executed, it determines whether the button preview effect will end with a successful outcome or a failed outcome, and executes the button preview effect in the current effect symbol game according to the determination result. When the sub-control circuit 60 initiates the button preview effect process, it determines in S201 whether the current effect mode is chance mode. If it determines that it is chance mode, it proceeds to S202 and determines whether the reception result of the special symbol 2 game data includes any of the eight determination results (PO01 to PO04 and PH01 to PH04) of the special symbol variation pattern for the battle effect.
[0117] If the sub-control circuit 60 determines in S202 that there is a determination result for a special symbol variation pattern for battle effects, it proceeds to S203 and determines whether the reception result of the special symbol 2 game data contains either the jackpot type "jackpot symbol 1" or "jackpot symbol 3" for the high probability electric support mode. If it determines that there is a jackpot type for the high probability electric support mode, it proceeds to S204 and determines with 100% probability that the button preview effect of a successful ending will be executed in this performance symbol game. If the sub-control circuit 60 determines in S203 that there is no jackpot type for the high probability electric support mode, it proceeds to S205 and determines whether the reception result of the special symbol 2 game data contains the jackpot type for the low probability electric support mode, "jackpot symbol 2". If it is determined that there is a jackpot type for the low probability electric support mode, it is determined in S206 with a 100% probability that a button preview effect with a failure ending will be executed in this performance pattern game, and if it is determined that there is no jackpot type for the low probability electric support mode, it moves to S207. Here, it is determined with a 20% probability that a button preview effect will be executed in this performance pattern game, and if it is determined that a button preview effect will be executed, it is determined with a 50% probability that a successful ending and a failed ending will be executed.
[0118] Figure 20 illustrates the flow of the game when a button preview with a failure ending is executed during this game. In this case, after the button preview ends with a failure ending, the character symbol M in the left column changes to the number "4," leading to a normal reach effect of "4↓4" (see a → b). The normal reach effect then develops into a battle effect with one of the battle images BL1 to BL4 (see b → c). This battle effect ends with either a defeat ending of "434" (see d) or a victory ending of "444" (see e). If the battle effect ends with a victory ending of "444," a low-probability power support mode is set after eight rounds of jackpot play. In other words, the failure ending of the button preview effect indicates to the player that a high-probability power support mode will not be set.
[0119] 6-9. Button effect 1 An operation button group (not shown) consisting of multiple operation buttons is attached to the upper tray 8. This operation button group includes an operation button for adjusting the volume of the speaker 32 and an operation button for adjusting the brightness of the effect symbol display 28, and each of the multiple operation buttons in the operation button group is visible and operable by the player. As shown in FIG. 21, this operation button group includes an operation button 10 (see d). This operation button 10 is semi-transparent and white, and is hemispherical and attached to the surface of the upper tray 8 so that it can be operated by the player. A full-color LED 10a is housed inside this operation button 10, and the sub-control circuit 60 drives and controls the LED 10a to illuminate the operation button 10. This LED 10a switches from an off state to a red (R) illumination state when the button preview effect ends with a successful outcome. Button effect 1 begins when the operation button 10 switches from a non-illuminating state to a red illumination state after the button preview effect ends with a successful outcome (see a → d).
[0120] FIG. 21 explains button effect 1, and when button effect 1 starts, button design B begins to be displayed on the effect design display 28 (see a → b). This button design B has a semicircular outline shape that imitates the operation button 10, and begins to be displayed in the same red color as the operation button 10. This button design B is displayed between two character designs M in place of the effect designs in the middle row during slow scrolling, and from the player's line of sight, it appears as an image in which a reach state has occurred with the character design M. This button design B encourages the player to operate the operation button 10, which is lit up in red, and has a "PUSH" announcement image.
[0121] As shown in FIG. 21, a horizontally long rectangular timer symbol T is attached to the button symbol B (see b). This timer symbol T notifies the player of the remaining valid period of the operation button 10 that is emitting red light, and the remaining valid period is at its maximum when the timer symbol T begins to be displayed. When the remaining valid period is at its maximum, the timer symbol T is displayed in an entirely white color. As shown in FIG. 22, the width of the black region of the timer symbol T increases and the width of the white region decreases as the remaining valid period decreases (see a → b), and the entire region becomes black as the remaining valid period reaches "0" (see b → c). When the remaining valid period reaches "0," the "PUSH" announcement image is erased, and the color of the button symbol B is changed from red (R) to white (W) (see c). This remaining valid period will also be eliminated if the operation button 10 is operated within the valid period, and when the remaining valid period is eliminated in response to a valid operation of the operation button 10, the color change of the timer pattern T will stop (see b→d), the "PUSH" announcement image will be erased, and the color of the button pattern B will be changed from red to white (see d).
[0122] When the remaining valid period of the operation button 10 expires due to either the expiration of the valid period or a valid operation, as shown in Figure 21, the character pattern M in the left column and the character pattern M in the right column are replaced with the number pattern "4" (see b → d), and the number patterns "1" to "9" start to be displayed again in a slow scrolling state in place of the button pattern B in the middle column, thereby ending button performance 1, and a normal reach performance of "4↓4" starts instead of button performance 1 (see d). This normal reach performance develops into a battle performance in one of the battle images BL1 to BL4 (see e), and the battle performance ends with either a defeat ending of "434" (see f) or a victory ending of "444" (see g).
[0123] 6-10. Button effect 2 21 explains button performance 2. This button performance 2 is started in response to the operation button 10 switching from a non-illuminating state to a blue illuminating state after the button preview performance has ended with a successful outcome (see a → c), and when button performance 2 starts, button design B begins to be displayed on the performance design display 28 (see c). This button design B is displayed in the same blue color as the operation button 10, and button performance 2 proceeds in the same manner as button performance 1 except for the illuminating color of the operation button 10 and the color of button design B.
[0124] The button effect processing of Fig. 23(a) is executed by the sub-control circuit 60 immediately after the button advance notice effect processing of Fig. 19, and the sub-control circuit 60 determines whether to execute either button effect 1 or button effect 2 in the button effect processing of Fig. 23(a), and if it determines that button effect 1 is to be executed, it starts button effect 1 after the successful conclusion of the button advance notice effect in the current effect pattern game, and if it determines that button effect 2 is to be executed, it starts button effect 2 after the successful conclusion of the button advance notice effect in the current effect pattern game. In other words, neither button effect 1 nor button effect 2 starts after the unsuccessful conclusion of the button advance notice effect.
[0125] In S211, the sub-control circuit 60 determines whether a successful ending button preview effect has been set for this effect symbol game. If it determines that a successful ending button preview effect has been set, it proceeds to S212, where it determines whether the 16-round jackpot type "jackpot symbol 1" for the high probability electric support mode is present in the received special symbol 2 game data. If it determines that "jackpot symbol 1" is present, it proceeds to S213, where it detects button effect table 1 (FIG. 23(b)) from the ROM. This button effect table 1 assigns a high selection probability to button effect 1 and a low selection probability to button effect 2. If the sub-control circuit 60 detects button effect table 1 in S213, it selects either button effect 1 or button effect 2 from button effect table 1 at a probability corresponding to the selection probability in S216.
[0126] If the sub-control circuit 60 determines in S212 that the 16-round jackpot type "jackpot symbol 1" for the high probability electric support mode is not present in the reception result of the special chart 2 game data, it proceeds to S214 and determines whether the 8-round jackpot type "jackpot symbol 3" for the high probability electric support mode is present in the reception result of the special chart 2 game data. If it determines that the jackpot type "jackpot symbol 3" is present, it proceeds to S215 and detects button effect table 2 of Figure 23(c) from the ROM. This button effect table 2 assigns the same selection probability to button effect 1 and button effect 2, respectively. If the sub-control circuit 60 detects button effect table 2 in S215, it selects either button effect 1 or button effect 2 from button effect table 2 with a probability corresponding to the selection probability in S216.
[0127] If the reception result of the special symbol 2 game data indicates a miss, the sub-control circuit 60 determines in S214 that the jackpot type "jackpot symbol 3" does not exist, and detects button effect table 3 of Fig. 23(d) from the ROM in S218. This button effect table 3 assigns a high selection probability to button effect 1 and a low selection probability to button effect 2, and if the sub-control circuit 60 detects button effect table 3 in S218, it selects either button effect 1 or button effect 2 from button effect table 3 with a probability corresponding to the selection probability in S216.
[0128] Figure 24 shows the game flow when a button preview effect is executed during a performance symbol game. If the button preview effect ends with a failure outcome, neither Button Effects 1 nor Button Effects 2 are executed, and a battle effect begins. If this battle effect ends with a victory outcome, a low-probability electric support mode is always set after eight rounds of jackpot play are executed. If the button preview effect ends with a success outcome, a battle effect begins after either Button Effects 1 or Button Effects 2 are executed. If Button Effects 1 develops into a battle effect, although the three rows of performance symbols form a jackpot combination with a low probability, a high-probability electric support mode is set after 16 rounds of jackpot play are executed with a high probability, and a high-probability electric support mode is set after eight rounds of jackpot play are executed with a low probability. When button effect 2 develops into a battle effect, the three rows of effect symbols will be a jackpot combination with a high probability, but after 16 rounds of jackpot play are executed with a low probability, a high probability electric support mode will be set, and after 8 rounds of jackpot play are executed with a high probability, a high probability electric support mode will be set.
[0129] 6-11. Round promotion performance Figure 25 explains the round promotion effect. This round promotion effect begins during the eighth round of a jackpot game by switching the jackpot game effect image to a round promotion effect image (see b → c). The round promotion effect image is set to show a woman climbing a cliff. The round promotion effect image has a failure ending and a success ending, and the failure ending image and the success ending image are each displayed before the end of the eighth round. The failure ending image is set to show the woman falling before reaching the top of the cliff (see g). If the round promotion effect ends with the failure ending image, the image "Failure, this is the last one" is displayed. In this case, the jackpot game always ends with the eighth round, and a ninth jackpot round does not begin. The success ending image is set to show the woman reaching the top of the cliff (see d). If the round promotion effect ends with the success ending image, the image "Success! 16R Confirmed!" is displayed. In this case, the 9th jackpot round will always start (see e), and from the 9th round onwards, the image of the round promotion effect will be replaced by the image of the jackpot game effect, and the jackpot game will continue until the 16th round (see f).
[0130] The round promotion effect processing of Figure 26(a) is executed in S217 when the sub-control circuit 60 selects execution of button effect 1 or button effect 2 in S216 of the button effect processing of Figure 23, and the sub-control circuit 60 selects either a round promotion effect with a successful ending or a round promotion effect with an unsuccessful ending in the round promotion effect processing, and executes the round promotion effect with an ending according to the selected result during the 8 rounds of this jackpot game.
