gaming machines

The gaming machine addresses the lack of engagement in pachinko machines by implementing variable displays and light effects to enhance player interest and excitement through dynamic gaming states.

JP7798507B2Active Publication Date: 2026-01-14SANKYO CO LTD
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Patent Information

Application Number
JP2021145436
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-09-07
Publication Date
2026-01-14
Estimated Expiration
2041-09-07

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, do not sufficiently enhance gaming interest after the decoration identification information enters a reach state, limiting the engagement and excitement for players.

Method used

A gaming machine that can variably display special identification information and control the game to an advantageous state for the player, featuring a variable display execution means, advantageous state control means, performance execution means, and light emission control means to execute special notice performances and displays, including multiple types of displays and light emissions to suggest and confirm the advantageous state.

Benefits of technology

Enhances player interest by providing dynamic and engaging gaming experiences through varied displays and light effects, increasing the excitement and anticipation of reaching an advantageous game state.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing game interest.SOLUTION: A game machine temporarily stops decoration identification information excluding specific decoration identification information from among multiple pieces of decoration identification information during execution of a predetermined performance, displays the specific decoration identification information in accordance with a performance display of the predetermined performance, can change specific decoration identification information displayed during execution of a predetermined performance from a normal mode to a particular mode in accordance with a performance display of the predetermined performance and can change it from a particular mode to a special mode, can display a specific display result when specific decoration identification information is changed to a special mode after it is changed from a normal mode to a particular mode during execution of a predetermined performance, and performs light emitting control of light emitting means by a common light emitting mode when first specific decoration identification information becomes a special mode during execution of a predetermined performance and when second specific decoration identification information becomes a special mode.SELECTED DRAWING: Figure 8-16
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko machine that displays special identification information in a variable manner and can be controlled to an advantageous state that is advantageous to the player. [Background technology]

[0002] Some gaming machines have a mechanism in which gaming balls, which are gaming media, are launched into a gaming area by a launching device, and when the gaming balls enter a winning area such as a winning slot provided in the gaming area, a predetermined number of prize balls are paid out to the player.Furthermore, there are also gaming machines (so-called pachinko machines) that are provided with a variable display device that can variably display (also called "variable") identification information, and when the display result of the variable display of the identification information on the variable display device becomes a specific display result, the gaming state (the state of the gaming machine; therefore, specifically, the state in which the gaming machine is controlled) is changed and a predetermined gaming value is given to the player.

[0003] In addition, the gaming value refers to the state of the variable winning ball device installed in the gaming area of ​​the gaming machine becoming advantageous for the player, making it easier for the ball to win, generating rights that will make it easier for the player to enter an advantageous state, or becoming a state in which the conditions for the payout of winning balls are more likely to be met.

[0004] In pachinko gaming machines, a "jackpot" occurs when a predetermined specific display mode is derived as a result of the variable display of a special symbol (identification information) that is initiated on the variable display device based on the entry of a gaming ball into the starting winning slot. The derived display refers to the final display of a symbol (final stop symbol). When a jackpot occurs, for example, the jackpot opening slot opens a predetermined number of times, transitioning to a jackpot game state in which balls are more likely to win. During each opening period, if a predetermined number of jackpots (e.g., 10) enter the jackpot opening slot, the jackpot opening closes. The number of times the jackpot opening slot opens is fixed to a predetermined number (e.g., 15 rounds). Each opening has a set opening time (e.g., 29 seconds), and the jackpot opening closes when the opening time expires, even if the number of winnings does not reach the predetermined number. Hereinafter, the opening period of each jackpot opening may be referred to as a "round." Furthermore, the game played during a round may be referred to as a "round game."

[0005] Furthermore, in a variable display device, a state in which a pattern other than the pattern that will be the final stop pattern (for example, the center pattern of a left, center, and right pattern) continues for a predetermined time and stops, oscillates, expands and contracts, or deforms while matching a specific display result, or multiple patterns fluctuate synchronously within the same pattern, or the positions of the displayed patterns are swapped, and the possibility of a jackpot occurring continues before the final result is displayed (hereinafter, these states are referred to as reach states), is referred to as a reach effect. Also, a reach state and its appearance are referred to as a reach mode. Furthermore, a variable display that includes a reach effect is referred to as a reach variable display. If the display result of the patterns variably displayed on the variable display device is not the specific display result, it is a "miss," and the variable display state ends. The player plays while enjoying trying to make a jackpot occur.

[0006] In such a gaming machine, for example, Patent Document 1 describes that after decoration identification information is set to a reach mode, either a battle reach or a story reach can be executed. [Prior art documents] [Patent documents]

[0007] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-47092 Summary of the Invention [Problem to be solved by the invention]

[0008] However, the gaming machine described in Patent Document 1 leaves room for improvement in the way the effects that can be executed after the decoration identification information has become a reach state, and is unable to sufficiently enhance gaming interest.

[0009] Therefore, an object of the present invention is to provide a gaming machine that can increase the interest in gaming. [Means for solving the problem]

[0010] (A) A gaming machine that can variably display special identification information and can be controlled to an advantageous state that is advantageous to the player, a variable display execution means for executing variable display of a plurality of decorative identification information in response to variable display of the special identification information; an advantageous state control means for controlling the display to the advantageous state when a specific display result is displayed as a variable display result of the plurality of decorative identification information; a performance execution means for executing a predetermined performance that notifies the player whether or not the advantageous state is reached after the decoration identification information is temporarily stopped in a predetermined combination; a light emission control means capable of controlling the light emission of the light emitting means, The performance execution means A special notice effect can be executed that suggests that the game will be controlled to the advantageous state, As the special notice performance, a first special notice performance and a second special notice performance that can be executed at a timing different from the first special notice performance can be executed, The special notice performance has a first part and a second part that is executed after the first part, The display means When the predetermined effect is executed, a predetermined display can be displayed, The aforementioned No. 1When the special notice performance is executed, a first special display and a second special display can be displayed, When the second special notice performance is executed, a third special display can be displayed, When the predetermined display is displayed, a plurality of predetermined related displays that imitate at least a part of the predetermined display can be displayed; When the second special display is displayed, a plurality of images that imitate at least a part of the second special display are displayed. No. 2 Special related indications can be displayed, When the third special display is displayed, a plurality of third special related displays that imitate at least a part of the third special display can be displayed, The aforementioned No. 2 The number of special related indications displayed is greater than the number of predetermined related indications displayed, The speed at which the second special related display moves and the speed at which the third special related display moves can be made different from each other; The first part can display the first special display and the second special display, while the second part can display the second special display; the light emission control means is capable of controlling the light emission of the light emitting means in the second part in a pattern different from that in the first part; There are multiple types of predetermined displays, the predetermined related display that is displayed when a first predetermined display among the plurality of types of predetermined displays is displayed and the predetermined related display that is displayed when a second predetermined display among the plurality of types of predetermined displays are displayed in different manners when displayed, The predetermined related indication includes a first predetermined related indication and a second predetermined related indication having a different aspect from the first predetermined related indication. It is characterized by: (1) A gaming machine that can variably display special identification information and control it to an advantageous state that is advantageous to the player, a variable display execution means for executing variable display of a plurality of decorative identification information in response to variable display of the special identification information; an advantageous state control means for controlling the display to the advantageous state when a specific display result is displayed as a variable display result of the plurality of decorative identification information; and a performance execution means capable of executing a predetermined performance to notify whether or not the advantageous state is reached after the decoration identification information is temporarily stopped in a predetermined combination, The effect execution means is capable of executing a special notice effect that suggests that the game will be controlled to the advantageous state, The display means When the predetermined effect is executed, a predetermined display can be displayed, When the special notice performance is executed, a special display can be displayed, When the predetermined display is displayed, a plurality of predetermined related displays that imitate at least a part of the predetermined display can be displayed; When the special display is displayed, a plurality of special related displays that imitate at least a part of the special display can be displayed, The number of times the special related indications are displayed is greater than the number of times the predetermined related indications are displayed, There are multiple types of the predetermined display, the predetermined related display that is displayed when a first predetermined display among the plurality of types of predetermined displays is displayed and the predetermined related display that is displayed when a second predetermined display among the plurality of types of predetermined displays are displayed in different manners when displayed, The predetermined related indication includes a first predetermined related indication and a second predetermined related indication having a different aspect from the first predetermined related indication. It is characterized by: [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] 10 is a flowchart showing an example of a game control main process. [Figure 4] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 5] 10 is a flowchart illustrating an example of a special symbol process. [Figure 6] 10 is a flowchart showing an example of a performance control main process. [Figure 7]10 is a flowchart showing an example of a performance control process. [Figure 8-1] An explanatory diagram showing an example of a fluctuation pattern table used in a low probability state. [Figure 8-2] An explanatory diagram showing an example of a fluctuation pattern table used in a high probability state. [Figure 8-3] This is a timing chart showing the timing of the performance when Super Reach A to D is executed and a jackpot is achieved. [Figure 8-4] This is a timing chart showing the timing of the performance when Super Reach A to D is executed and results in a miss. [Figure 8-5] This is a timing chart showing the timing of the performance when a long reach is executed. [Figure 8-6] This is a timing chart showing the execution timing of the effects when a development preview effect and a special preview effect are executed, and when a development preview effect and a special preview effect are executed. [Figure 8-7] This is an explanatory diagram showing specific examples of development preview effects and Super Reach A. [Figure 8-8] This is an explanatory diagram showing specific examples of development preview effects and Super Reach A. [Figure 8-9] This is an explanatory diagram showing specific examples of development preview effects and Super Reach A. [Figure 8-10] This is an explanatory diagram showing specific examples of development preview effects and Super Reach A. [Figure 8-11] This is an explanatory diagram showing specific examples of development preview effects and Super Reach A. [Figure 8-12] This is an explanatory diagram showing specific examples of development preview effects and Super Reach A. [Figure 8-13] This is an explanatory diagram showing specific examples of development preview performances and Super Reach B. [Figure 8-14] This is an explanatory diagram showing specific examples of development preview performances and Super Reach B. [Figure 8-15] This is an explanatory diagram showing specific examples of development preview performances and Super Reach B. [Figure 8-16]This is an explanatory diagram showing specific examples of development preview performances and Super Reach B. [Figure 8-17] This is an explanatory diagram showing specific examples of development preview performances and Super Reach B. [Figure 8-18] This is an explanatory diagram showing specific examples of development preview performances and Super Reach B. [Figure 8-19] An explanatory diagram showing specific examples of development preview effects and Super Reach C. [Figure 8-20] An explanatory diagram showing specific examples of development preview effects and Super Reach C. [Figure 8-21] An explanatory diagram showing specific examples of development preview effects and Super Reach C. [Figure 8-22] An explanatory diagram showing specific examples of development preview effects and Super Reach C. [Figure 8-23] An explanatory diagram showing specific examples of development preview effects and Super Reach C. [Figure 8-24] An explanatory diagram showing specific examples of development preview effects and Super Reach C. [Figure 8-25] An explanatory diagram showing a specific example of Super Reach D. [Figure 8-26] An explanatory diagram showing a specific example of Super Reach D. [Figure 8-27] An explanatory diagram showing a specific example of Super Reach D. [Figure 8-28] An explanatory diagram showing a specific example of Super Reach D. [Figure 8-29] FIG. 10 is an explanatory diagram showing a specific example of a long reach. [Figure 8-30] An explanatory diagram showing specific examples of special preview effects and long reaches. [Figure 8-31] An explanatory diagram showing specific examples of special preview effects and long reaches. [Figure 8-32] An explanatory diagram showing a specific example of the hidden button effect when a special preview effect and a long reach are executed. [Figure 8-33] An explanatory diagram showing specific examples of development preview effects and special preview effects. [Figure 8-34]An explanatory diagram showing specific examples of development preview effects and special preview effects. [Figure 8-35] An explanatory diagram showing specific examples of development preview effects and special preview effects. [Figure 8-36] An explanatory diagram showing specific examples of development preview effects and special preview effects. [Figure 8-37] An explanatory diagram showing a specific example of changes in the middle decorative pattern in Super Reach A. [Figure 8-38] An explanatory diagram showing a specific example of changes in the middle decorative pattern in Super Reach B. [Figure 8-39] An explanatory diagram showing a specific example of changes in the center decoration pattern according to the type of super reach and the type of center decoration pattern. [Figure 8-40] FIG. 10 is a diagram illustrating the principle of a light-emitting effect image. [Figure 8-41] FIG. 10 is a diagram illustrating the principle of a light-emitting effect image. [Figure 8-42] FIG. 10 is a diagram illustrating the principle of a light-emitting effect image. [Figure 8-43] FIG. 10 is a diagram illustrating the principle of a light-emitting effect image. [Figure 8-44] FIG. 10 is a diagram illustrating the principle of a light-emitting effect image. [Figure 8-45] FIG. 10 is a diagram illustrating the principle of a light-emitting effect image. [Figure 8-46] This is a diagram of the presentation during variable display. DETAILED DESCRIPTION OF THE INVENTION