[0131] The sub-control circuit 60 detects the effect determination table of Figure 26(b) from the ROM in S221 of Figure 26. This effect determination table assigns a round promotion effect of a successful ending to the jackpot type "jackpot pattern 1" and a round promotion effect of a failed ending to the jackpot type "jackpot pattern 3". When the sub-control circuit 60 detects the effect determination table in S221, it selects the ending round promotion effect according to the determination result of the jackpot type of the special chart 2 game data from the effect determination table in S222.
[0132] 7-1.Main processing 27(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.
[0133] 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 27(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.
[0134] 8-3-1. Received command analysis processing 28(a) shows the received command analysis process of S111. In S121, the sub-control circuit 60 determines whether the special drawing 1 pre-read data or the special drawing 2 pre-read data from the main control circuit 40 is stored in the receive buffer. If it determines that the special drawing 1 pre-read data or the special drawing 2 pre-read data is stored, the process proceeds to S122, where the special drawing 1 pre-read data or the special drawing 2 pre-read data in the receive buffer is shifted to the special drawing pre-read area of the RAM. This special drawing pre-read area is set up with special drawing 1 pre-read receiving areas 1-4 and special drawing 2 pre-read receiving areas 1-4. The sub-control circuit 60 shifts the special drawing 1 pre-read data to one of the special drawing 1 pre-read receiving areas 1-4 in the same procedure as the main control circuit 40, and shifts the special drawing 2 pre-read data to one of the special drawing 2 pre-read 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 drawing 1 pre-read data and special drawing 2 pre-read data as the main control circuit 40.
[0135] The sub-control circuit 60 determines whether the special symbol 1 game data or the special symbol 2 game data from the main control circuit 40 is stored in the receiving buffer at S123 in FIG. 28(a). If it is determined that the special symbol 1 game data or the special symbol 2 game data is stored, the sub-control circuit 60 executes the symbol game performance start process at S124. FIG. 28(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 the 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 the 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 button notice performance process of FIG. 19, the button performance process of FIG. 23(a), and the round promotion performance process of FIG. 26(a) are executed in the symbol game performance start process at S124.
[0136] When the sub-control circuit 60 completes S141 in Fig. 28(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 when the hit / miss detection result is "jackpot" and the hit type detection result is "jackpot symbol 2", they are set to either even-numbered "jackpot combinations" or odd-numbered "jackpot combinations". 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.
[0137] At S125 in Figure 28(a), the sub-control circuit 60 determines whether or not the fluctuation stop command 1 or fluctuation stop command 2 from the main control circuit 40 is stored in the receiving buffer, and if it determines that the fluctuation stop command 1 or fluctuation stop command 2 is stored, it performs the pattern game performance stop processing at S126 and displays the three columns of performance patterns as determined by the combination setting result at S124.
[0138] 28(a), the sub-control circuit 60 determines whether 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 displaying a background image for the jackpot game presentation on the presentation symbol display 28 in response to starting playback of video data for the jackpot game presentation in a jackpot game presentation start process at S128, and displays an image of the round promotion presentation in the eighth round if a round promotion presentation is set. This sub-control circuit 60 determines whether 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 erases the background image for the jackpot game presentation in response to stopping playback of video data for the jackpot game presentation in a jackpot game presentation stop process at S130.
[0139] According to the above-mentioned first embodiment, the following effects are achieved. In button effect 1, a red button symbol B is displayed to prompt the player to operate the operation button 10 that is illuminated in red, and in button effect 2, a blue button symbol B is displayed to prompt the player to operate the operation button 10 that is illuminated in blue, so the player can easily recognize that he or she should operate the operation button 10 from among the multiple operators in the operation button group. Moreover, when the blue button symbol B is displayed, a jackpot is notified with a higher probability than when only the red button symbol B is displayed. Therefore, the player can know the probability of a jackpot depending on whether the red button symbol B or the blue button symbol B is displayed, which improves the entertainment value of the game. A timer design T for informing the player of the remaining valid period of the operation button 10 is attached to the button design B, so that the player can easily recognize the time by which the operation button 10 must be operated.
[0140] After button performance 1 is performed in which three rows of performance symbols are in a non-deterministic scroll stop state including red button symbol B, the three rows of performance symbols are displayed in a deterministic jackpot combination, and after button performance 2 is performed in which three rows of performance symbols are in a non-deterministic scroll stop state including blue button symbol B, the three rows of performance symbols are made into a deterministic jackpot combination, so that it is possible to notify the player of the jackpot game pattern in addition to the jackpot in accordance with the performance of button performance 1 and button performance 2. In the effect symbol game, button effect 1 is performed in response to displaying a red button symbol R in the middle row that is the last to stop in a temporary scroll stop state, and button effect 2 is performed in response to displaying a blue button symbol B in a temporary scroll stop state, thereby improving the entertainment value of the game. In a game of effect symbols, the player is given a hint of a jackpot in advance by changing the color of the middle row, which is part of a three-row effect symbol, to either red or blue. In this case, the operation button 10 is illuminated in the same color as the middle row, making it easier for the player to understand the details of the advance notice.
[0141] [Example 2] As shown in Figure 29, operation buttons 10R and 10B are mounted on the upper tray 8 instead of the operation button 10. Each of these operation buttons 10R and 10B can be operated and seen by the player, and an LED 10a is housed within each of the operation buttons 10R and 10B. The operation button 10R is semi-transparent in red, and the sub-control circuit 60 causes the operation button 10R to emit red light in response to the LED 10a in the operation button 10R emitting white light. The operation button 10B is semi-transparent in blue, and the sub-control circuit 60 causes the operation button 10B to emit blue light in response to the LED 10a in the operation button 10B emitting white light.
[0142] Button effect 1 prompts the player to operate the operation button 10R, and the sub-control circuit 60 starts button effect 1 by starting to illuminate the operation button 10R red instead of illuminating the operation button 10 red, and if the operation button 10R is operated within the valid period or if the valid period has elapsed without the operation of the operation button 10R, the sub-control circuit 60 ends button effect 1 and starts a normal reach effect by switching the operation button 10R to a non-illuminating state. This sub-control circuit 60 starts button effect 2 by starting to illuminate the operation button 10B blue instead of illuminating the operation button 10 blue, and if the operation button 10B is operated within the valid period or if the valid period has elapsed without the operation of the operation button 10B, the sub-control circuit 60 ends button effect 2 and starts a normal reach effect.
[0143] [Example 3] FIG. 30 illustrates a button quick-press game 1. This button quick-press game 1 is initiated by displaying a command image C1 reading "Press the red button!" during execution of button performance 1 (see a-b). Successful and unsuccessful endings are set for the button quick-press game 1. Each of these successful and unsuccessful endings involves erasing the command image C1, then changing the button image B from red to white and stopping the progression of the timer image T (see d). In a successful ending, the operation button 10R switches from a red luminous state to a rainbow flashing state (see d-e). In a failed ending, the operation button 10R switches from a red luminous state to an unlit state (see d-f). This button quick-press game 1 ends with a successful ending if the red operation button 10R is operated within the quick-press period T, based on the start of display of the command image C1. If the red operation button 10R is not operated within the quick-press period T, the game ends with a unsuccessful ending.
[0144] FIG. 31 explains button quick-press game 2. This button quick-press game 2 is performed by displaying command image C2, "Press the blue button!" during button performance 2 (see a → b). Successful and unsuccessful endings are set for button quick-press game 2. Each of these successful and unsuccessful endings involves erasing command image C2, then changing button image B from blue to white and stopping the progression of timer image T (see d). In the successful ending, operation button 10B switches from a blue luminous state to a rainbow-colored flashing state (see d → e). In the unsuccessful ending, operation button 10B switches from a blue luminous state to an unlit state (see d → f). This button quick-press game 2 ends with a successful ending if the blue operation button 10B is operated within the quick-press period T, based on the start of display of command image C2. If the blue operation button 10B is not operated within the quick-press period T, the game ends with a unsuccessful ending.
[0145] FIG. 32 explains the pre-reach performance pattern and the post-reach performance pattern. The pre-reach performance pattern starts either button performance 1 or button performance 2 immediately after the button preview performance ends with a successful outcome, and starts the normal reach performance after either button performance 1 or button performance 2 ends (see a). In this pre-reach performance pattern, the quick-press period T of button quick-press game 1 and the quick-press period T of button quick-press game 2 are each set to a common long value, and the probability that each of button quick-press game 1 and button quick-press game 2 will end with a successful outcome is set high. In other words, even if the probability of a three-row performance pattern forming a jackpot combination in the performance pattern game is low, when 16 rounds of jackpot game for the high probability electric support mode are executed with a high probability, the probability that each of button quick-press game 1 and button quick-press game 2 will end with a successful outcome is set high.
[0146] The post-reach performance pattern is one in which either button performance 1 or button performance 2 starts immediately after the normal reach performance if the button preview performance ends with a failure ending, and the battle performance starts after either button performance 1 or button performance 2 ends (see b). In this post-reach performance pattern, the quick-press period T of button quick-press game 1 and the quick-press period T of button quick-press game 2 are each set to a common short value, and the probability that each of button quick-press game 1 and button quick-press game 2 will end with a successful ending is set lower than in the pre-reach performance pattern. In other words, although the probability of a three-row performance pattern forming a jackpot combination in the performance pattern game is high, when an 8-round jackpot game for the low-probability electric support mode is executed, the probability that each of button quick-press game 1 and button quick-press game 2 will end with a successful ending is set low.
[0147] According to the third embodiment, the following effects are achieved. Since button effect 1 and button effect 2 are started either before the image of the normal reach effect starts to be displayed or after the image of the normal reach effect starts to be displayed, it is difficult for the player to grasp the start timing of button effect 1 and button effect 2. This keeps the player in a state of expectation for the start of either button effect 1 or button effect 2 for a long time, improving the entertainment value of the game. In response to the red operation button 10R being effectively operated in button effect 1, the red operation button 10R is switched to a rainbow color, and in response to the blue operation button 10B being effectively operated in button effect 2, the blue operation button 10B is switched to a rainbow color. This allows the player to recognize that the operation button 10R has been effectively operated from the change in color of the operation button 10R, and to recognize that the operation button 10B has been effectively operated from the change in color of the operation button 10B, thereby improving the entertainment value of the game.