[0012] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.

[0013] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.

[0014] At a predetermined position on the game board 2 (in the example shown in FIG. 1, to the right of the play area), a first special symbol display device 4A and a second special symbol display device 4B are provided, which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as multiple types of special identification information. Each of these devices is made up of a 7-segment LED or the like. The special symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all LEDs are turned off.

[0015] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.

[0016] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.

[0017] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be composed of a projector and a screen. The image display device 5 displays various effect images.

[0018] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.

[0019] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0020] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0021] In addition, a first hold indicator 25A and a second hold indicator 25B each including a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the number of first hold memories by the number of lit LEDs, and the second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.

[0022] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0023] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.

[0024] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.

[0025] General winning openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2 (four positions at the bottom left and right of the game area in the example shown in FIG. 1). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0026] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0027] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0028] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.

[0029] The entry of a game ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, entry into a starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.

[0030] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.

[0031] A passing gate 41 through which the gaming ball can pass is provided on the left side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.

[0032] A normal symbol hold indicator 25C is provided above the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.

[0033] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0034] Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.

[0035] A movable body 32 that moves in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).

[0036] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.

[0037] At a predetermined position in the gaming machine frame 3 below the gaming area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.

[0038] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).

[0039] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).

[0040] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0041] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).

[0042] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).

[0043] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

[0044] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

[0045] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).

[0046] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.

[0047] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is an advantageous state for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.

[0048] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.

[0049] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.

[0050] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds and upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc., as described below), and the jackpot type is set according to these. There may be provided jackpot types that allow a large number of prize balls to be obtained, and jackpot types that allow a small number of prize balls or almost no prize balls to be obtained.

[0051] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."

[0052] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0053] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.

[0054] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."

[0055] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).

[0056] The normal state refers to a gaming state other than advantageous states such as a jackpot gaming state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).

[0057] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.

[0058] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.

[0059] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.

[0060] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, they may also be executed by audio output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.

[0061] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).

[0062] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.

[0063] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.

[0064] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0065] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."

[0066] When the display result of the special game is a "small win," a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."

[0067] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").

[0068] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0069] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive effect may be executed in which one variable display appears to be multiple variable displays.

[0070] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state.

[0071] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).

[0072] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various other boards are arranged on the back of the pachinko gaming machine 1, such as a payout control board, an information terminal board, a firing control board, and a power supply board.

[0073] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0074] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0075] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.

[0076] The random number circuit 104 counts updatable numerical data indicating various random number values ​​(game random numbers) used when controlling the progress of a game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0077] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

[0078] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.

[0079] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.

[0080] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0081] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.

[0082] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0083] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances together with the display control unit 123 (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0084] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0085] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0086] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0087] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0088] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.

[0089] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.

[0090] The random number circuit 124 counts updatable numerical data indicating various random number values ​​(performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0091] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0092] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.

[0093] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0094] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0095] 3, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.

[0096] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values ​​in the working area.

[0097] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). Upon receiving the performance control command, the performance control CPU 120 displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.

[0098] If the output signal from the clear switch is not ON (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stoppage process immediately before the pachinko gaming machine 1 becomes inoperable due to the power supply stoppage. This power supply stoppage process includes a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection process for the RAM 102, and the like. The data protection process includes a process of adding an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is ON. If the backup flag is OFF and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.

[0099] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) to determine whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power outage. If it is determined that they match, it is determined that the data in RAM 102 is normal.

[0100] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so initialization processing (step S8) is executed.

[0101] If it is determined that the data in RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state it was in when the power supply was stopped. In the recovery process, the CPU 103 sets a work area based on the memory contents (contents of the backed-up data) of RAM 102. This restores the gaming state to the state it was in when the power supply was stopped, and if a special symbol was fluctuating, the fluctuation of the special symbol will be resumed from the state before the recovery by executing a gaming control timer interrupt process described later.

[0102] Then, the CPU 103 transmits a presentation control command to the presentation control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a presentation control command specifying the backed-up game state before the power outage, or, if a special symbol game was being executed, a presentation control command specifying the display result of the currently executing special symbol game, may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process described below. Upon receiving a presentation control command specifying the time of recovery from the power outage, the presentation control CPU 120 displays a screen on the image display device 5, for example, to notify the user that recovery from the power outage has been achieved or that recovery from the power outage is in progress. The presentation control CPU 120 may display an appropriate screen based on the presentation control command.

[0103] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S11), and permits the interrupt (step S12). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt processing.

[0104] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1, and can issue a warning if necessary based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).

[0105] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (details will be described later).

[0106] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.

[0107] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.

[0108] Fig. 5 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0109] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of ​​RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.

[0110] After executing the start winning determination process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.

[0111] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").

[0112] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values ​​compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.

[0113] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.

[0114] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.

[0115] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.

[0116] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small jackpot," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small jackpot" or a "miss," the game state is also updated if the game is in a time-saving state or a probability variable state and the end of the count limit is established. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0117] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.

[0118] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.

[0119] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.

[0120] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.

[0121] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize entry port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.

[0122] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.

[0123] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.

[0124] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks.

[0125] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.

[0126] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.

[0127] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.

[0128] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.

[0129] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0130] Fig. 7 is a flowchart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing a pre-reading notice performance are made based on the performance control command at the time of start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.

[0131] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.

[0132] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.

[0133] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.

[0134] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.

[0135] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to the initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.

[0136] The small win performance processing in step S174 is a process executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.

[0137] The small win end effect processing of step S175 is a process executed when the value of the effect control process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.

[0138] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance control process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.

[0139] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.

[0140] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.

[0141] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.

[0142] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).

[0143] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.

[0144] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.

[0145] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.

[0146] In this specification, expressions for comparing various percentages such as the execution percentage of effects (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."

[0147] (Explanation of feature part 004IW) Next, a characteristic part 004IW of this embodiment will be described.

[0148] (Fluctuation pattern table) 8-1 and 8-2 are explanatory diagrams showing specific examples of fluctuation pattern tables in the feature part 004IW. Of these, FIG. 8-1(A) shows a specific example of a fluctuation pattern table for a loss used in a low probability state. Also, FIG. 8-1(B) shows a specific example of a fluctuation pattern table for a jackpot used in a low probability state. Also, FIG. 8-2(A) shows a specific example of a fluctuation pattern table for a loss used in a high probability state. Also, FIG. 8-2(B) shows a specific example of a fluctuation pattern table for a jackpot used in a high probability state. Also, FIG. 8-1(C) shows a specific example of a fluctuation pattern table for a jackpot.

[0149] In this example, as shown in Figure 8-1(A), when a miss occurs in a low probability state, the following patterns are used: fluctuation pattern PA1-1 (normal fluctuation), fluctuation pattern PA1-2 (shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (long reach), fluctuation pattern PA2-3 (special notice + long reach), fluctuation pattern PA2-4 (development notice + super reach A), fluctuation pattern PA2-5 (development notice + special notice + super reach A), fluctuation pattern PA2-6 (development notice + special notice + long reach A), fluctuation pattern PA2-7 (development notice + special notice + long reach A), fluctuation pattern PA2-8 (development notice + special notice + long reach A), fluctuation pattern PA2-9 (development notice + special notice + long reach A), fluctuation pattern PA2-10 (development notice + special notice + long reach A), fluctuation pattern PA2-11 (normal reach), fluctuation pattern PA2-12 (long reach), fluctuation pattern PA2-13 (special notice + long reach A), fluctuation pattern PA2-14 (development notice + special notice + long reach A), fluctuation pattern PA2-15 (development notice + special notice + long reach A), fluctuation pattern PA2-16 (development notice + special notice + long reach A), fluctuation pattern PA2-17 (development notice + special notice + long reach A), fluctuation pattern PA2-18 (development notice + special notice + long reach A), fluctuation pattern PA2-19 (development notice + special notice + long reach A), fluctuation pattern PA2-20 (development notice + special notice + long reach A), fluctuation pattern PA2-21 (development notice + special notice + long reach A), fluctuation pattern PA2-22 (development notice + special notice + long reach A), fluctuation pattern PA2-23 (development notice + special notice + long reach A), fluctuation pattern PA2-24 (development notice + special notice + long reach A), fluctuation pattern PA2-25 (development notice + special notice + long reach A), fluctuation pattern PA2-26 (development notice + special notice + long reach A), fluctuation pattern PA2-27 (development notice + special notice The fluctuation pattern will be determined as one of the following: variation pattern PA2-7 (Development notice + Super Reach A), variation pattern PA2-8 (Development notice + Special notice + Super Reach B), variation pattern PA2-9 (Development notice + Special notice + Super Reach B), variation pattern PA2-10 (Development notice + Super Reach C), variation pattern PA2-11 (Development notice + Special notice + Super Reach C), or variation pattern PA2-12 (Development notice + Special notice + Super Reach C).

[0150] In addition, in this example, as shown in Figure 8-1 (B), if a jackpot occurs in a low probability state, the fluctuation pattern will be determined to be one of the following: fluctuation pattern PB2-1 (normal reach), fluctuation pattern PB2-2 (long reach), fluctuation pattern PB2-3 (special notice + long reach), fluctuation pattern PB2-4 (development notice + super reach A), fluctuation pattern PB2-5 (development notice + special notice + super reach A), fluctuation pattern PB2-6 (development notice + special notice + super reach A), fluctuation pattern PB2-7 (development notice + super reach B), fluctuation pattern PB2-8 (development notice + special notice + super reach B), fluctuation pattern PB2-9 (development notice + special notice + super reach B), fluctuation pattern PB2-10 (development notice + super reach C), fluctuation pattern PB2-11 (development notice + special notice + super reach C) and fluctuation pattern PB2-12 (development notice + special notice + super reach C).

[0151] In this example, as shown in Figure 8-1, multiple types of reach effects can be executed, and the expected probability of a jackpot increases in the following order: normal reach < long reach < super reach A < super reach B < super reach C. Also, when a super reach is executed, the development notice effect is executed with a high probability (100% in the example shown in Figure 8-1, but it can be less than 100%). This configuration allows you to pay attention to whether or not the development notice effect is executed, that is, whether or not it will develop into a super reach with a high expectation.

[0152] In this example, as shown in Figure 8-1, before the long reach and super reach A to C, there are cases where either the special notice performance or the special notice performance is executed, and cases where neither is executed, and when either the special notice performance or the special notice performance is executed (especially when the special notice performance is executed rather than the special notice performance), the jackpot expectation is configured to be higher. With this configuration, it is possible to draw attention to whether or not either the special notice performance or the special notice performance is executed, and which one is executed.

[0153] In this example, as shown in Figure 8-2 (A), if a miss occurs in a high probability state, the fluctuation pattern is determined to be one of the following: fluctuation pattern PA1-1 (normal fluctuation), fluctuation pattern PA1-2 (shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (long reach), fluctuation pattern PA2-3 (special notice + long reach), and fluctuation pattern PA2-13 (super reach D).

[0154] In this example, as shown in Figure 8-2 (B), if a jackpot occurs in a high probability state, the fluctuation pattern will be determined to be one of the following: fluctuation pattern PB2-1 (normal reach), fluctuation pattern PB2-2 (long reach), fluctuation pattern PB2-3 (special notice + long reach), and fluctuation pattern PB2-13 (super reach D).

[0155] In this example, as shown in Figures 8-1 and 8-2, the types of Super Reach that can be executed are different in the low probability state and the high probability state. This configuration allows for variation in the presentation of the effects in the low probability state and the high probability state, thereby increasing the interest in the game.

[0156] In this example, only Super Reach D can be executed as a Super Reach in a high probability state, but the configuration is not limited to this, and multiple types of Super Reach may be executable. Also, in a high probability state, similar to a low probability state, it may be possible to execute a development preview effect, a special preview effect, or a special preview effect, or it may be possible to execute a shortened or simplified development preview effect, a special preview effect, or a special preview effect in a high probability state.

[0157] In this example, Super Reach A, Super Reach B, and Super Reach C have the same variable time (i.e., performance time), but this configuration is not limited to this, and the variable time (i.e., performance time) may be different depending on the type of Super Reach.

[0158] Furthermore, in addition to the examples shown in Figures 8-1 and 8-2, for example, a variable pattern may be set in which a pseudo-consecutive performance is executed once or multiple times and then a reach performance is executed, and the probability of developing into a jackpot expectation or a super reach with a high expectation may differ depending on the number of pseudo-consecutive performances.

[0159] (Execution timing of each effect during reach) Next, the execution timing of each effect during a reach will be explained with reference to Figures 8-3 to 8-6. Figure 8-3 is a timing chart showing the execution timing of the effects when Super Reach A to D are executed and a jackpot is reached. Figure 8-4 is a timing chart showing the execution timing of the effects when Super Reach A to D are executed and a miss is reached. Figure 8-5 is a timing chart showing the execution timing of the effects when a long reach is executed. Figure 8-6 is a timing chart showing the execution timing of the effects when a development notice effect and a special notice effect, and a development notice effect and a special notice effect are executed.

[0160] Figure 8-3(A) shows a timing chart when the performance is executed based on the variation pattern PB2-4 (Development Notice + Super Reach A) jackpot. The timing chart shown in Figure 8-3(A) corresponds to the explanatory diagrams showing specific examples of the development notice performance and Super Reach A in Figures 8-7 to 8-11 described later.

[0161] As shown in Figure 8-3(A), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and the development notice effect begins (the part corresponding to Figure 8-7(4)). In the development notice effect, for example, the first ally character 004IWC01 and the second ally character 004IWC02 appear and the word "Development" is displayed, followed by an increase and decrease in the number of the first mini-character 004IWC03, suggesting that a super reach will begin. When the development notice effect ends, the super reach A begins (the part corresponding to Figure 8-8(9)). The super reach A, which results in a jackpot, includes a first part (the part corresponding to Figures 8-8(9) to (16)) including an introduction and a provocative part, and a second part (the part corresponding to Figures 8-9(17) to 8-11(31)) including a final provocative part and a win / loss notification part. When the Super Reach A hit / miss notification section announces that a jackpot has occurred (for example, when the image display device 5 changes the center decorative pattern from a cracked state to a normal state and the jackpot pattern is temporarily displayed as stopped), illumination control is performed so that decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs emit light in rainbow colors. For example, illumination control is performed so that the decorative light-emitting elements emit light in rainbow colors at the timing shown in Figure 8-3 (A) *1. After that, Super Reach A ends, the image display device 5 goes white, and the jackpot pattern is displayed as stopped.

[0162] Figure 8-3(B) shows a timing chart when the performance is executed based on the variation pattern PB2-7 (Development Notice + Super Reach B) jackpot. The timing chart shown in Figure 8-3(B) corresponds to the explanatory diagrams showing specific examples of the development notice performance and Super Reach B in Figures 8-13 to 8-17 described later.

[0163] As shown in FIG. 8-3(B), when the left and right decorative symbols reach a ready state, a normal ready effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white, and the development notice effect begins (the part corresponding to FIG. 8-13(4)). When the development notice effect ends, Super Reach B begins (the part corresponding to FIG. 8-14(9)). Super Reach B, which results in a jackpot, includes a first part (the part corresponding to FIG. 8-14(9) to (16)) including an introductory part and a provocative part, and a second part (the part corresponding to FIG. 8-15(17) to FIG. 8-17(32)) including a final provocative part and a win / loss notification part. When the win / loss notification part of Super Reach B notifies the player of a jackpot (for example, when the center decorative symbol changes from a cracked state to a broken state on the image display device 5 and the jackpot symbol is temporarily stopped), illumination control is performed to cause decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs to emit rainbow-colored light. For example, at the timing shown in Figure 8-3(B) ※1, the decorative light source emits light in rainbow colors. After that, the Super Reach B ends, the image display device 5 goes white, and the jackpot symbol is displayed.

[0164] Figure 8-3(C) shows a timing chart when the performance is executed based on the variation pattern PB2-10 (Development Notice + Super Reach C) jackpot. The timing chart shown in Figure 8-3(C) corresponds to the explanatory diagrams showing specific examples of the development notice performance and Super Reach C in Figures 8-19 to 8-23 described later.

[0165] As shown in Figure 8-3(C), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and a development notice effect begins (the part corresponding to Figure 8-19(4)). When the development notice effect ends, a super reach C begins (the part corresponding to Figure 8-20(9)). A super reach C that results in a jackpot includes a first part (the part corresponding to Figure 8-20(9) to (16)) that includes an introductory part and a teasing part, and a second part (the part corresponding to Figure 8-21(17) to Figure 8-23(36)) that includes a final teasing part and a win / loss notification part. When the hit / miss notification section of Super Reach C announces that a jackpot has occurred (for example, when the image display device 5 displays the words "Completely settled" or the decorative symbols that make up the jackpot combination and the jackpot symbol are temporarily stopped), illumination control is performed so that decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs emit light in rainbow colors. For example, illumination control is performed so that the decorative light-emitting elements emit light in rainbow colors at the timing shown in Figure 8-3 (C) *1. After that, Super Reach C ends, the image display device 5 goes white, and the jackpot symbol is displayed as a stopped jackpot.

[0166] Figure 8-3(D) shows a timing chart when the performance is executed based on the jackpot of the variation pattern PB2-13 (Super Reach D). The timing chart shown in Figure 8-3(D) corresponds to the explanatory diagram showing a specific example of Super Reach D in Figures 8-25 to 8-27 described later.

[0167] As shown in Figure 8-3(D), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then Super Reach D begins (the part corresponding to Figure 8-25(4)). Super Reach D, which results in a jackpot, includes a decide button effect (the part corresponding to Figure 8-25(8) to Figure 8-26(10)) and a moving object effect (the part corresponding to Figure 8-27(11) to (13)). When a jackpot is announced in Super Reach D (for example, when a jackpot symbol is temporarily displayed on the image display device 5), illumination control is performed so that decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs emit light in rainbow colors. For example, illumination control is performed so that the decorative light-emitting elements emit light in rainbow colors at the timing *1 shown in Figure 8-3(D). After that, Super Reach D ends and the jackpot symbol is displayed stationary.

[0168] In this example, as shown in Figure 8-3, in Super Reach A, Super Reach B, Super Reach C, and Super Reach D, when a jackpot is reached, the lighting control of the decorative light source is performed using a common lighting pattern (i.e., a rainbow-colored lighting pattern). With this configuration, the presentation content of Super Reach A, Super Reach B, Super Reach C, and Super Reach D is different to increase the excitement of the game, while the common lighting control makes it possible to suppress an increase in the amount of control data. In addition, it is possible to properly notify the player that a jackpot has been reached.

[0169] In this example, the illumination of the decorative illuminators is controlled by a common illumination pattern (i.e., a rainbow-colored illumination pattern) regardless of whether the jackpot combination is an odd-numbered symbol combination or an even-numbered symbol combination. Furthermore, even when the same odd-numbered symbol combination is used, for example, a combination of "1" and a combination of "3," the illumination of the decorative illuminators is controlled by a common illumination pattern (i.e., a rainbow-colored illumination pattern). Also, even when the same even-numbered symbol combination is used, for example, a combination of "2" and a combination of "4," the illumination of the decorative illuminators is controlled by a common illumination pattern (i.e., a rainbow-colored illumination pattern). This configuration allows for standardization of illumination control during a Super Reach, thereby suppressing an increase in the amount of control data. Note that in the description of this feature 004IW, the term "type of decorative symbol" is sometimes used. This does not necessarily mean that the decorative symbols are classified as odd-numbered symbols or even-numbered symbols, but also means that the same odd-numbered symbols are classified by their different numbers, such as "1" and "3."