[0148] In the above-described second and third embodiments, one of the operation button 10R and the operation button 10B may be a lever switch, and the other may be a push button switch. In the above Examples 1 to 3, it is also possible to suggest with a high probability that a high probability electric support mode will be set in response to the execution of button performance 1, and to suggest with a low probability that a low probability electric support mode will be set. In this configuration, it is preferable to suggest with a low probability that a high probability electric support mode will be set in response to the execution of button performance 2, and to suggest with a high probability that a low probability electric support mode will be set. In this case, a jackpot game in which a high probability electric support mode is set corresponds to a special game with a high advantageous pattern, and a jackpot game in which a low probability electric support mode is set corresponds to a special game with a low advantageous pattern.
[0149] In addition to the inventions described in the claims, the above-mentioned Examples 1 to 3 also describe the following [Reference Invention 1-1] to [Reference Invention 1-11]. 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 determination is made (see JP 2010-17425 A). Some gaming machines are equipped with an operating means. This operating means is activated when a preview effect is being executed in a symbol game, and when the operating means is operated effectively, the probability of a win is indicated to the player. This configuration only provides the player with the monotonous fun of operating the operating means, leaving room for improvement in terms of the fun of the game.
[0150] [Reference Invention 1-1] A determination means for determining whether a starting condition is met each time the starting 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 special game means for playing a special game by opening the special area when it is determined that a win has occurred; a first operating means and a second operating means that can be operated by a player; A notice performance means is provided for performing a notice performance that indicates to a player in advance that a winning will be notified in a symbol game, The preview production means This gaming machine is capable of performing advance notice effects in "a first pattern that displays a first type of symbol that prompts the player to operate the first operating means" and "a second pattern that displays a second type of symbol that prompts the player to operate the second operating means," and is characterized in that when a win is announced in a symbol game, the advance notice effect of the second pattern is executed with a higher probability than when a loss is announced. In the embodiment, "the stopping of all of the special chart 1 game, special chart 2 game, big win game, and small win game" corresponds to the fulfillment of the start condition, the "main control circuit 40" corresponds to the judgment means and the special game means, the "performance symbol game" corresponds to the symbol game, the "big prize opening 19" corresponds to the special area, the "big win game" corresponds to the special game, the "sub-control circuit 60" corresponds to the symbol game means and the advance notice performance means, the "operation button 10 in the red light emission state" corresponds to the first operation means, the "operation button 10 in the blue light emission state" corresponds to the second operation means, "button performance 1" corresponds to the advance notice performance of the first pattern, "button performance 2" corresponds to the advance notice performance of the second pattern, the "red button symbol B" corresponds to the first type of symbol, and the "blue button symbol B" corresponds to the second type of symbol. [Reference Invention 1-2] The gaming machine described in [Reference Invention 1-1] is characterized in that the first operating means and the second operating means are each an operator that can be operated individually by a player. In this embodiment, the operation button 10R corresponds to the first operation means, and the operation button 10B corresponds to the second operation means. [Reference Inventions 1-3] The gaming machine described in [Reference Invention 1-1] is characterized in that the first operating means and the second operating means are a single operating element whose visual appearance can change to a first appearance and a second appearance. In this embodiment, the operation button 10 in the red light emitting state corresponds to the first operation means, and the operation button 10 in the blue light emitting state corresponds to the second operation means. According to the above means, a first type of symbol is displayed in the first pattern of preview performance to encourage operation of the first operating means, and a second type of symbol is displayed in the second pattern of preview performance to encourage operation of the second operating means, so that when there are multiple operators around the first operating means and the second operating means, the player can easily recognize which of the multiple operators to operate. Moreover, when the second type of symbol is displayed, a win is notified with a higher probability than when the first type of symbol is displayed. Therefore, the player can know the probability of winning depending on whether the first type of symbol or the second type of symbol is displayed, thereby improving the entertainment value of the game.
[0151] [Reference Inventions 1-4] the special game means is capable of playing a special game in a highly advantageous pattern and a low advantageous pattern which are different in degree of advantage to the player, The gaming machine described in [Reference Invention 1-1] is characterized in that the advance notice presentation means indicates to the player the probability that a special game will be executed in a highly advantageous pattern depending on whether the first type of pattern or the second type of pattern is displayed. In the embodiment, 16 rounds of jackpot play correspond to a special game with a highly advantageous pattern, and 8 rounds of jackpot play correspond to a special game with a low advantageous pattern. According to the above means, the probability that a highly advantageous special game will be executed is indicated to the player depending on whether the first pattern preview performance or the second pattern preview performance is executed, thereby improving the entertainment value of the game.
[0152] [Reference Inventions 1-5] The gaming machine described in [Reference Invention 1-1] is characterized in that the advance notice presentation means displays, as the first type of pattern, a pattern having a portion that notifies the player of the remaining period during which the first operating means can be effectively operated, and displays, as the second type of pattern, a pattern having a portion that notifies the player of the remaining period during which the second operating means can be effectively operated. According to the above means, a first type of pattern is displayed which has a portion that notifies the player of the remaining validity period of the first operating means, and a second type of pattern is displayed which has a portion that notifies the player of the remaining validity period of the second operating means, so that when there are multiple operators around the first operating means and the second operating means, the player can easily recognize which of the multiple operators to operate and by what time. The timer symbol T in the embodiment corresponds to the part that notifies the player of the remaining valid period of the first operating means and the remaining valid period of the second operating means.
[0153] [Reference Inventions 1-6] The symbol game means displays an image of the identification symbol in a variable state and then stops the variable state in a definite manner according to the result of the winning or losing judgment as an image of the symbol game, The gaming machine described in [Reference Invention 1-1] is characterized in that the preview performance means performs a first pattern of preview performance in which the identified pattern is brought into a non-deterministic state including the first type of pattern before the identified pattern is brought into a definite stopped state during pattern play, and performs a second pattern of preview performance in which the identified pattern is brought into a non-deterministic state including the second type of pattern. In the embodiment, the "scroll state" corresponds to the changing state, the "scroll stop state" corresponds to the changing stop state, the combination of three rows of performance patterns of "character pattern M, red button pattern B, character pattern M" corresponds to a changing stop state of an indeterminate mode including a first type of pattern, and the combination of three rows of performance patterns of "character pattern M, blue button pattern B, character pattern M" corresponds to a changing stop state of an indeterminate mode including a second type of pattern. [Reference Inventions 1-7] The symbol game means displays an identification symbol consisting of a plurality of rows of symbol elements, The gaming machine described in [Reference Invention 1-6] is characterized in that the preview performance means displays the first type of pattern in a temporary stopped state in place of one column of pattern elements in a first pattern preview performance, and displays the second type of pattern in a temporary stopped state in place of the same column of pattern elements as in the first pattern preview performance in a second pattern preview performance. In the embodiment, each of the effect patterns in the left, middle and right columns corresponds to a pattern element, and the middle column corresponds to one column. [Reference Invention 1-8] The gaming machine described in [Reference Invention 1-7] is characterized in that the preview performance means displays either the first type of pattern or the second type of pattern in a temporary stopped state in one of the multiple rows of pattern elements that is the last in the order of stopping the change. In the embodiment, the middle row corresponds to the last row in the fluctuation stop order. According to the above means, when a first type of pattern is displayed in a stopped state in one specific column out of multiple columns in a pattern game, a first pattern of preview performance is performed, and when a second type of pattern is displayed in a stopped state, a second pattern of preview performance is performed, thereby improving the entertainment value of the game.
[0154] [Reference Invention 1-9] a reach effect means for displaying an image of a reach effect during the display of an image of a symbol game, which image enhances a player's expectation that the identification symbol will become a winning symbol; The gaming machine described in [Reference Invention 1-1] is characterized in that the advance notice performance means starts a first pattern advance notice performance and a second pattern advance notice performance either at a pre-reach timing before the image of the reach performance starts to be displayed or at a post-reach timing after the image of the reach performance starts to be displayed. The "normal reach performance" in the embodiment corresponds to the reach performance, and the "sub-control circuit 60" corresponds to the reach performance means. [Reference Inventions 1-10] a switching means for switching each of the first operating means and the second operating means from a non-operated state to an operated state; The gaming machine described in [Reference Invention 1-1] is characterized in that the switching means switches the first operating means from a non-operated state to an operated state in response to the first operating means being effectively operated in a first pattern of preview performance, and switches the second operating means from a non-operated state to an operated state in response to the second operating means being effectively operated in a second pattern of preview performance. The "sub-control circuit 60" in the embodiment corresponds to the switching means, the "mode in which the operation button 10R emits red light" corresponds to the mode in which the first operation means is not operated, the "mode in which the operation button 10R flashes in rainbow colors" corresponds to the mode in which the first operation means has been operated, the "mode in which the operation button 10B emits blue light" corresponds to the mode in which the second operation means is not operated, and the "mode in which the operation button 10B flashes in rainbow colors" corresponds to the mode in which the second operation means has been operated.
[0155] [Reference Inventions 1-11] A determination means for determining whether a starting condition is met each time the starting condition is met; a symbol game means for displaying an image of a symbol game in which the identification symbol is displayed in a variable state and then the variable state is definitively stopped in a manner according to the result of the judgment of whether or not the symbol is a winning symbol; a special game means for playing a special game by opening the special area when it is determined that a win has occurred; a notice effect means for effecting a notice effect that indicates to a player in advance that a win will be notified in a symbol game in accordance with a part of an identification symbol being one of a plurality of different colors in the symbol game; The device is visible and operable by a player and has an operating means that emits light in a plurality of different colors; The gaming machine is characterized in that the operating means is made to emit light in the same color as the one color when a part of the identification pattern is made one color in the preview performance. In the embodiment, "all of the special chart 1 game, special chart 2 game, small hit game, and big hit game stop" corresponds to the start condition being met, the "main control circuit 40" corresponds to the determination means and special game means, the "three rows of performance symbols" correspond to the identification symbol, the "scroll state" corresponds to the changing state, the "scroll stop state" corresponds to the changing stop state, "performance symbol game" corresponds to the pattern game, the "sub control circuit 60" corresponds to the pattern game means and the advance notice performance means, the "big prize slot 19" corresponds to the special area, the "big hit game" corresponds to the special game, the "button performance 1 and button performance 2" correspond to the advance notice performance, and the "operation button 10" corresponds to the operation means. According to the above means, a player is informed in advance of a win when a part of the identification symbol in a symbol game is one of a plurality of colors. In this case, the operation means emits light in the same color as the part of the identification symbol, making it easier for the player to understand the contents of the advance notice.