[0170] Figure 8-4(A) shows a timing chart when the performance is executed based on the variation pattern PA2-4 (development notice + super reach A) miss. The timing chart shown in Figure 8-4(A) corresponds to the explanatory diagrams showing specific examples of the development notice performance and super reach A in Figures 8-7 to 8-9 and 8-12 described later.

[0171] As shown in Figure 8-4(A), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and the development notice effect begins (the part corresponding to Figure 8-7(4)). When the development notice effect ends, Super Reach A begins (the part corresponding to Figure 8-8(9)). The Super Reach A, which is a loss, includes a first part (the part corresponding to Figure 8-8(9) to (16)) that includes an introduction part and a teasing part, and a second part (the part corresponding to Figure 8-9(17) to (22), Figure 8-12(34) to (37)) that includes a final teasing part and a win / loss notification part. When the win / loss notification section of Super Reach A notifies that it will be a loss (for example, when the decorative pattern on the image display device 5 changes from a cracked state to a destroyed state and the losing pattern is displayed as a temporary stop), light emission control is performed so that decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs emit low-intensity white light (the part corresponding to Figure 8-12 (37)). For example, light emission control is performed so that the decorative light-emitting elements emit low-intensity white light at the timing *2 shown in Figure 8-4 (A). After that, Super Reach A ends, the image display device 5 goes black, and the losing pattern is displayed as a stopped pattern.

[0172] Figure 8-4(B) shows a timing chart when the performance is executed based on the variation pattern PA2-7 (development notice + super reach B) miss. The timing chart shown in Figure 8-4(B) corresponds to the explanatory diagrams showing specific examples of the development notice performance and super reach B in Figures 8-13 to 8-15 and 8-18 described later.

[0173] As shown in Figure 8-4(B), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and a development notice effect begins (the part corresponding to Figure 8-13(4)). When the development notice effect ends, a super reach B begins (the part corresponding to Figure 8-14(9)). A super reach B that results in a loss includes a first part (the part corresponding to Figure 8-14(9) to (16)) that includes an introduction and a teasing part, and a second part (the part corresponding to Figure 8-15(17) to (23), Figure 8-18(35) to (38)) that includes a final teasing part and a win / loss notification part. When the Super Reach B hit / miss notification section notifies that a miss has occurred (for example, when the image display device 5 displays the middle decorative symbol changing from a cracked state to a normal state and the missing symbol is temporarily stopped), illumination control is performed so that decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs emit low-intensity white light (the part corresponding to Figure 8-18 (38)). For example, illumination control is performed so that the decorative light-emitting elements emit low-intensity white light at the timing *2 shown in Figure 8-4 (B). After that, Super Reach B ends, the image display device 5 goes black, and the missing symbol is displayed as a stopped symbol.

[0174] Figure 8-4(C) shows a timing chart when the performance is executed based on the variation pattern PA2-10 (development notice + super reach C) miss. The timing chart shown in Figure 8-4(C) corresponds to the explanatory diagrams showing specific examples of the development notice performance and super reach C in Figures 8-19 to 8-21 and 8-24 described later.

[0175] As shown in Figure 8-4(C), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and a development notice effect begins (the part corresponding to Figure 8-19(4)). When the development notice effect ends, a super reach C begins (the part corresponding to Figure 8-20(9)). A super reach C that results in a loss includes a first part (the part corresponding to Figure 8-20(9) to (16)) that includes an introduction part and a teasing part, and a second part (the part corresponding to Figure 8-21(17) to (24), Figure 8-24(39) to (42)) that includes a final teasing part and a win / loss notification part. When the Super Reach C hit / miss notification section notifies that a miss has occurred (for example, when the image display device 5 displays the third enemy character 004IWC13 rejoicing or the decorative symbol that is a losing combination), illumination control is performed so that decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs emit low-intensity white light (the part corresponding to Figure 8-24 (42)). For example, illumination control is performed so that the decorative light-emitting elements emit low-intensity white light at the timing *2 shown in Figure 8-4 (C). After that, Super Reach C ends, the image display device 5 goes black, and the losing symbol is displayed as a stopped symbol.

[0176] Figure 8-4(D) shows a timing chart when the performance is executed based on the fluctuation pattern PA2-13 (Super Reach D) miss. The timing chart shown in Figure 8-4(D) corresponds to the explanatory diagram showing a specific example of Super Reach D in Figures 8-25 to 8-26 and 8-28 described later.

[0177] As shown in Figure 8-4(D), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then Super Reach D begins (the part corresponding to Figure 8-25(4)). A Super Reach D that results in a loss includes a deciding button effect (the part corresponding to Figures 8-25(8) to 8-26(10)). When a loss is announced in Super Reach D (for example, when the center decorative symbol that results in a loss combination is displayed on the image display device 5), light emission control is performed so that decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs emit low-intensity white light (the part corresponding to Figure 8-28(19)). For example, light emission control is performed so that the decorative light-emitting elements emit low-intensity white light at the timing *2 shown in Figure 8-4(D). After that, Super Reach D ends, the image display device 5 goes black, and the loss symbol is displayed stationary.

[0178] In this example, as shown in Figure 8-4, in all of Super Reach A, Super Reach B, Super Reach C and Super Reach D, when a loss occurs, the light emission control of the decorative light emitting element is performed using a common light emission pattern (i.e., a pattern of emitting low-luminance white light). With this configuration, the presentation content of Super Reach A, Super Reach B, Super Reach C and Super Reach D can be made different to increase the excitement of the game, while the increase in the amount of control data can be suppressed by commonizing the light emission control. In addition, a loss can be properly notified.

[0179] Figure 8-5(A) shows a timing chart when the performance is executed based on the fluctuation pattern PA2-2 (long reach) miss. The timing chart shown in Figure 8-5(A) corresponds to the explanatory diagram showing a specific example of long reach in Figure 8-29 described later.

[0180] As shown in Figure 8-5(A), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and a long reach begins (the part corresponding to Figure 8-29(4)). When it is announced that the long reach will be a miss (for example, when the image display device 5 displays an effect in which the center decorative symbol that will be a jackpot combination or an image that suggests the development into a super reach is not selected), the long reach ends, the image display device 5 goes black, and the missing symbol is displayed stationary.

[0181] Figure 8-5(B) shows a timing chart when the effect is executed based on the variation pattern PA2-3 (special notice + long reach) miss. The timing chart shown in Figure 8-5(B) corresponds to the explanatory diagram showing specific examples of the special notice effect and long reach in Figures 8-30 to 8-31 described later.

[0182] As shown in FIG. 8-5(B), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, followed by a special notice effect (corresponding to FIG. 8-30(3)). In the special notice effect, for example, a spear image 004IWG04 penetrates the glass image 004IWG05, and a broken glass image 004IWG05b is displayed in the corner of the screen. Then, a long reach begins (corresponding to FIG. 8-30(8)), but the broken glass image 004IWG05b continues to be displayed. After that, when it is announced that the long reach will be a miss (for example, when the image display device 5 displays a miss in which the center decorative symbol that is a jackpot combination or an image suggesting the development into a super reach is not selected), the long reach ends, the image display device 5 goes black, and the missing symbol is displayed stationary.

[0183] Figure 8-5(C) shows a timing chart when the effect is executed based on the failure of the variation pattern PA2-3 (special notice + long reach) and the back button effect is executed during the long reach. The timing chart shown in Figure 8-5(B) corresponds to the explanatory diagram showing a specific example of the back button effect when the special notice effect and long reach are executed in Figure 8-32 described later.

[0184] As shown in Figure 8-5(C), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, followed by a special notice effect. When the long reach effect begins after the special notice effect (corresponding to Figure 8-32(1)), the broken glass image 004IWG05b continues to be displayed. When the push button 31B is pressed here, a back button effect is displayed, and the broken glass image 004IWG05b falls and disappears (corresponding to Figure 8-32(3)).

[0185] The hidden button effect is a so-called button effect that is executed when a button operation or the like is detected during a valid operation period, but does not include any notification urging the player to operate a button or the like or any notification that the operation is valid. Therefore, by providing the hidden button effect, it is possible to provide a fun way to find and execute the valid operation period.

[0186] Figure 8-6(A) shows a timing chart when effects are executed based on variation pattern PA2-8 (development notice + special notice + super reach B) or variation pattern PB2-8 (development notice + special notice + super reach B). The timing chart shown in Figure 8-6(A) corresponds to the explanatory diagrams showing specific examples when the development notice effects and special notice effects are executed in Figures 8-33 to 8-34 described later.

[0187] As shown in Figure 8-6(A), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white, and the development preview effect begins (the part corresponding to Figure 8-33(1)). When the development preview effect ends, a special preview effect is executed (the part corresponding to Figure 8-33(4)). In the special preview effect, for example, after the first ally character 004IWC01 and the second ally character 004IWC02 are displayed, the second mini character 004IWC04 is displayed increasing and decreasing, suggesting that a super reach will begin. After that, super reach B begins (the part corresponding to Figure 8-33(9)), and the second mini character 004IWC04 continues to be displayed for a predetermined period after super reach B begins.

[0188] Figure 8-6(B) shows a timing chart when the effects are executed based on the variation pattern PA2-9 (development notice + special notice + super reach B) or variation pattern PB2-9 (development notice + special notice + super reach B). The timing chart shown in Figure 8-6(B) corresponds to the explanatory diagrams showing specific examples when the development notice effects and special notice effects are executed in Figures 8-35 to 8-36 described later.

[0189] As shown in Figure 8-6(B), when the left and right decorative symbols reach a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white, and a development notice effect begins (the part corresponding to Figure 8-35(1)). Then, before the development notice effect ends (in the middle of the development notice effect), a special notice effect begins (the part corresponding to Figure 8-35(2)). In the special notice effect, for example, a display is made in which the spear image 004IWG04 penetrates the glass image 004IWG05, and the remaining broken glass image 004IWG05b is displayed in the corner of the screen. Then, a super reach begins (the part corresponding to Figure 8-35(7)), and the remaining broken glass image 004IWG05b continues to be displayed for a predetermined period even after the start of the super reach.

[0190] In this example, the special preview performance has a first part (for example, the part in which the spear image 004IWG04 and the glass image 004IWG05 in Figures 8-35(2) to (6) are displayed) and a second part (for example, the part in which the spear image 004IWG04 in Figures 8-35(7) to 8-36(10) disappears and the broken glass image 004IWG05b continues to be displayed). In both the first and second parts, there are scenes in which the glass fragment image 004IWG05a is displayed, but the illumination of the decorative illuminant is controlled using different illumination patterns. For example, when the glass fragment image 004IWG05a is displayed in the first part (timing *1 shown in Figure 8-6(B)), illumination is controlled using the illumination pattern for the special preview performance, and when the glass fragment image 004IWG05a is displayed in the second part (timing *2 shown in Figure 8-6(B)), illumination is controlled using the illumination pattern for the super reach. When light emission control is performed using a light emission pattern for special announcement effects, for example, the decorative light emitter flashes in high-intensity white at high speed in the scenes shown in Figures 8-30(4)-(5) and 8-35(3)-(4), turns off in the scenes shown in Figures 8-30(6) and 8-35(5), and flashes in high-intensity white at high speed in the scenes shown in Figures 8-30(7) and 8-35(6). When light emission control is performed using a light emission pattern for super reaches, for example, the decorative light emitter emits light in a color corresponding to the background of the super reach in the scenes shown in Figures 8-35(7)-(9), and emits light in a color corresponding to the character in the scenes shown in Figures 8-35(10)-(11). When a long reach is executed following the special announcement effect shown in Figure 8-30, the decorative light emitter emits light in a color corresponding to the background of the long reach in the scenes shown in Figures 8-30(8)-(9). With this configuration, the effect of the special preview performance is enhanced by displaying the glass fragment image 004IWG05a, and further, the interest in playing the game can be increased by differentiating the light emission pattern when the glass fragment image 004IWG05a is displayed between the first and second parts of the special preview performance.

[0191] (Example of performance) Next, specific examples of each reach effect will be described with reference to Figures 8-7 to 8-36. In each figure, the screen transitions in ascending order of (1), (2), and (3).

[0192] (Super Reach A) Figures 8-7 to 8-12 are explanatory diagrams showing specific examples of development notice effects and Super Reach A. Of Figures 8-7 to 12, Figures 8-7 to 8-11 are specific examples of when effects are executed based on a big hit of variation pattern PB2-4 (Development Notice + Super Reach A), and correspond to the timing chart shown in Figure 8-3(A). Of Figures 8-7 to 12, Figures 8-7 to 8-9 and 8-12 are specific examples of when effects are executed based on a miss of variation pattern PA2-4 (Development Notice + Super Reach A), and correspond to the timing chart shown in Figure 8-4(A).

[0193] In the example shown in Figures 8-7 to 8-12, after the image display device 5 displays a losing pattern ("327") as the display result of the previous variable display (Figure 8-7(1)), a variable display based on a jackpot of variable pattern PB2-4 (development notice + super reach A) or a miss of variable pattern PA2-4 (development notice + super reach A) is started (Figure 8-7(2)).

[0194] Next, when the left and right decorative symbols are in a "1" state (Figure 8-7(3)), a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and a development preview effect begins (Figure 8-7(4)).

[0195] In the development preview effect, first the first ally character 004IWC01 appears (Fig. 8-7(4)), followed by the appearance of the second ally character 004IWC02 (Fig. 8-7(5)). Next, the word "Development" is displayed superimposed on the first ally character 004IWC01 and the second ally character 004IWC02 (Fig. 8-7(6)). Next, the first mini-character 004IWC03 is displayed as if it is multiplying, superimposed on the first ally character 004IWC01, the second ally character 004IWC02, and the word "Development" (Fig. 8-7(7)), and eventually the multiplied first mini-character 004IWC03 is displayed so that it fills the screen (Fig. 8-7(8)).

[0196] After that, when Super Reach A starts, the multiplied first mini-characters 004IWC03 gradually disappear (Figure 8-8(9)), and eventually an effect display is performed in which all first mini-characters 004IWC03 disappear (Figure 8-8(10)). This configuration reduces the sense of incongruity when switching from the development preview effect video to the Super Reach image, and makes the series of events from the development preview effect to the Super Reach appear natural.

[0197] Next, an effect is displayed in which the first enemy character 004IWC12 lands on the ground (Figure 8-8(11)), and the upper body of the first enemy character 004IWC12 is enlarged and a concentric background image corresponding to the first enemy character 004IWC12 is displayed (Figure 8-8(12)).

[0198] Next, the first ally character 004IWC01 and the first enemy character 004IWC12 face each other, and the word "VS" is displayed to indicate that a battle is about to begin (FIG. 8-8(13)).

[0199] Next, an effect is displayed in which the first ally character 004IWC01 attacks the first enemy character 004IWC12 (specifically, emits rays from its eyes) (Fig. 8-8(14)). At this time, the first enemy character 004IWC12 uses the center decorative pattern "9" (or a pattern image corresponding to the center decorative pattern "9") as a shield to block the attack (Fig. 8-8(14)).

[0200] In this example, the decorative symbols are displayed in the order of "1," "2," "3," "4," "5," "6," "7," "8," and "9," and after "9," they are displayed again in the order starting from "1." In the example shown in Figures 8-7 to 8-12, the decorative symbols on the left and right are "1," which indicates a reach state, so the center decorative symbol "9" displayed in Figure 8-8 (14) is the center decorative symbol displayed just before the center decorative symbol "1" that results in the jackpot symbol combination "111."

[0201] Next, an effect is displayed in which an attack from the first ally character 004IWC01 to the first enemy character 004IWC12 (specifically, a beam of light emitted from its eyes) penetrates the decorative "9" symbol that was acting as a shield, damaging the first enemy character 004IWC12. At this time, the decorative "9" symbol appears destroyed (FIG. 8-8(15)). Then, the first enemy character 004IWC12 is displayed with an angry expression, and a background image of concentric circles corresponding to the first enemy character 004IWC12 is displayed (FIG. 8-8(16)).

[0202] Next, an effect is displayed in which the first enemy character 004IWC12 begins an attack on the first ally character 004IWC01 (specifically, a body slam) (Fig. 8-9(17)). Then, an effect is displayed in which a decorative pattern "1" appears in front of the first ally character 004IWC01 (Fig. 8-9(18)). Then, this decorative pattern "1" becomes a shield that blocks attacks from the first enemy character 004IWC12 against the first ally character 004IWC01, that is, an effect is displayed in which the first enemy character 004IWC12 attacks (specifically, a body slam) this decorative pattern "1" (Fig. 8-9(19)).

[0203] The decorative pattern "1" displayed in Figure 8-9(18) is the decorative pattern that becomes the jackpot pattern combination "111." Therefore, a jackpot is announced when the decorative pattern "1" displayed in Figure 8-9(18) is protected without being destroyed, in other words, when it is destroyed and the next decorative pattern "2" is not displayed.

[0204] When the attack by the first enemy character 004IWC12 reaches the decorative pattern "1" (specifically, by ramming into it), the decorative pattern "1" becomes cracked (Figure 8-9 (19)), and then cracked (Figure 8-9 (20)).

[0205] Here, details of FIG. 8-9 (20) will be explained with reference to FIG. 8-37. FIG. 8-37 is an explanatory diagram showing a specific example of the change in the center decoration symbol in Super Reach A. At the timing of FIG. 8-9 (20), as shown in FIG. 8-37, multiple center decoration symbol fragment images 004IWG01a are displayed around the cracked center decoration symbol "1." Furthermore, the center decoration symbol fragment images 004IWG01a each have a different appearance (for example, different color, shape, number, and scattering manner of the fragments), and are displayed in a three-dimensional manner, appearing to jump out of the screen. This configuration can enhance the realism of the presentation.

[0206] When the central decorative pattern "1" cracks as shown in Figure 8-9 (20), the effect image that was displayed just before is displayed with reduced brightness and saturation, and a cut-in effect is executed in which an image (normal or high brightness and saturation) depicting the ally character 004IWC01 and multiple first mini-characters 004IWC03 is superimposed (Figure 8-9 (21)). Then, when the image displayed by the cut-in effect is erased, the same effect display as just before the cut-in effect (Figure 8-9 (20)) is displayed again (Figure 8-9 (22)).

[0207] Then, the effect display shown in FIG. 8-9 (22) continues for three seconds (at a slower speed than that immediately before the cut-in effect (FIG. 8-9 (20))). At this time, a slow-motion effect is executed, in which the progression speed of the effect is slowed from normal speed to a speed slower than normal speed. Specifically, an effect display is executed in which the fragment image 004IWG01a of the center decorative symbol displayed in stereoscopic vision and the movement speed of the character are slowed. Note that while the slow-motion effect slows down the movement speed of the fragment image 004IWG01a of the center decorative symbol and the character, the swinging movement speed of the decorative symbol in the reach mode displayed in the upper right of the screen and the movement speed (rotation, etc.) of the active display are not slowed (i.e., they are not affected by the slow-motion effect). This slow-motion effect corresponds to the final exciting part of the super reach, and by slowing down the progression speed of the effect, players can focus on how the effect progresses, i.e., whether it will progress to an effect announcing a jackpot.

[0208] In the case of a jackpot of variation pattern PB2-4 (Development Notice + Super Reach A), after FIG. 8-9 (22), the attack from the first enemy character 004IWC12 to the first ally character 004IWC01 fails (is ineffective), and the decorative symbol "1" that served as a shield changes from a cracked state to a normal state again without being destroyed (FIG. 8-10 (23)). Also, a display is displayed in which the first enemy character 004IWC12, whose attack failed, sheds tears of regret. In this example, light emission control of the decorative light source to emit rainbow colors begins from the scene shown in FIG. 8-10 (23). For example, the decorative light source flashes rapidly in rainbow colors in the scenes shown in FIG. 8-10 (23) and (29), and the decorative light source slowly emits rainbow colors in the scenes shown in FIG. 8-10 (24) to (28) and FIG. 8-10 (30) to FIG. 8-11 (33).

[0209] Next, the center decorative symbol "1" is displayed facing forward, having changed from a cracked state back to its normal state without being destroyed, and the first ally character 004IWC01 is displayed in jubilation (Fig. 8-10(24)). Next, a light effect image is displayed (Fig. 8-10(25)) superimposed on the previous effect display (Fig. 8-10(24)) including the first ally character 004IWC01 and the first enemy character 004IWC12, and the light effect image is enlarged to obscure the first ally character 004IWC01 and the first enemy character 004IWC12 (Fig. 8-10(26)). At this time, the light effect image is opaque, so the obscured first ally character 004IWC01 and the first enemy character 004IWC12 cannot be seen.

[0210] Next, after the light effect image covers the entire screen, a presentation display is performed in which the jackpot symbol "111" appears, including the center decorative symbol "1" that has changed back to its normal form (Fig. 8-10(27)). The jackpot symbol "111" then gradually expands (Fig. 8-10(28)) until it covers the entire screen (Fig. 8-10(29)). After that, the jackpot symbol "111" is displayed at the same size as when the normal fluctuation was occurring before the reach was established, and is displayed as if it were flickering four times (Fig. 8-10(30)). In this example, the number of times the decorative symbol flickers when the display result of the flicker display is displayed varies depending on the type of super reach and the game state. For example, in a low probability state, the number of times the symbol flickers increases as the reach with a higher jackpot expectation increases, creating a lingering impression corresponding to the expectation at the end of the reach. In a low probability state, if a Super Reach C, which has a high chance of winning, is executed but fails, the player will be stressed if the screen immediately switches to the normal background, but by increasing the number of times the image flickers to create a lingering impression, it is possible to prevent the player's interest in the game from decreasing. Also, in a high probability state, the player's interest in the game can be increased by reducing the number of times the decorative symbols flicker when the Reach ends, taking into consideration the player's desire to immediately play a jackpot game (or the next game).