[0156] [Example 4] Figure 33(a) shows the launch handle 11. Here, a handle base 11a is fixed to the front of the front frame 5 at the lower right corner. This handle base 11a is cylindrical and oriented in the front-to-rear direction, and a handle 11b is fitted to the outer surface of the handle base 11a. This handle 11b is annular and coaxial with the handle base 11a, and is rotatable around an axis 11c between an off position (see solid line) and a limit position (not shown). A knob 11d is fixed to this handle 11b, and a player can rotate the handle 11b by pinching the knob 11d with their fingers. The limit position of this handle 11b is set at a position spaced apart clockwise from the off position, and the launching action of the game ball is stopped when the handle 11b is in the off position. This game ball is launched into the game area 15 of the game board 4 when the handle 11b is rotated clockwise from the off position, and the launching force with which the game ball is launched into the game area 15 becomes stronger as the amount of clockwise operation of the handle 11b increases.
[0157] As shown in Figure 33(a), a stop button 11e is attached to the handle base 11a. This stop button 11e is movable horizontally in a straight line between an OFF position (see solid line) and an ON position (not shown) to the right of the OFF position, and is held in the OFF position by spring force when no operating force is applied. When the stop button 11e is pressed from the OFF position to the ON position and the operating force is removed, it automatically returns from the ON position to the OFF position by spring force. When the handle 11b is rotated clockwise from the OFF position to launch the game balls, if the stop button 11e is pressed from the OFF position to the ON position, the launching of the game balls stops. When the stop button 11e returns from the ON position to the OFF position while the launching of the game balls has stopped, the launching of the game balls resumes.
[0158] Figure 33(b) illustrates the image of the effect symbol game displayed on the effect symbol display 28 when the effect mode is set to chance mode. In this chance mode setting, the background image for the effect symbol game is set to the chance background image, and three rows of effect symbols are displayed in order, superimposed on the chance background image, with scrolling and stopped scrolling. In this chance mode, an operation instruction area Ec is continuously set in the upper right corner of the display area E of the effect symbol display 28, and an operation instruction symbol C is continuously displayed statically in a fixed horizontal position within the operation instruction area Ec. This operation instruction symbol C includes an announcement symbol C1 and a handle symbol C2. The announcement symbol C1 consists of the words "Hit Right" and encourages the player to hit the game ball to the right. The handle symbol C2 imitates the outline shape of the launch handle 11 and has a portion corresponding to the handle 11b, a portion corresponding to the knob 11d, and a portion corresponding to the stop button 11e. This handle pattern C2 shows the handle 11b in a state where it has been rotated to its limit position, and by drawing the knob 11d in this position, the handle 11b is rotated to its limit position, encouraging the player to hit the game ball to the right in response to rotating the handle 11b to its limit position.
[0159] 34(a)-(d) explain the tilt notice effect. This tilt notice effect is executed when the effect mode is set to chance mode, and starts in the three-column scrolling display state from after the scrolling display of each of the three columns of effect symbols starts until the scrolling display of the left column of effect symbols stops. This tilt notice effect suggests to the player that the three columns of effect symbols will form a jackpot combination in this effect symbol game, and ends in the three-column scrolling display state before the scrolling display of the left column of effect symbols stops.
[0160] The tilt notice display process of Figure 34(e) is initiated by the sub-control circuit 60 each time it receives special symbol 2 game data from the main control circuit 40. The sub-control circuit 60 determines whether or not to execute the tilt notice display process. If it determines to execute the tilt notice display, it executes the tilt notice display while three rows of display symbols are scrolling in the current display symbol game. When this tilt notice display process is initiated, the sub-control circuit 60 determines in S301 whether the current display mode is chance mode. If it determines that it is chance mode, it proceeds to S302 and determines whether the reception result of the special symbol 2 game data contains a jackpot determination result. If it determines that a jackpot determination result exists, it determines in S303 that the tilt notice display will be executed with a high probability. If it determines that a jackpot determination result does not exist, it determines in S304 that the tilt notice display will be executed with a low probability.
[0161] As shown in Fig. 34, the tilt notice performance is started by displaying a frame pattern F in the display area E of the performance pattern display device 28 (see a → b). This frame pattern F is a horizontally long rectangular frame that follows the periphery of the display area E, and is displayed to encompass the operation instruction area Ec with the operation instruction pattern C displayed within the operation instruction area Ec. This frame pattern F surrounds the entire chance background image, and during the tilt notice performance, the scrolling display of each of the three columns of performance patterns continues to be superimposed on top of the chance background image within the frame pattern F at the same size, direction, and position as before the tilt notice performance started.
[0162] The frame symbol F defines a frame area Ef within the display area E of the effect symbol display device 28, where the preview image for the tilt preview effect is displayed. The tilt preview effect progresses by tilting the frame symbol F two-dimensionally in a clockwise direction together with the chance background image. The tilted display of the frame symbol F and the chance background image is performed while shrinking both (see b → c). The remaining area of the display area E of the effect symbol display device 28, excluding the frame area Ef, expands as the tilted and reduced display of the frame symbol F progresses. In this case, the display of the operation instruction symbol C continues in the same position, horizontal orientation, and size as before the tilt preview effect began. As the tilted and reduced display of the frame symbol F and the chance background image progresses, the tilt angle of the frame symbol F relative to the operation instruction symbol C increases. During this tilt preview effect, the scrolling display of each of the three columns of effect symbols continues, superimposed on the tilted and reduced frame symbol F and chance background image, in the same size, direction, and position as before the tilt preview effect began. This tilt preview performance ends when both the tilted reduced frame pattern F and the chance background image are erased (see c→d), and when the tilt preview performance ends, the chance background image is displayed again superimposed behind the three rows of performance patterns in the state it was in before the tilt preview performance began (see d→a).
[0163] According to the fourth embodiment, the following effects are achieved. A tilt notice effect is performed by tilting the frame area Ef of the effect symbol display 28 together with the chance background image, and an operation instruction area Ec is set within the frame area Ef. This operation instruction area Ec is an area where an operation instruction pattern C is displayed that prompts the player to operate the launch handle 11, and when the tilt notice effect starts with the operation instruction pattern C displayed within the operation instruction area Ec, the display of the operation instruction pattern C continues in the same position as before the start of the tilt notice effect. Therefore, the operation instruction pattern C does not tilt together with the chance background image within the frame area Ef, so that the player can accurately view the display content of the operation instruction pattern C even during the tilt notice effect. When the tilt notice performance is started with the operation instruction pattern C displayed in the operation instruction area Ec of the performance pattern display 28, the display of the operation instruction pattern C continues to be the same size and in the same position as before the start of the tilt notice performance, so that the player can see the display contents of the operation instruction C more easily even during the tilt notice performance.
[0164] [Example 5] The tilt preview performance of Fig. 35 is executed by the sub-control circuit 60 in place of the tilt preview performance of Fig. 34(a) to (d), and when the sub-control circuit 60 starts the tilt preview performance, it changes each of the announcement symbol C1 and the handle symbol C2 to a larger size than the standard size before the start of the tilt preview performance (see b → c). These size changes of the announcement symbol C1 and the handle symbol C2 are performed within the same operation instruction area Ec as before the start of the tilt preview performance, and when the sub-control circuit 60 starts the tilt preview performance, it changes each of the colors of the announcement symbol C1 and the handle symbol C2 to a preview color different from the standard color before the start of the tilt preview performance. The announcement pattern C1 is displayed in a large size and in a preview color until the tilt preview performance ends, and the handle pattern C2 is displayed in a large size and in a preview color until the tilt preview performance ends, and the announcement pattern C1 is returned to the standard color and size before the start of the tilt preview performance as the tilt preview performance ends, and the handle pattern C2 is returned to the standard size and color before the start of the tilt preview performance as the tilt preview performance ends.
[0165] According to the fifth embodiment, the following effects are achieved. When the tilt advance notice performance is started, the display of the operation instruction pattern C continues in the same position as before the start of the tilt advance notice performance, and the sizes of the announcement pattern C1 and the handle pattern C2 are changed to larger sizes than before the start of the tilt advance notice performance, so the visibility of the announcement pattern C1 and the handle pattern C2 is improved during the tilt advance notice performance. Moreover, when the tilt advance notice performance is started, the colors of the announcement pattern C1 and the handle pattern C2 are changed to colors different from before the start of the tilt advance notice performance, so the visibility of the announcement pattern C1 and the handle pattern C is further improved during the tilt advance notice performance.
[0166] [Example 6] FIG. 36 explains the pre-reach tilt notice effect. This pre-reach tilt notice effect is executed in the chance mode when each of the three columns of effect symbols is being scrolled, and is initiated by the start of displaying a framed symbol F on the effect symbol display 28 (see a → b). When this pre-reach tilt notice effect begins, an operation instruction area Ec is set in the upper right corner of the framed area Ef, and an operation instruction symbol C is displayed within the operation instruction area Ec. This operation instruction symbol C has a "PUSH!" announcement symbol C1 and a button symbol C2, and is displayed statically in a horizontal, landscape orientation. The announcement symbol C1 prompts the player to operate the operation button 10. The button symbol C2 is semicircular, imitating the outline of the operation button 10, and is displayed in red.
[0167] When the pre-reach tilt notice performance begins, as shown in Figure 36, the frame symbol F is displayed two-dimensionally tilted clockwise together with the chance background image. The tilted display of the frame symbol F and the chance background image is performed while both are shrinking (see b → c), and the display of the operation instruction symbol C continues in the same position, horizontal posture, and size as before the pre-reach tilt notice performance began. In this case, the scrolling display of each of the three columns of performance symbols continues superimposed in front of the tilted and reduced frame symbol F and chance background image in the same size, direction, and position as before the pre-reach tilt notice performance began.
[0168] When the pre-reach tilt notice performance starts, the operation button 10 is activated, and as shown in Figure 37, the operation button 10 switches from a non-illuminating state to a red lit state that is the same as the button design C2, thereby informing the player that the operation button 10 has been activated (see a → b). If this operation button 10 is operated within the valid period, the operation button 10 switches from a red illuminating state to a rainbow flashing state, thereby informing the player that the operation button 10 has been activated (see b → c).
[0169] If the operation button 10 is operated within the valid period during the pre-reach tilt notice effect, as shown in Figure 36, the reduced-tilt frame symbol F, the chance background image, and the operation instruction symbol C are erased, and the pre-reach tilt notice effect ends (see c → d). In this case, the chance background image is displayed again superimposed behind the three columns of effect symbols in the normal state before the pre-reach tilt notice effect began, and the scrolling display of the effect symbols in the left column stops, followed by the scrolling display of the effect symbols in the right column, resulting in a reach state (see d → e). When this reach state occurs, the scrolling speed of the effect symbols in the middle column is switched from normal speed to low speed, and a normal reach effect begins, and when a normal reach effect begins, it develops into a battle effect in one of battle images BL1 to BL4 (see e → f). If this battle performance ends in a victory, the three rows of performance symbols will be displayed as a static jackpot combination (see f→g), and if it ends in a defeat, the three rows of performance symbols will be displayed as a miss and reach combination (see f→h).