[0211] Next, the jackpot symbol "111" is temporarily hidden and the word "Complete Settlement" is displayed (Fig. 8-11 (31)). Then, the image display device 5 goes white, Super Reach A ends, and the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the jackpot symbol "111" is temporarily stopped and displayed (Fig. 8-11 (32)). After that, the jackpot symbol "111" is stopped and displayed (Fig. 8-11 (33)).

[0212] If the variation pattern PA2-4 (Development Notice + Super Reach A) is not successful, after Figure 8-9 (22), an attack from the first enemy character 004IWC12 to the first ally character 004IWC01 becomes effective, and an effect display is displayed in which the middle decorative symbol "1" that was acting as a shield is destroyed (Figure 8-12 (34)). An effect display is also displayed in which the first ally character 004IWC01, who has been attacked, is blown away. In this example, light emission control begins from the scene shown in Figure 8-12 (34), in which the decorative light source emits low-intensity white light.

[0213] Next, the first enemy character 004IWC12 in a front double bicep pose is enlarged (Fig. 8-12(35)), and the center decorative symbol "1" is displayed superimposed on the first enemy character 004IWC12 (Fig. 8-12(36)). Then, the center decorative symbol "1", which is a losing combination, is displayed swaying four times, after which the image display device 5 goes black (Fig. 8-12(37)), and Super Reach A ends.

[0214] When Super Reach A ends, the same background image as when the normal fluctuation was occurring before the Reach was established is displayed, and the losing symbol "121" is temporarily displayed (Figure 8-12 (38)). After that, the losing symbol "121" is displayed (Figure 8-12 (39)).

[0215] In this example, the patterns of the center decorative symbols include a normal pattern, a destroyed pattern (see FIG. 8-12 (34)) that can be changed from the normal pattern, and a cracked pattern (see FIG. 8-9 (20)) that can be changed from the normal pattern and is the pattern before changing to the destroyed pattern. These patterns can change in response to the Super Reach presentation display (for example, an attack from an ally character to an enemy character, or an attack from an enemy character to an ally character). In Super Reach A, when the center decorative symbol changes from the normal pattern to the cracked pattern and then changes back to the normal pattern, a jackpot pattern is displayed (for example, the portion corresponding to FIG. 8-9 (22) to FIG. 8-10 (30)). With this configuration, the presence of the presentation can be enhanced by changing the pattern of the center decorative symbol in response to the presentation display of Super Reach A, and the enjoyment of the game can be increased.

[0216] (Super Reach B) Figures 8-13 to 8-18 are explanatory diagrams showing specific examples of development notice effects and Super Reach B. Of Figures 8-13 to 8-18, Figures 8-13 to 8-17 are specific examples of when effects are executed based on a jackpot of variation pattern PB2-7 (development notice + Super Reach B), and correspond to the timing chart shown in Figure 8-3(B). Of Figures 8-13 to 8-18, Figures 8-13 to 8-15 and 8-18 are specific examples of when effects are executed based on a miss of variation pattern PA2-7 (development notice + Super Reach B), and correspond to the timing chart shown in Figure 8-4(B).

[0217] In the example shown in Figures 8-13 to 8-18, after a losing pattern ("327") is displayed on the image display device 5 as the display result of the previous variable display (Figure 8-13(1)), a variable display based on a jackpot of variable pattern PB2-7 (development notice + super reach B) or a miss of variable pattern PA2-7 (development notice + super reach B) is started (Figure 8-13(2)).

[0218] Next, when the left and right decorative symbols reach the "2" state (Figure 8-13(3)), a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and a development preview effect begins (Figure 8-13(4)).

[0219] In the development preview effect, first, the first ally character 004IWC01 appears (Fig. 8-13(4)), followed by the appearance of the second ally character 004IWC02 (Fig. 8-13(5)). Next, the word "Development" is displayed superimposed on the first ally character 004IWC01 and the second ally character 004IWC02 (Fig. 8-13(6)). Next, the first mini-character 004IWC03 is displayed as if it is multiplying, superimposed on the first ally character 004IWC01, the second ally character 004IWC02, and the word "Development" (Fig. 8-13(7)), and eventually the multiplied first mini-character 004IWC03 is displayed so that it fills the screen (Fig. 8-13(8)).

[0220] After that, when Super Reach B starts, the multiplied first mini-characters 004IWC03 gradually disappear (Figure 8-14(9)), and eventually a display is displayed in which all first mini-characters 004IWC03 disappear (Figure 8-14(10)). This configuration reduces the sense of incongruity when switching from the development preview display image to the Super Reach display image, and makes the series of events from the development preview display to the Super Reach appear natural.

[0221] Next, an effect is displayed in which the second ally character 004IWC02 lands on the ground (Figure 8-14(11)), and the upper body of the second ally character 004IWC02 is enlarged and a background image containing multiple star shapes corresponding to the second ally character 004IWC02 is displayed (Figure 8-14(12)).

[0222] Next, the second ally character 004IWC02 and the second enemy character 004IWC11 face each other, and the word "VS" is displayed to indicate that a battle is about to begin (FIG. 8-14(13)).

[0223] Next, the second enemy character 004IWC11 attacks the second ally character 004IWC02 (specifically, emits a beam of light from its fingertip) (Fig. 8-14(14)). At this time, the second ally character 004IWC02 uses the center decorative symbol "9" (or a symbol image corresponding to the center decorative symbol "9") as a shield to block the attack (Fig. 8-14(14)).

[0224] In the example shown in Figures 8-13 to 8-12, the decorative patterns on the left and right are "2", which indicates a reach state, so the middle decorative pattern "9" displayed in Figure 8-14 (14) is the middle decorative pattern displayed two before the middle decorative pattern "2" which results in the jackpot pattern combination "222".

[0225] Next, an effect is displayed in which the second enemy character 004IWC11 attacks the second ally character 004IWC02 (specifically, a beam of light emitted from the fingertip) and destroys the decorative symbol "9" that was acting as a shield. At this time, the decorative symbol "9" appears destroyed (Fig. 8-14(15)). Then, the second ally character 004IWC02 is enlarged and a background image including multiple star shapes corresponding to the second ally character 004IWC02 is displayed (Fig. 8-14(16)).

[0226] Next, an effect is displayed in which the second ally character 004IWC02 begins an attack on the second enemy character 004IWC11 (specifically, punches) (Fig. 8-15(17)). Then, the opposing second enemy character 004IWC11 is displayed from the front (Fig. 8-15(18)), and an effect is displayed in which a decorative pattern "1" appears in front of the second enemy character 004IWC11 (Fig. 8-15(19)). Then, this decorative pattern "1" becomes a shield that blocks attacks from the second ally character 004IWC02 against the second enemy character 004IWC11, that is, an effect is displayed in which the second ally character 004IWC02 attacks (specifically, punches) this decorative pattern "1" (Fig. 8-15(20)).

[0227] The decorative symbol "1" displayed in Figure 8-15(19) is the decorative symbol displayed just before the decorative symbol "2" that results in the jackpot symbol combination "222." Therefore, the jackpot is announced when the decorative symbol "1" displayed in Figure 8-15(19) is destroyed and the next decorative symbol "2" is displayed.

[0228] When the attack by the second ally character 004IWC02 reaches the middle decorative pattern "1" (specifically, when the fist hits), the middle decorative pattern "1" becomes cracked (Figure 8-15(20)), and then cracked (Figure 8-15(21)).

[0229] Here, details of FIG. 8-15(21) will be explained with reference to FIG. 8-38. FIG. 8-38 is an explanatory diagram showing a specific example of the change in the center decoration symbol in Super Reach B. At the timing of FIG. 8-15(21), as shown in FIG. 8-38, multiple center decoration symbol fragment images 004IWG01a are displayed around the cracked center decoration symbol "1." Furthermore, each center decoration symbol fragment image 004IWG01a has a different appearance (for example, different color, shape, number, scattering manner of the fragments, etc.), and is displayed in a three-dimensional manner, appearing to jump out from the screen. This configuration can enhance the realism of the presentation.

[0230] In this example, as shown in Figures 8-37 and 8-38, the appearance of the cracked interior decorative symbol is different between Super Reach A and Super Reach B. In addition, the appearance of the cracked interior decorative symbol is different depending on the type of interior decorative symbol. Figure 8-39 is an explanatory diagram showing a specific example of the change in the interior decorative symbol depending on the type of Super Reach and the type of interior decorative symbol. As shown in Figure 8-39, in this example, the appearance of the interior decorative symbol fragment image 004IWG01a when the interior decorative symbol is cracked is different depending on the type of Super Reach. In the example shown in Figure 8-39, even if the interior decorative symbol is the same "1", the color, shape, number, and scattering pattern of the fragments differ depending on the type of Super Reach. In addition, in this example, the appearance of the fragment image 004IWG01a of the center decorative pattern when the center decorative pattern cracks varies depending on the type of center decorative pattern (e.g., whether it is an odd number pattern or an even number pattern, the difference in the number of the center decorative pattern, etc.). For example, in the same type of Super Reach, even among even number patterns, the color, shape, number, and scattering of fragments differ between the center decorative pattern "2" and the center decorative pattern "6". In the example shown in Figure 8-39, when Super Reach A is executed, the number of displayed fragment images of the center decorative pattern "6" is greater than that of the center decorative pattern "1". This configuration allows different impressions to be given depending on the type of Super Reach and the type of center decorative pattern, thereby enhancing the presentation effect. It should be noted that, without being limited to the configuration of this example, the character's attack action (for example, a sword slashing attack) may be varied depending on the type of super reach, the presence and type of effect executed before the super reach, whether or not a chance-up effect is executed during the super reach, etc. In this case, the way in which the decorative pattern breaks and the shape of the decorative pattern fragment images may be varied depending on the type of attack action. For example, when a sword slashing attack is performed, the decorative pattern may be split in half, and the number of displayed decorative pattern fragment images may be fewer than when a striking attack (for example, a body slam) is performed.In this example, the decorative pattern is in the form of a rectangular block (cuboid in the case of a three-dimensional view) on which a corresponding number is drawn, but the shape of the corresponding number itself may also be expressed by a block, in which case the number of fragment images of the decorative pattern "6" which has a wide block surface (i.e. a wide breaking surface) may be displayed more than the decorative pattern "1" which has a narrow block surface (i.e. a narrow breaking surface).

[0231] When the central decorative pattern "1" cracks as shown in Figure 8-15(21), the effect image that was displayed just before is displayed with reduced brightness and saturation, and a cut-in effect is executed in which an image of ally character 004IWC01 and multiple stars (normal or high brightness and saturation) is superimposed (Figure 8-15(22)). Then, when the image displayed by the cut-in effect is erased, the same effect display as just before the cut-in effect (Figure 8-15(21)) is displayed again (Figure 8-15(23)).

[0232] The effect display shown in FIG. 8-15(23) continues for three seconds (at a slower speed than that immediately before the cut-in effect (FIG. 8-15(21))). At this time, a slow-motion effect is executed, in which the progression speed of the effect is slowed from normal speed to a speed slower than normal speed. Specifically, an effect display is executed in which the fragment image 004IWG01a of the center decorative symbol displayed in stereoscopic vision and the movement speed of the character are slowed. Note that while the slow-motion effect slows down the movement speed of the fragment image 004IWG01a of the center decorative symbol and the character, the swinging movement speed of the decorative symbol in the reach mode displayed in the upper right corner of the screen and the movement speed (rotation, etc.) of the active display are not slowed (i.e., they are not affected by the slow-motion effect). This slow-motion effect corresponds to the final exciting part of the super reach, and by slowing down the progression speed of the effect, players can focus on how the effect progresses, i.e., whether it will progress to an effect announcing a jackpot.

[0233] In the case of a jackpot of variation pattern PB2-7 (Development Notice + Super Reach B), after FIG. 8-15(23), an attack from the second ally character 004IWC02 to the second enemy character 004IWC11 becomes effective, and an effect display is displayed in which the center decorative symbol "1" that was acting as a shield is destroyed (FIG. 8-16(24)). An effect display is also displayed in which the second enemy character 004IWC11, who has been attacked, is blown away (FIG. 8-16(24)). In this example, light emission control in which the decorative light source emits rainbow colors begins from the scene shown in FIG. 8-16(24). For example, in the scenes shown in FIG. 8-16(24) and (30), the decorative light source rapidly blinks (flashes) in rainbow colors, and in the scenes shown in FIG. 8-16(25) to (29) and FIG. 8-16(31) to FIG. 8-17(34), the decorative light source is controlled to emit rainbow colors slowly.

[0234] Next, the next center decorative symbol "2" is displayed facing forward in the normal manner, and the rejoicing second ally character 004IWC02 is displayed (Fig. 8-16(25)). Next, a light effect image is displayed (Fig. 8-16(26)) superimposed on the previous effect display (Fig. 8-16(25)) including the second ally character 004IWC02 and the second enemy character 004IWC11, and the light effect image is enlarged to cover the second ally character 004IWC02 and the second enemy character 004IWC11 (Fig. 8-16(27)). At this time, the light effect image is opaque, so the covered second ally character 004IWC02 and the second enemy character 004IWC11 cannot be seen.

[0235] Next, after a light effect image covers the entire screen, a special effect display is performed in which the jackpot symbol "222" appears, including the center decorative symbol "2" displayed in the normal manner (Figure 8-16(28)). The jackpot symbol "222" then gradually expands (Figure 8-16(29)), until it covers the entire screen (Figure 8-16(30)). After that, the jackpot symbol "222" is displayed at the same size as when the normal fluctuations were occurring before the reach was achieved, and is displayed as if it were swaying four times (Figure 8-16(31)).

[0236] Next, the jackpot symbol "222" is temporarily hidden and the text "Complete Settlement" is displayed (Fig. 8-17(32)). Then, the image display device 5 goes white, Super Reach B ends, and the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the jackpot symbol "222" is temporarily stopped (Fig. 8-17(33)). After that, the jackpot symbol "222" is stopped and displayed (Fig. 8-17(34)).

[0237] If the variation pattern PA2-7 (Development Notice + Super Reach B) is not successful, after Figure 8-15 (23), the attack from the second ally character 004IWC02 to the second enemy character 004IWC11 is ineffective, and the central decorative symbol "1" that was acting as a shield is not destroyed and changes from the cracked state to the normal state again (Figure 8-18 (35)). In this example, from the scene shown in Figure 8-18 (35), light emission control begins in which the decorative light source emits low-intensity white light.

[0238] Next, the second enemy character 004IWC11 is displayed with both hands raised diagonally (Fig. 8-18(36)), and the center decorative symbol "3" is displayed superimposed on the second enemy character 004IWC11 (Fig. 8-18(37)). Then, after the center decorative symbol "3", which is a losing combination, is displayed swaying four times, the image display device 5 goes black (Fig. 8-18(38)), and Super Reach B ends.

[0239] When Super Reach B ends, the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the losing symbol "232" is temporarily displayed (Figure 8-18 (39)). After that, the losing symbol "232" is displayed (Figure 8-18 (40)).

[0240] In this example, the patterns of the center decorative symbols include a normal pattern, a destroyed pattern (see FIG. 8-16(24)) that can be changed from the normal pattern, and a cracked pattern (see FIG. 8-15(23)) that can be changed from the normal pattern and is the pattern before changing to the destroyed pattern. These patterns can change in response to the Super Reach presentation display (e.g., an attack from an ally character to an enemy character, or an attack from an enemy character to an ally character). In Super Reach B, when the center decorative symbol changes from the normal pattern to the cracked pattern and then to the destroyed pattern, a jackpot symbol is displayed (e.g., the portion corresponding to FIG. 8-15(23) to FIG. 8-16(30)). With this configuration, the pattern of the center decorative symbol can be changed in response to the presentation display of Super Reach B, thereby enhancing the sense of realism of the presentation and increasing the enjoyment of the game.

[0241] In this example, when a first type of center decorative pattern (for example, an even-numbered center decorative pattern, center decorative pattern "2") is destroyed during the execution of Super Reach B in a reach state with left and right decorative patterns of "3", and when a second type of center decorative pattern (for example, an odd-numbered center decorative pattern, center decorative pattern "1") is destroyed during the execution of Super Reach B in a reach state with left and right decorative patterns of "2", the light emission control of the decorative illuminant is performed in a common light emission mode (i.e., a rainbow-colored light emission pattern) (see Figure 8-3). With this configuration, the light emission control during Super Reach B can be standardized, and an increase in the amount of control data can be suppressed.

[0242] In this example, when a jackpot symbol ("222") including a first decorative symbol ("2") is displayed during Super Reach B, the second decorative symbol ("1") displayed before the first decorative symbol can change from a normal state to a destroyed state over a predetermined period of time, and the third decorative symbol ("9") displayed before the second decorative symbol ("1") can change from a normal state to a destroyed state over a specific period of time that is shorter than the predetermined period of time. That is, the final decorative symbol stop prompting effect (FIGS. 8-15(20) to 8-16(24)) has a longer duration than the final decorative symbol stop prompting effect (FIGS. 8-14(14) to (15)). This configuration allows the period required for the decorative symbols to change from a normal state to a destroyed state to be different, thereby enhancing the effect of Super Reach B. In this example, the center decorative symbol does not change to a cracked state in the center decorative symbol stop provocation effect just before the final center decorative symbol, but it is not limited to this configuration and may be configured to change to a cracked state. Furthermore, in such a configuration, it may be configured so that the time during which the center decorative symbol continues to be cracked in the final center decorative symbol stop provocation effect is shorter than the time during which the center decorative symbol continues to be cracked in the center decorative symbol stop provocation effect just before the final center decorative symbol. This configuration can enhance the excitement of the final center decorative symbol stop provocation effect.

[0243] In this example, the Super Reach B includes a first part (e.g., the first part including the introductory part and the instigating part of the Super Reach B) and a second part (e.g., the second part including the final instigating part and the winning / losing part of the Super Reach B), and when a jackpot symbol ("222") including a first decorative symbol ("2") is displayed, the second decorative symbol ("1") is destroyed during the execution of the second part, and then the first decorative symbol ("2") is displayed in an enlarged form that is more visible than in the normal form. That is, after the decorative symbol "1" is destroyed as shown in FIG. 8-16(24), the jackpot symbol "222" including the decorative symbol "2" is enlarged as shown in FIG. 8-16(30). This configuration can enhance the presentation effect when the jackpot symbol is displayed.

[0244] In this example, the cracked state is a state in which the visibility of the decorative pattern is reduced compared to the normal state (for example, the state in which the decorative pattern "1" shown in FIG. 8-15(23) is cracked), and the destroyed state is a state in which the visibility of the decorative pattern is reduced compared to the normal state and the cracked state (for example, the state in which the decorative pattern "1" shown in FIG. 8-16(24) is destroyed). After the second decorative pattern (for example, the decorative pattern "1") is destroyed, the first decorative pattern (for example, the decorative pattern "2") is displayed in the normal state (for example, see FIGS. 8-15(23) to 8-16(25)). This configuration makes it easier to see the specific decorative identification information displayed after the special state is achieved.

[0245] In this example, the second ally character 004IWC02 related to the Super Reach B can be displayed as a display effect of the Super Reach B, and the state of the middle decorative pattern can be changed in response to the action (attack action in this example) of the second ally character 004IWC02 (see, for example, Figures 8-15(20) to 8-16(24)). With this configuration, the action of a predetermined character can be associated with the change in the state of the specific decorative identification information, thereby enhancing the presentation effect.

[0246] In this example, when the center decorative pattern changes from the normal state to the cracked state and then changes back to the normal state during the execution of the Super Reach B, it is announced that the jackpot pattern will not be displayed (for example, see Fig. 8-15 (23), Fig. 8-18 (35) to (40)). With this configuration, it is possible to associate the change in the state of the specific decorative identification information with whether or not the specific display result is displayed, thereby enhancing the presentation effect.

[0247] In this example, when the center decoration symbol changes from a normal state to a cracked state during the execution of the second part of Super Reach B, the fragment image 004IWG01a of the center decoration symbol accompanying the change can be displayed over the period from the cracked state to the destroyed state (see, for example, Figure 8-15 (23) and Figure 8-38). This configuration can enhance the sense of realism of the performance.

[0248] In this example, when the center decorative symbol changes from a normal state to a cracked state during the execution of the second part of Super Reach B, a cut-in effect can be executed during the period from the cracked state to the destroyed state, suggesting that a jackpot will be hit (for example, the portion where the cut-in image shown in FIG. 8-15(22) is displayed). The execution period of the cut-in effect is shorter than the period from the cracked state to the destroyed state (for example, the cut-in effect is executed during a portion of the period from the cracked state to the destroyed state; see FIG. 8-15(21) to FIG. 8-16(24)). This configuration can effectively enhance the effect.