[0170] Figure 38 explains the post-reach tilt preview effect. This post-reach tilt preview effect begins by displaying a framed symbol F after a normal reach effect occurs in chance mode (see b → c). When this post-reach tilt preview effect begins, an operation instruction area Ec is set in the upper right corner of the framed region Ef, and announcement symbol C1 and button symbol C2 are displayed statically in a horizontal, landscape orientation within the operation instruction area Ec. This button symbol C2 is displayed in red, and when the post-reach tilt preview effect begins, frame symbol F is displayed two-dimensionally tilted and reduced in a clockwise direction along with the chance background image. In this state, the display of operation instruction symbol C continues in the same position, horizontal orientation, and size as before the post-reach tilt preview effect began, and the three rows of effect symbols are erased.
[0171] When the reach-after-tilt notification effect begins, the operation button 10 is enabled, and the operation button 10 switches from a non-illuminating state to a red lit state, thereby informing the player that the operation button 10 has been enabled. If the operation button 10 is operated within the valid period, the operation button 10 switches from a red illuminating state to a rainbow flashing state, thereby informing the player that the operation button 10 has been validly operated. If the operation button 10 is operated within the valid period, the tilted and contracted frame symbol F, the chance background image, and the operation instruction symbol C are erased, thereby ending the reach-after-tilt notification effect. When the reach-after-tilt notification effect ends, a battle effect begins with one of the battle images BL1 to BL4 (see d->e). If the battle effect ends with a win, three rows of effect symbols are statically displayed in a jackpot combination (see e->f). If the battle effect ends with a loss, three rows of effect symbols are statically displayed in a miss-out reach combination (see e->g).
[0172] The reach before and after tilt notice performance processing in Figure 37 (d) is started every time the sub-control circuit 60 receives special chart 2 game data from the main control circuit 40, and the sub-control circuit 60 determines whether to execute either a reach before tilt notice performance or a reach after tilt notice performance in the reach before and after tilt notice performance processing, and if it determines that a reach before tilt notice performance is to be executed, it starts the reach before tilt notice performance before the normal reach performance starts in the current performance pattern play, and if it determines that a reach after tilt notice performance is to be executed, it starts the reach after tilt notice performance after the normal reach performance starts in the current performance pattern play.
[0173] When the sub-control circuit 60 activates the pre- and post-reach tilt notice display process, it determines in S311 whether the current display mode is chance mode. If it determines that it is chance mode, it proceeds to S312, where it determines whether the special chart variation pattern determination result for the special chart 2 game data includes one of the eight battle display patterns "PO01-PO04" or "PH01-PH04." If it determines that there is a special chart variation pattern for battle display, it proceeds to S313, where it determines whether there is a jackpot determination result in the reception result of the special chart 2 game pattern. If there is a jackpot determination result, it detects tilt notice display table 1 from the ROM in S314. If there is no jackpot determination result, it detects tilt notice display table 2 from the ROM in S316.
[0174] Figure 37(e) shows tilt preview effect table 1. This tilt preview effect table 1 assigns a low selection probability to the pre-reach tilt preview effect, an intermediate selection probability to the post-reach tilt preview effect, and a high selection probability to no preview effect. When the sub-control circuit 60 detects tilt preview effect table 1 in S314, it selects from tilt preview effect table 1 in S315 one of the pre-reach tilt preview effect, the post-reach tilt preview effect, and no preview effect with a probability corresponding to the selection probability. Figure 37(f) shows tilt preview effect table 2. This tilt preview effect table 2 assigns a low selection probability to the post-reach tilt preview effect, an intermediate selection probability to the pre-reach tilt preview effect, and a high selection probability to no preview effect. When the sub-control circuit 60 detects tilt preview effect table 2 in S316, it selects from tilt preview effect table 2 in S315 one of the pre-reach tilt preview effect, the post-reach tilt preview effect, and no preview effect with a probability corresponding to the selection probability. In other words, when the tilt notice effect after the reach is executed in this performance symbol game, the three rows of performance symbols will be a jackpot combination with a high probability, and when the tilt notice effect before the reach is executed, the three rows of performance symbols will be a jackpot combination with a low probability.
[0175] [Example 7] FIG. 39 illustrates the tilt notice effect. This tilt notice effect is executed by the sub-control circuit 60 in place of the tilt notice effect of the fourth embodiment, and differs from the tilt notice effect of the fourth embodiment in the following respects. The tilt notice effect of FIG. 39 is performed by tilting and shrinking the frame pattern F and the chance background image clockwise, and the operation instruction pattern C is continuously displayed within the frame area Ef in the same orientation as before the tilt notice effect started, while changing its position and size (see b → c). This tilt notice effect ends when the tilted and reduced frame pattern F and the chance background image are erased simultaneously with the operation instruction pattern C (see c → d). When the tilt notice effect ends, the operation instruction pattern C is displayed in the same horizontal orientation as before the tilt notice effect started, in the same position and with the same size as before the tilt notice effect started (see c → d), and the chance background image is displayed again superimposed behind the three columns of effect patterns in the state before the tilt notice effect started (see d → a). In the above-mentioned Examples 4 to 7, the framed pattern F may be tilted three-dimensionally together with the chance background pattern to perform the tilt notice effect, the pre-reach tilt notice effect, and the post-reach tilt notice effect. In the above Examples 4 to 7, the frame pattern F may be set to a size that surrounds a portion of the display area E of the effect pattern display 28, and a portion of the chance background pattern that is located within the frame pattern F may be tilted two-dimensionally without being displayed in a reduced size together with the frame pattern F, thereby providing the tilt preview effect, the pre-reach tilt preview effect, and the post-reach tilt preview effect.
[0176] In addition to the inventions described in the claims, the above-mentioned Examples 4 to 7 also describe the following [Reference Invention 2-1] to [Reference Invention 2-9]. Some gaming machines are configured to determine whether a game has been won or lost each time a start condition is met, and each time a win or loss is determined, an image of a symbol game is displayed on a display to notify the player of the result of the determination (see JP 2010-17425 A). In these gaming machines, a preview effect may start while an information symbol is displayed on the display. This information symbol encourages the player to operate the operating means, and there is a risk that the information symbol may be difficult for the player to see during the preview effect.
[0177] [Reference Invention 2-1] A determination means for determining whether a starting condition is met each time the starting condition is met; A symbol game means for displaying on a display an image of a symbol game that notifies a player of a winning or losing determination result; an inclined display area set on the display device, in which an image displayed therein is inclined from an initial attitude; a notice effect means for performing a notice effect that indicates to a player in advance that a win will be announced by an image of a symbol game in response to tilting the image in the tilt display area; an operating means operable by a player; an information display means for displaying an information pattern in a standard position within the inclined display area, the information pattern prompting a player to operate the operation means; The information display means A gaming machine characterized in that if the information pattern is displayed in the standard position within the inclined display area when the preview performance starts, the information pattern is continuously displayed in the standard position during the preview performance. In the embodiment, "the special chart 1 game, the special chart 2 game, the small hit game, and the big hit game all stopping" corresponds to the start condition being met, the "main control circuit 40" corresponds to the determination means, the "performance symbol game" corresponds to the symbol game, the "performance symbol display 28" corresponds to the display, the "sub-control circuit 60" corresponds to the symbol game means, the advance notice performance means, and the information display means, the "launch handle 11" corresponds to the operation means, the "operation instruction symbol C" corresponds to the information symbol, the "horizontal position of the operation instruction symbol C" corresponds to the standard position, the "frame area Ef" corresponds to the tilted display area, the "chance background image" corresponds to the image in the tilted display area, and the "tilted advance notice performance" corresponds to the advance notice performance. [Reference Invention 2-2] The gaming machine described in [Reference Invention 2-1] is characterized in that the operating means can be operated by the player in multiple different directions. In the embodiment, "the rotation direction which is the operation direction of the handle 11b and the horizontal direction which is the operation direction of the stop button 11e" correspond to a plurality of directions different from each other. [Reference Invention 2-3] The gaming machine described in [Reference Invention 2-1] is characterized in that the preview performance means displays the entire display area of the display device as the tilted display area together with the image inside at an angle. According to the above means, a preview effect is performed in response to the image in the tilted display area of the display being tilted from its initial position. An information pattern is displayed in this tilted display area. This information pattern prompts the player to operate the operating means, and if the preview effect starts with the information pattern displayed in the tilted display area in a standard position, the display of the information pattern continues in the same standard position as before the preview effect started. As a result, the information pattern does not tilt together with the image in the tilted display area, making it possible for the player to accurately view the display content of the information pattern even during the preview effect.
[0178] [Reference Invention 2-4] The gaming machine described in [Reference Invention 2-1] is characterized in that when the preview performance starts while the information pattern is displayed, the information display means continues to display the information pattern at the same size as before the preview performance started. According to the above means, when the preview performance starts with the information pattern displayed in the inclined display area in a standard position, the display of the information pattern continues in the same position and the same size as before the preview performance started, so that the player can accurately view the display content of the information pattern even during the preview performance.
[0179] [Reference Invention 2-5] The gaming machine described in [Reference Invention 2-1] is characterized in that when the preview performance starts while the information pattern is displayed, the information display means continues to display the information pattern in the same position as before the preview performance started. According to the above means, when the preview performance starts with the information pattern displayed in the standard position within the inclined display area, the display of the information pattern continues in the same position and in the same position as before the preview performance started, so that the player can accurately view the display content of the information pattern even during the preview performance.
[0180] [Reference Invention 2-6] the information display means displays the information pattern in a standard horizontal position within the inclined display area, The gaming machine described in [Reference Invention 2-1] is characterized in that the preview performance means tilts the image in the tilted display area so that the tilt angle relative to the information pattern becomes larger. According to the above means, the image in the tilted display area is tilted so that the tilt angle relative to the information pattern in the landscape orientation becomes larger. As a result, the presence of the information pattern becomes more noticeable as the tilted display of the image in the tilted display area progresses, so that the player can accurately see the displayed content of the information pattern even during the preview performance.
[0181] [Reference Invention 2-7] a light source for illuminating the operating means; a light source control means for switching the state of the operation means among an invalid state for notifying that the operation means is in an invalid state, an valid state for notifying that the operation means is in an valid state, and an operated state for notifying that the operation means has been operated in the valid state in response to controlling the light source; The light source control means The gaming machine described in [Reference Invention 2-1] is characterized in that the operation means is in an invalid mode before the preview performance starts, and the operation means is switched from the invalid mode to the valid mode after the preview performance starts, and if the operation means is operated during the preview performance, the operation means is switched from the valid mode to the operated mode. In the embodiment, the "operation button 10" corresponds to the operation means, the "LED 10a" corresponds to the light source, the "non-light emitting state" corresponds to the invalid state, the "red light emitting state" corresponds to the valid state, and the "rainbow flashing state" corresponds to the operated state.
[0182] [Reference Invention 2-8] a reach effect means for displaying on the display an image of a reach effect that enhances a player's sense of expectation for a win being notified in a symbol game; the advance notice performance means starts the advance notice performance either at a pre-reach timing before the image of the reach performance starts to be displayed or at a post-reach timing after the image of the reach performance starts to be displayed, The symbol game means notifies a win in a symbol game with different probabilities when the advance notice performance is started at a timing before a reach is reached and when the advance notice performance is started at a timing after a reach is reached, The gaming machine described in [Reference Invention 2-1] is characterized in that the information display means displays the information pattern in the standard position within the inclined display area of the display when the preview performance begins, regardless of whether it is before the reach or after the reach, and continues to display the information pattern in the standard position during the preview performance. The "normal reach effect" in the embodiment corresponds to the reach effect.
[0183] [Reference Invention 2-9] A determination means for determining whether a starting condition is met each time the starting condition is met; A symbol game means for displaying on a display an image of a symbol game that notifies a player of a winning or losing determination result; an operating means that can be operated by a player to launch a gaming ball; an information display means for displaying, in a horizontal position on the display, an information pattern that prompts a player to operate the operating means; A notice effect means is provided to perform a notice effect that suggests to a player in advance when a winning is notified by an image of a symbol game, The preview production means This gaming machine is characterized in that, when an information pattern is displayed on the display in a horizontal position, the preview performance is performed by tilting the image displayed on the display so that the tilt angle relative to the information pattern becomes larger. In the embodiment, "the special chart 1 game, the special chart 2 game, the small hit game, and the big hit game all stop" corresponds to the start condition being met, the "main control circuit 40" corresponds to the determination means, the "performance pattern game" corresponds to the pattern game, the "performance pattern display 28" corresponds to the display, the "sub-control circuit 60" corresponds to the pattern game means, the advance performance means, and the information display means, the "launch handle 11" corresponds to the operation means, the "operation instruction pattern C" corresponds to the information pattern, the "chance background image" corresponds to the image, and the "tilt advance performance" corresponds to the advance performance. According to the above means, the preview effect is performed in response to the image being tilted so that the tilt angle relative to the information pattern in the landscape orientation becomes larger. Therefore, as the tilt display of the image progresses, the presence of the information pattern becomes more noticeable to the player, so that the player can accurately view the display content of the information pattern even during the preview effect.
[0184] [Example 8] As shown in Figure 40(a), a switch unit 100 is attached to the upper tray 8. This switch unit 100 is operated by the player to change the current settings of the gaming machine, and is composed of a volume switch 102, a light intensity switch 103, a music switch 104, and a mode switch 105 attached to a switch body 101. The volume switch 102 has a push-type up switch 102H and a push-type down switch 102L that can be operated by the player, and a speaker mark 102M is provided on the switch body 101 between the up switch 102H and the down switch 102L so that it can be seen by the player. This speaker mark 102M informs the player of the purpose of the volume switch 102, and the sub-control circuit 60 increases the volume of the speaker 32 by one level each time it detects an on signal from the up switch 102H, and decreases the volume of the speaker 32 by one level each time it detects an on signal from the down switch 102L.
[0185] 40(a), the light intensity switch 103 has a push-type up switch 103H and a push-type down switch 103L that can be operated by the player, and a brightness mark 103M is provided on the switch body 101 between the up switch 103H and the down switch 103L so that it can be seen by the player. This brightness mark 103M notifies the player of the purpose of the light intensity switch 103, and the sub-control circuit 60 brightens the brightness of the screen of the effect symbol display 28 by one level each time it detects an on signal from the up switch 103H, and darkens the brightness of the screen of the effect symbol display 28 by one level each time it detects an on signal from the down switch 103L.
[0186] The music switch 104 is a push-button switch that can be operated by the player, and a music mark 104M is provided on the music switch 104 so that it can be seen by the player. This music mark 104M notifies the player of the purpose of the music switch 104, and the sub-control circuit 60 changes the type of music in a cyclical order of "Music 1 → Music 2 → Music 3 → Music 1..." each time it detects an ON signal from the music switch 104. This music is output from the speaker 32 during a performance symbol game, and the volume of the music can be adjusted by the player to any desired intensity depending on the operation of the volume switch 102.
[0187] The mode switch 105 is a push-button switch that can be operated by the player, and a mode mark 105M consisting of the word "MODE" is provided on the mode switch 105 so that it can be seen by the player. This mode mark 105M notifies the player of the purpose of the mode switch 105, and the sub-control circuit 60 changes the sub-mode type in a cyclical order of "city mode → sea mode → mountain mode → city mode → ..." each time it detects an ON signal from the mode switch 105. These city mode, sea mode, and mountain mode can each be changed when the presentation mode is set to normal mode, and cannot be set in chance mode or speed mode. As shown in Figure 40 (c), city mode is a mode in which music 1 is output from speaker 32 during play of the performance symbol and a city background image (see b) is displayed on performance symbol display 32; sea mode is a mode in which music 2 is output from speaker 32 during play of the performance symbol and a sea background image is displayed on performance symbol display 32; and mountain mode is a mode in which music 3 is output from speaker 32 during play of the performance symbol and a mountain background image is displayed on performance symbol display 32.
[0188] 40(b) shows the individual setting image Ie and the mode setting image Im. The individual setting image Ie is displayed on the effect symbol display 28 when any of the up switch 102H, down switch 102L, up switch 103H, down switch 103L, and music switch 104 of the switch unit 100 is operated, and the display of the individual setting image Ie is permitted during effect symbol play (except during button operation effects), during big win play, small win play, and standby. This individual setting image Ie notifies the player of the current settings for the volume of the speaker 32, the brightness of the effect symbol display 28, and the type of music, and is displayed within the display area Ee.
[0189] 41(a), the individual setting image Ie has a volume gauge symbol 102G, a brightness gauge symbol 103G, and a music window symbol 104W. The volume gauge symbol 102G notifies the player of the current volume setting result of the speaker 32 as the width dimension of a blackened area, and a volume mark symbol 102Z identical to the volume mark 102M of the switch unit 100 is displayed to the left of the volume gauge symbol 102G, thereby notifying the player that the volume gauge symbol 102G is displaying the current volume setting result of the speaker 32. The brightness gauge symbol 103G notifies the player of the current brightness setting result of the effect symbol display 28 as the width dimension of a blackened area, and a brightness mark symbol 103Z identical to the brightness mark 103M of the switch unit 100 is displayed to the left of the brightness gauge symbol 103G, thereby notifying the player that the brightness gauge symbol 103G is displaying the current brightness setting result of the effect symbol display 28. The music window pattern 104W displays the current music setting results in text inside, and a music mark pattern 104Z identical to the music mark 104M of the switch unit 100 is displayed on the left side of the music window pattern 104W, thereby informing the player that the image within the music window pattern 104W displays the current music setting results.
[0190] As shown in Fig. 43(b), the mode setting image Im has a character design indicating the setting result of the current submode and a switch design Is that imitates the outline shape of the mode switch 105, and notifies the player that the current submode can be changed by operating the mode switch 105. As shown in Fig. 40(b), this mode setting image Im is displayed within the display area Em of the effect design display 28, and the display area Em is set in a position different from the display area Ee for the individual setting image Ie.
[0191] 41(e) is activated when the sub-control circuit 60 detects that any of the up switch 102H, down switch 102L, up switch 103H, down switch 103L, or music switch 104 of the switch unit 100 has been operated. When the sub-control circuit 60 activates the setting operation process 1, it detects the current volume setting, the current brightness setting, and the current music setting, and determines in S401 whether the button operation effect described below is stopped. If it determines that the button operation effect is stopped, the process proceeds to S402, where an individual setting image Ie is displayed in the display area Ee of the effect symbol display 28. In this case, a blacked-out area of the volume gauge symbol 102Z is displayed with a width corresponding to the volume detection result, a blacked-out area of the brightness gauge symbol 103Z is displayed with a width corresponding to the brightness detection result, and an image corresponding to the music detection result is displayed in the music window symbol 104W, thereby notifying the player of the current settings related to the effect symbol game. When the sub-control circuit 60 displays the individual setting image Ie in S402, the process proceeds to S403, where the sub-control circuit 60 sets the setting operation flag 1 to the ON state.
[0192] 42(a) is activated when the sub-control circuit 60 detects that the mode switch 105 of the switch unit 100 has been operated. When the sub-control circuit 60 activates the setting operation process 2, it detects the setting result of the current sub-mode and determines in S411 whether the button operation effect described below is stopped. If it determines that the button operation effect is stopped, the process proceeds to S412, where a mode setting image Im is displayed in the display area Em of the effect symbol display 28. In this case, the current setting result of the sub-mode is notified to the player by displaying a symbol corresponding to the detection result of the sub-mode, and in S413, the setting operation flag 2 is set to the ON state. In other words, the mode setting image Im can be started to be displayed with the individual setting image Ie also displayed, and the individual setting image Ie can be started to be displayed with the mode setting image Im also displayed, and the individual setting image Ie and the mode setting image Im can be displayed simultaneously.
[0193] Switch processing 1 in Figure 42(b) is executed by the sub-control circuit 60 in the timer interrupt processing in Figure 27(b), and the sub-control circuit 60 determines whether or not setting operation flag 1 is on in S421 of switch processing 1. When the individual setting image Ie is displayed on the performance symbol display 28, the sub-control circuit 60 determines whether setting operation flag 1 is on and proceeds to S422 to determine whether or not the volume switch 102 has been operated. If it is determined that the up switch 102H of the volume switch 102 has been operated, the volume of the speaker 32 is increased by one level from the current setting result in S423, and if it is determined that the down switch 102L has been operated, the volume of the speaker 32 is decreased by one level from the current setting result in S423. In either case, the width dimension of the black area of the volume gauge symbol 102Z of the individual setting image Ie is changed in S424 to correspond to the change in volume (see Figure 41(a) → (b)).
[0194] If the sub-control circuit 60 determines in S422 that the volume switch 102 has not been operated, it proceeds to S426 and determines whether or not the brightness switch 103 has been operated. If it determines here that the up switch 103H of the brightness switch 103 has been operated, it makes the brightness of the performance symbol display 28 one step brighter than the current setting result in S427, and if it determines that the down switch 103L has been operated, it makes the brightness of the performance symbol display 28 one step darker than the current setting result in S427, and in either case, it changes the width dimension of the black area of the brightness gauge pattern 103Z of the individual setting image Ie to one corresponding to the change in brightness in S428 (see Figure 41 (a) -> (c)).
[0195] If the sub-control circuit 60 determines in S426 that the brightness switch 103 has not been operated, it proceeds to S429, where it determines whether the music switch 104 has been operated. If it determines here that the music switch 104 has been operated, it changes the music from the current setting result to the next order in S430, and changes the display in the music window design 104W of the individual setting image Ie to one that corresponds to the change in music in S431 (see FIG. 41(a) → (d)). If the sub-control circuit 60 changes the volume gauge design 102Z in S424, the brightness gauge design 103Z in S428, or the music name in S431, it proceeds to S425, where it sets the setting operation flag 1 to the OFF state. If the sub-control circuit 60 sets the setting operation flag 1 to the OFF state, it waits for a certain time (2 seconds) to pass since the setting operation flag 1 was turned OFF, and then erases the individual setting image Ie.
[0196] Switch processing 2 in Figure 43(a) is executed by the sub-control circuit 60 in the timer interrupt processing in Figure 27(b), and the sub-control circuit 60 determines whether or not the setting operation flag 2 is on in S441 of switch processing 2. When the mode setting image Im is displayed on the performance symbol display 28, the sub-control circuit 60 determines whether the setting operation flag 2 is on and proceeds to S442, where it determines whether or not the mode switch 105 has been operated. If it determines that the mode switch 105 has been operated, the sub-mode is changed from the current setting result to the next order in S443, and the name of the sub-mode in the mode setting image Im is changed to one corresponding to the change result of the sub-mode in S444 (see Figure 43(b)). If the sub-control circuit 60 has changed the display name of the sub-mode in S444, it proceeds to S445 and sets the setting operation flag 2 to the off state. When the setting operation flag 2 is set to the OFF state, the sub-control circuit 60 waits for a certain time (2 seconds) to elapse after the setting operation flag 2 is set to the OFF state, and then erases the mode setting image Im.
[0197] 44 explains the button operation effect. This button operation effect is executed during a normal reach effect when the effect mode is set to normal mode, and is displayed superimposed on top of the city background image when set to city mode, superimposed on top of the sea background image when set to sea mode, and superimposed on top of the mountain background image when set to mountain mode. This button operation effect is started by displaying button symbol B in button area Eb of effect symbol display device 28 during a normal reach effect (see a → b), and button area Eb is set in a position where it does not overlap with either display area Ee for individual setting image Ie or display area Em for mode setting image Im.
[0198] As shown in Fig. 44, button design B has a semicircular outline that imitates the outline of the operation button 10, and is displayed in white. This button design B is displayed together with the word "PUSH!" that urges the player to operate the operation button 10. This operation button 10 is switched from an invalid state to an valid state in synchronization with the start of the display of button design B, and the player is notified that the operation button 10 has been switched from an invalid state to an valid state in response to the operation button 10 switching from a non-illuminating state to a white lit state (see a → b).
[0199] As shown in FIG. 44, button symbol B is erased when the operation button 10 is activated while lit in white. When button symbol B is erased, either a low-reliability ending image or a high-reliability ending image for the button operation effect is displayed. The low-reliability ending image displays a single lightning bolt T in place of button symbol B (see b → c), informing the player that the probability of the three rows of effect symbols forming a jackpot combination in this effect symbol game is low. The high-reliability ending image displays two lightning bolt T in place of button symbol B (see b → d), informing the player that the probability of the three rows of effect symbols forming a jackpot combination in this effect symbol game is high. Each of these low-reliability ending images and high-reliability ending images is displayed continuously for a fixed period of time (2 seconds). When the low-reliability ending image is displayed, the operation button 10 flashes yellow, and when the high-reliability ending image is displayed, the operation button 10 flashes rainbow colors.
[0200] The button operation effect processing of Figure 45 (a) is started 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 to execute the button operation effect in the button operation effect processing. If it determines that the button operation effect should be executed, it determines whether to display a low-reliability ending image or a high-reliability ending image in the button operation effect, and executes the button operation effect in the current effect symbol game according to the determination result. When this sub-control circuit 60 starts the button operation effect processing, it determines in S451 whether the current effect mode is city mode, sea mode, or mountain mode. If it determines that it is one of city mode, sea mode, or mountain mode, it proceeds to S452 and determines whether the reception result of the special symbol 1 game data includes one of the eight special symbol variation pattern determination results for the battle effect, "PO01-PO04" or "PH01-PH04."
[0201] If the sub-control circuit 60 determines in S452 that there is a determination result for a special symbol variation pattern for battle effects, it proceeds to S453 and determines whether or not there is a determination result for a jackpot in the reception result of the special symbol 1 game data. If it determines that there is a determination result for a jackpot, it proceeds to S454 and detects the effect table 1 of Figure 45(b) from the ROM. This effect table 1 assigns a high selection probability to a high-reliability ending image and a low selection probability to a low-reliability ending image. If the sub-control circuit 60 detects the effect table 1 in S454, it selects either a high-reliability ending image or a low-reliability ending image from the effect table 1 with a probability corresponding to the selection probability in S455.
[0202] If the reception result of the special chart 1 game data includes a miss judgment result, the sub-control circuit 60 determines in S453 that there is no jackpot judgment result, proceeds to S456, and detects the effect table 2 of Figure 45(c) from the ROM. This effect table 2 assigns a low selection probability to an ending image with high reliability and a high selection probability to an ending image with low reliability, and if the sub-control circuit 60 detects the effect table 2 in S456, it selects either the high reliability ending image or the low reliability ending image from the effect table 2 with a probability according to the selection probability in S455.
[0203] 46 illustrates an image that is displayed when it is determined that a button operation effect is to be started with an individual setting image Ie displayed in the display area Ee of the effect symbol display device 28 and a mode setting image Im displayed in the display area Em. In this case, with the individual setting image Ie and the mode setting image Im displayed, button design B is displayed in white in the button area Eb (see a->b), and when button design B is displayed, the operation button 10 is switched from a non-illuminating state to a white lit state. When this operation button 10 is operated with button design B displayed, button design B is erased from the button area Eb, and either a low-reliability ending image or a high-reliability ending image of the button operation effect is displayed (see b->c / b->d).
[0204] Figure 47 illustrates the images that appear when any of the volume switch 102, brightness switch 103, and music switch 104 is operated during a button operation performance while the setting operation image Ie and mode setting image Im are displayed on the performance pattern display 28. When the volume switch 102 is operated, the volume of the speaker 32 is changed according to the operation of the volume switch 102, and then the display content of the volume gauge pattern 102G in the setting operation image Ie is changed. When the brightness switch 103 is operated, the brightness of the performance pattern display 28 is changed according to the operation of the brightness switch 103, and then the display content of the brightness gauge pattern 103G in the setting operation image Ie is changed (see a→b). When the music switch 104 is operated, the type of music is changed according to the operation of the music switch 104, and then the music name in the music window pattern W in the setting operation image Ie is changed. This Figure 47 explains the image that appears when the mode switch 105 is operated during a button operation performance while the setting operation image Ie and mode setting image Im are displayed on the performance pattern display 28.When the mode switch 105 is operated, the submode is changed according to the operation of the mode switch 105, and then the display name of the submode of the mode setting image Im is changed (see a→c).
[0205] According to the eighth embodiment, the following effects are achieved. During a game of effect symbols with the individual setting image Ie and the mode setting image Im displayed, the button symbol B is started to be displayed. The individual setting image Ie and the mode setting image Im each notify the player of settings related to the game of effect symbols, and the button symbol B prompts the player to operate the operation button 10. When the operation button 10 is operated with the individual setting image Ie to the button symbol B displayed, the image of the game of effect symbols is changed in response to the display of the lightning bolt image T, so that the player's anticipation of a big win is heightened even when the individual setting image Ie to the button symbol B are displayed. Furthermore, when the switch unit 100 is operated while the individual setting image Ie to button design B is displayed, the display content of the individual setting image Ie is changed according to the operation content of the switch unit 100, and when the mode switch 105 is operated, the display content of the mode setting image Im is changed according to the operation content of the mode switch 105, so that even when the individual setting image Ie to button design B is displayed, the player is notified that the operation of the switch unit 100 and the operation of the mode switch 105 have been accepted.
[0206] [Example 9] Switch processing 1 in Fig. 48(a) is executed by the sub-control circuit 60 in place of switch processing 1 in Fig. 42(b), and when the sub-control circuit 60 determines in S422 of Fig. 48(a) that the volume switch 102 has been operated, it sets volume change data in S423A and stores the setting result of the change data in RAM. This change data indicates to what level the volume of the speaker 32 should be changed from the current setting result, and is set according to the operation content of the volume switch 102. When the sub-control circuit 60 has stored the volume change data in S423A, it changes the display content of the volume gauge design 102G of the individual setting image Ie to one according to the setting result of the volume change data in S424.
[0207] If the sub-control circuit 60 determines in S426 that the brightness switch 103 has been operated, it sets brightness change data in S427A and stores the setting result of the change data in RAM. This change data indicates to what brightness the brightness of the performance symbol display 28 should be changed from the current setting result, and is set according to the operation content of the brightness switch 103. If the sub-control circuit 60 has stored the brightness change data in S427A, it changes the display content of the brightness gauge symbol 103G of the individual setting image Ie to one according to the setting result of the brightness change data in S428.
[0208] If the sub-control circuit 60 determines in S429 that the music switch 104 has been operated, it sets music change data in S430A and stores the change data setting results in RAM. This change data indicates to which type of music the current setting result will be changed, and is set according to the operation content of the music switch 104. If the sub-control circuit 60 has stored the music change data in S430A, it changes the display content in the music window design 104W of the individual setting image Ie to one according to the setting result of the music change data in S431.
[0209] Switch processing 2 in Figure 48(b) is executed by the sub-control circuit 60 in place of switch processing 2 in Figure 43(a), and when the sub-control circuit 60 determines in S442 of Figure 48(b) that the mode switch 105 has been operated, it sets sub-mode change data in S443A and stores the result of setting the sub-mode change data in RAM. This change data indicates to which type the sub-mode should be changed from the current setting result, and is set according to the operation of the mode switch 105. When the sub-mode change data has been stored in S443A, the sub-control circuit 60 changes the display content of the sub-mode of the mode setting image Im in S444 to one according to the result of setting the change data.
[0210] The setting item change process of Figure 49 is executed by the sub-control circuit 60 in the timer interrupt process of Figure 27 (b), and the sub-control circuit 60 determines in S451 whether volume change data, brightness change data, music change data, or submode change data is stored in RAM. If it is determined that change data is stored, the process proceeds to S452, where it determines whether gameplay is stopped. If the special symbol 1 game, special symbol 2 game, small hit game, and big hit game are all stopped, it is determined that gameplay is stopped, and the process proceeds to S453. Here, the current setting items for the effect pattern game are changed to those corresponding to the change data, and the change data is erased from RAM in S454.
[0211] That is, if the volume switch 102 is operated while the individual setting image Ie is displayed during the current effect symbol game, the display content of the volume gauge symbol 102G of the individual setting image Ie is immediately changed in accordance with the operation of the volume switch 102, and the player is notified that the operation of the volume switch 102 has been accepted. In this case, the volume of the speaker 32 is changed when the current effect symbol game ends, and the next effect symbol game will be played with a sound volume that corresponds to the volume change. If the brightness switch 103 is operated while the individual setting image Ie is displayed during the current effect symbol game, the display content of the brightness gauge symbol 103G of the individual setting image Ie is immediately changed in accordance with the operation of the brightness switch 103, and the player is notified that the operation of the brightness switch 103 has been accepted. In this case, the brightness of the effect symbol display 28 is changed when the current effect symbol game ends, and the next effect symbol game will be played with an image of a brightness that corresponds to the change in brightness.
[0212] If the music switch 104 is operated while the individual setting image Ie is displayed during the current effect symbol game, the display content in the music window 104W of the individual setting image Ie is immediately changed in accordance with the operation of the music switch 104, and the player is notified that the operation of the music switch 104 has been accepted. In this case, the music is changed when the current effect symbol game ends, and the next effect symbol game will be played with music that corresponds to the change in music. If the mode switch 105 is operated while the mode setting image Im is displayed during the current effect symbol game, the display content of the mode setting image Im is immediately changed in accordance with the operation of the mode switch 105, and the player is notified that the operation of the mode switch 105 has been accepted. In this case, the submode is changed when the current effect symbol game ends, and the next effect symbol game will be played with a background image and music that correspond to the change in submode.
[0213] In the above-mentioned Example 9, when changing the display contents of the volume gauge pattern 102G, the brightness gauge pattern 103G, and the display contents in the music window pattern W of the individual setting image Ie, a message image such as "Switch operation has been accepted" may be attached, and when changing the display contents of the mode setting image Im, a message image such as "Switch operation has been accepted" may be attached. In the above-described Example 9, when the volume switch 102 is operated while the individual setting image Ie is displayed during the button operation effect, the display content of the volume gauge symbol 102G of the individual setting image Ie may be changed according to the operation content of the volume switch 102, and when the button operation effect or the normal reach effect ends, the volume of the speaker 32 may be changed so that the battle effect is produced with a sound volume according to the result of the change in volume. This also applies to the cases when the brightness switch 103, the music switch 104, and the mode switch 104 are operated.
[0214] In addition to the inventions described in the claims, Examples 8-9 above also describe the following [Reference Invention 3-1] to [Reference Invention 3-10]. Some gaming machines are configured to determine whether a game has been won or lost each time a start condition is met, and each time a win or loss is determined, an image of the symbol game is displayed on a display to notify the player of the result of the determination (see JP 2010-17425 A). Some gaming machines are equipped with an operating means. This operating means is operable by the player to change settings related to the symbol game, and is enabled when both the symbol game and the special game are stopped. Therefore, the player must wait for the game to be stopped in order to change settings related to the symbol game, leaving room for improvement in terms of usability.
[0215] [Reference Invention 3-1] A determination means for determining whether a starting condition is met each time the starting 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 first operating means that can be operated by a player and that changes settings that are set regarding symbol games; A first display means for displaying a first image during a symbol game to notify a player of settings related to the symbol game; A second operating means that can be operated by a player and that adds a visual change to the image of the symbol game; a second display means for displaying a second image during a symbol game, the second image prompting a player to operate the second operation means; the second display means is capable of starting to display the second image during a symbol game in a state where the first image is being displayed, and when the second operation means is operated during a symbol game in a state where both the first image and the second image are being displayed, a change is made to the image of the symbol game; The gaming machine is characterized in that the first display means changes the display content of the first image when the first operation means is operated during a pattern game in which both the first image and the second image are displayed. In the embodiment, "the stopping of all of the special symbol 1 game, special symbol 2 game, small hit game, and big hit game" corresponds to the start condition being met, the "main control circuit 40" corresponds to the determination means, the "performance symbol game" corresponds to the symbol game, the "sub-control circuit 60" corresponds to the symbol game means, the first display means, and the second display means, each of the "volume switch 102", "brightness switch 103", "music switch 104", and "mode switch 105" corresponds to the first operation means, each of the "volume of the speaker 32", "brightness of the performance symbol display 28", "music for performance symbol game", and "sub-mode" corresponds to the setting items related to the performance symbol game, each of the "individual setting image Ie" and "mode setting image Im" corresponds to the first image, the "operation button 10" corresponds to the second operation means, and the "button symbol B" corresponds to the second image. According to the above means, the second image begins to be displayed during a symbol game while the first image is being displayed. The first image notifies the player of settings related to the symbol game, and the second image prompts the player to operate the second operating means. When the second operating means is operated while both images are displayed, a change is made to the symbol game image, thereby increasing the player's anticipation of a win even when both images are displayed. Moreover, when the first operating means is operated while both images are displayed, the display content of the first image is changed, so the player is notified that the operation of the first operating means has been accepted even when both images are displayed.
[0216] [Reference Invention 3-2] The gaming machine described in [Reference Invention 3-1] is characterized in that the first display means displays an image representing the first operating means together with the first image. In the embodiment, the "volume mark design 102Z", the "brightness mark design 103Z", the "music mark design 104Z", and the "switch design Is" each correspond to an image representing the first operating means. [Reference Invention 3-3] The gaming machine described in [Reference Invention 3-1] is characterized in that the second display means displays an image representing the second operating means as the second image. In the embodiment, the "button design B" corresponds to the image representing the second operating means. [Reference Invention 3-4] a reach effect means for displaying an image of a reach effect during a symbol game to enhance a player's expectation of winning; The gaming machine described in [Reference Invention 3-1] is characterized in that the second display means starts displaying the second image while the image of the reach effect is being displayed.
[0217] [Reference Invention 3-5] The gaming machine described in [Reference Invention 3-1] is characterized in that it is provided with a change means for changing the settings related to the pattern game in accordance with the operation of the first operation means when the first operation means is operated during the pattern game in which both the first image and the second image are displayed. The "sub-control circuit 60" in the embodiment corresponds to the changing means. [Reference Invention 3-6] The change means changes the setting items related to the symbol game during the current symbol game in which the first operation means is operated, The gaming machine described in [Reference Invention 3-5] is characterized in that the first display means changes the display content of the first image to one that corresponds to the result of a change in settings during the current pattern play. [Reference Invention 3-7] The change means changes the setting items related to the symbol game after the end of the current symbol game in which the first operation means is operated, The gaming machine described in [Reference Invention 3-5] is characterized in that the first display means changes the display content of the first image to correspond to the settings that the change means plans to change during the current pattern game before the change means changes the settings related to the pattern game. [Reference Invention 3-8] The gaming machine described in [Reference Invention 3-1] is characterized in that the first display means is unable to start displaying the first image during a pattern game in which the second image is being displayed. [Reference Invention 3-9] The gaming machine described in [Reference Invention 3-1] is characterized in that the first display means starts displaying the first image when the first operating means is operated while the first image is not displayed.
[0218] [Reference Invention 3-10] A determination means for determining whether a starting condition is met each time the starting 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 a reach effect during a symbol game in order to increase a player's expectation of a win; A display means for displaying a setting image for changing setting items related to a symbol game, the display means being capable of displaying the setting image while the image of the reach effect is being displayed; A gaming machine characterized by comprising a receiving means for receiving an input for changing the setting items when the input is made while the image of the reach effect is being displayed with the setting image displayed. In the embodiment, "all of the special symbol 1 game, special symbol 2 game, small hit game, and big hit game stop" corresponds to the start condition being met, the "main control circuit 40" corresponds to the determination means, the "performance symbol game" corresponds to the symbol game, the "button operation performance" corresponds to the reach performance, the "sub-control circuit 60" corresponds to the symbol game means, the reach performance means, the display means, and the reception means, the "volume of the speaker 32," the "brightness of the performance symbol display 28," the "music for performance symbol game," and the "sub-mode" each correspond to the setting items related to the performance symbol game, and the "individual setting image Ie" and the "mode setting image Im" each correspond to the setting image. According to the above means, if a change to the settings related to the symbol game is input during the reach effect in which the setting image is displayed, the input is accepted, so that it becomes possible to change the settings related to the symbol game even during the reach effect. [Explanation of symbols]
[0219] 18 is the first start port, 19 is the big prize port, 23 is the second start port, 28 is the performance pattern display, 40 is the main control circuit, and 60 is the sub-control circuit.
Claims
[Claim 1] A first operating means operable by a player; a second operating means operable by a player; a determination means for determining whether or not to execute a special game advantageous to a player each time a starting condition is established; a special symbol display control means for, when the determination is made, causing a predetermined special symbol display means to variably display a special symbol and then to statically display a special symbol indicating the result of the determination; a performance control means for controlling the performance, The performance control means A symbol game including a variable display of a performance symbol that notifies the result of the judgment is executed in accordance with the variable display of the special symbol, and the symbol game is executed in any one of a plurality of performance modes; The images displayed during the execution of the symbol game include an image of the symbol game, a presentation mode setting image showing the setting of a presentation mode related to the symbol game, a first image showing the first operation means, and a second image prompting the player to operate the second operation means, The performance control means The display of the second image can be started while the image of the symbol game, the presentation mode setting image, and the first image are being displayed, and the image of the symbol game, the presentation mode setting image, the first image, and the second image can be displayed together. A gaming machine characterized in that, when the second operating means is operated while the pattern game image, the presentation mode setting image, the first image, and the second image are displayed together, a change-adding presentation is executed to add a change to the pattern game image being displayed, and when the first operating means is operated, the display of the presentation mode setting image is updated to show a presentation mode different from the presentation mode before the operation of the first operating means, without erasing the first image being displayed.
Citation Information
Patent Citations
Game machine
JP2010017425A
Game machine
JP2018196515A
Game machine
JP2019154894A