[0249] In this example, the second ally character 004IWC02 related to Super Reach B can be displayed as the effect display for Super Reach B, and the first ally character 004IWC01 related to Super Reach A can be displayed as the effect display for Super Reach A. During the execution of Super Reach B, the state of the center decoration symbol can be changed in response to the action of the second ally character 004IWC02 (in this example, an attack action) (see, for example, Figures 8-15(20) to 8-16(24)). During the execution of Super Reach A, the state of the center decoration symbol can be changed in response to the action of the first ally character 004IWC01 (in this example, an attack action and a defense action) (see, for example, Figures 8-8(14) to 8-8(15), 8-9(22) to 8-10(23), and 8-12(34)). Such a configuration can diversify the effects and increase interest.

[0250] In this example, when the center decorative symbol changes from a normal state to a cracked state in the second part of Super Reach B, a slow motion effect can be executed, in which the speed of the effect progresses slower than the normal speed (for example, the part where the speed of the effect slows down, as shown in Figure 8-15 (23)), and when the center decorative symbol changes from a normal state to a cracked state in the second part of Super Reach A, a slow motion effect can be executed (for example, the part where the speed of the effect slows down, as shown in Figure 8-9 (22)). The execution period of the slow motion effect is the same length for Super Reach B and Super Reach A (in this example, both are executed for 3 seconds). This configuration makes it possible to make the effect easier to understand, even though the effect content is different.

[0251] In this example, in the second part of Super Reach B, when the center decoration pattern changes from the normal state to the cracked state and then changes back to the normal state, it is suggested that the jackpot pattern is not displayed (for example, the part corresponding to Figure 8-18 (35) to (38)). In the second part of Super Reach A, when the center decoration pattern changes from a normal state to a cracked state and then to a destroyed state, it is suggested that the jackpot pattern will not be displayed (for example, the part corresponding to Figure 8-12 (34) to (37)). When the center decorative symbol is displayed in the normal mode again in the second part of Super Reach B, and when the center decorative symbol is displayed in the destroyed mode in the second part of Super Reach A, the illumination control of the decorative illuminator is performed in a common illumination mode (i.e., a pattern that emits low-intensity white light) (see Figure 8-4). With this configuration, it is possible to provide a variety of ways to enjoy the effects by changing the content of the effects, while suppressing an increase in the amount of control data by standardizing the illumination control.

[0252] (Super Reach C) Figures 8-19 to 8-24 are explanatory diagrams showing specific examples of development notice effects and Super Reach C. Of Figures 8-19 to 8-24, Figures 8-19 to 8-23 are specific examples of when effects are executed based on a jackpot of variation pattern PB2-10 (development notice + Super Reach C), and correspond to the timing chart shown in Figure 8-3(C). Of Figures 8-19 to 8-24, Figures 8-19 to 8-21 and 8-24 are specific examples of when effects are executed based on a miss of variation pattern PA2-10 (development notice + Super Reach C), and correspond to the timing chart shown in Figure 8-4(C).

[0253] In the example shown in Figures 8-19 to 8-24, after a losing pattern ("327") is displayed on the image display device 5 as the display result of the previous variable display (Figure 8-19(1)), a variable display based on a jackpot of variable pattern PB2-10 (development notice + super reach C) or a miss of variable pattern PA2-10 (development notice + super reach C) is started (Figure 8-19(2)).

[0254] Next, when the left and right decorative symbols are in a "1" state (Figure 8-19(3)), a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and a development preview effect begins (Figure 8-19(4)).

[0255] In the development preview effect, first the first ally character 004IWC01 appears (Fig. 8-19(4)), followed by the appearance of the second ally character 004IWC02 (Fig. 8-19(5)). Next, the word "Development" is displayed superimposed on the first ally character 004IWC01 and the second ally character 004IWC02 (Fig. 8-19(6)). Next, the first mini-character 004IWC03 is displayed as if it is multiplying, superimposed on the first ally character 004IWC01, the second ally character 004IWC02, and the word "Development" (Fig. 8-19(7)), and eventually the multiplied first mini-character 004IWC03 is displayed so that it fills the screen (Fig. 8-19(8)).

[0256] After that, when Super Reach C starts, the multiplied first mini-characters 004IWC03 gradually disappear (Figure 8-20(9)), and eventually a display is displayed in which all first mini-characters 004IWC03 disappear (Figure 8-20(10)).

[0257] Next, an effect of the third enemy character 004IWC13 landing on the ground is displayed (Fig. 8-20(11)), after which the screen switches to a white background image and the word "decisive battle" is displayed in the center of the screen (Fig. 8-20(12)). The word "decisive battle" displayed in Fig. 8-20(12) is displayed in the foreground until the timing of Fig. 8-20(15).

[0258] Next, across a parallelogram area in the center of the screen containing the word "decisive battle," a first superimposed image is displayed on the left, depicting a second ally character 004IWC02 and multiple stars, and a second superimposed image is displayed on the right, depicting a third enemy character 004IWC13 and multiple broken hearts (Figure 8-20(13)).

[0259] Next, the first superimposed image on the left and the second superimposed image on the right are moved to the center and glued together, and the word "decisive battle" is superimposed on these images (Figure 8-20(14)). After that, the first superimposed image on the left and the second superimposed image on the right are moved to their original positions, and the background image for Super Reach C is displayed in the parallelogram area formed between the two images, similar to the original. Then, the word "decisive battle" is superimposed on the background image for Super Reach C (Figure 8-20(15)).

[0260] Next, the first superimposed image on the left and the second superimposed image on the right are erased, and the area where they were displayed is replaced with a background image for Super Reach C. Also, an effect is displayed in which the second ally character 004IWC02 and the third enemy character 004IWC13 face each other (Figure 8-20(16)).

[0261] Next, an effect display is displayed in which the third enemy character 004IWC13 begins an attack on the second ally character 004IWC02 (Fig. 8-21(17)). A flame effect image is displayed around the third enemy character 004IWC13 (Fig. 8-21(18)), and an effect display is displayed in which a giant spherical energy bullet is formed above the head of the third enemy character 004IWC13 (Fig. 8-21(19)).

[0262] Next, an effect display is displayed in which the second ally character 004IWC02 begins an attack on the third enemy character 004IWC13 (Figure 8-21(20)). A flame effect image is displayed around the second ally character 004IWC02 (Figure 8-21(21)), and an effect display is displayed in which a huge energy bullet is emitted from above the head of the second ally character 004IWC02 (Figure 8-21(22)).

[0263] Next, a spherical energy bullet formed by the third enemy character 004IWC13 collides with an energy bullet output from the second ally character 004IWC02 (Figure 8-21(23)). Next, while the energy bullet collision display in the center of the screen continues, a first superimposed image depicting the second ally character 004IWC02 and multiple stars is displayed in a triangular area at the bottom left of the screen, and a second superimposed image depicting the third enemy character 004IWC13 and multiple broken hearts is displayed in a triangular area at the top right of the screen (Figure 8-21(24)).

[0264] Then, the effect display shown in Figure 8-21 (24) continues for 4 seconds (at a slower speed than the speed immediately before). At this time, a slow motion effect is executed, in which the progression speed of the effect is slowed from normal speed to a speed slower than normal speed. Specifically, an effect display is executed in which the movement speed of the energy bullets and characters is slowed. Note that while the slow motion effect slows down the movement speed of the energy bullets and characters, the swinging movement speed of the decorative symbols in the reach mode displayed in the upper right corner of the screen and the movement speed (rotation, etc.) of the active display are not slowed down (i.e., they are not affected by the slow motion effect). This slow motion effect corresponds to the final exciting part of the super reach, and by slowing down the progression speed of the effect, attention can be drawn to how the effect progresses, i.e., whether it will progress to an effect announcing a jackpot.

[0265] In the case of a jackpot in variation pattern PB2-10 (Development Notice + Super Reach C), after Figure 8-21 (24), a background image depicting the second ally character 004IWC02 and multiple stars is displayed (Figure 8-22 (25)). In this example, light emission control in which the decorative light emitter emits rainbow colors begins from the scene shown in Figure 8-22 (25). For example, in the scenes shown in Figure 8-22 (25) and Figure 8-23 (35), the decorative light emitter rapidly blinks (flashes) in rainbow colors, and in the scenes shown in Figure 8-22 (26) to Figure 8-23 (34) and Figure 8-23 (36) to (38), the decorative light emitter slowly emits rainbow colors.

[0266] Next, the second ally character 004IWC02 makes a peace sign (Figure 8-22(26)), and then the following sequence appears: "Complete" (Complete) in the upper left of the screen (Figure 8-22(27)), "All" (All) in the upper right of the screen (Figure 8-22(28)), "Decision" (Decision) in the lower left of the screen (Figure 8-22(29)), and "Come" (Come) in the lower right of the screen (Figure 8-22(30)). When all the "Complete Decision" characters are displayed, the center decoration symbol "1" appears, which is the winning combination (Figure 8-22(30)).

[0267] Next, a light effect image is displayed (Figure 8-22(31)) superimposed on the previous effect display (Figure 8-22(30)) including the second ally character 004IWC02 and the center decorative pattern "1", and the light effect image is enlarged to cover the second ally character 004IWC02 and the center decorative pattern "1" (Figure 8-22(32)). At this time, since the light effect image is opaque, the covered second ally character 004IWC02 and the center decorative pattern "1" cannot be seen.

[0268] Next, a light effect image covers the entire screen, and then a special display is displayed in which the jackpot symbol "111" including the center symbol "1" appears (Figure 8-23(33)). The jackpot symbol "111" then gradually expands (Figure 8-23(34)), until it covers the entire screen (Figure 8-23(35)). After that, the jackpot symbol "111" is displayed at the same size as when the normal fluctuations were occurring before the reach was achieved, and is displayed as if it were swaying four times (Figure 8-23(36)).

[0269] Then, the image display device 5 goes white, the Super Reach D ends, and the background image similar to that when the normal fluctuation before the Reach is established is displayed, and the jackpot symbol "111" is temporarily stopped and displayed (Fig. 8-23(37)). After that, the jackpot symbol "111" is stopped and displayed (Fig. 8-23(38)).

[0270] If the variation pattern PA2-10 (Development Notice + Super Reach C) is not successful, after Figure 8-21 (24), a background image depicting the third enemy character 004IWC13 and multiple broken hearts is displayed (Figure 8-24 (39)). In this example, the lighting control starts from the scene shown in Figure 8-24 (39), causing the decorative light source to emit low-intensity white light.

[0271] Next, the third enemy character 004IWC13 makes a peace sign (Fig. 8-24(40)), and then the center decorative symbol "2" is displayed superimposed on the third enemy character 004IWC13 (Fig. 8-24(41)). Then, after the center decorative symbol "2", which is a losing combination, is displayed oscillating five times, the image display device 5 goes black (Fig. 8-24(42)), and Super Reach C ends.

[0272] When Super Reach C ends, the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the losing symbol "121" is temporarily displayed (Figure 8-24 (43)). After that, the losing symbol "121" is displayed (Figure 8-24 (44)).

[0273] In this example, when Super Reach B is being executed, a jackpot pattern can be displayed when the central decorative pattern changes from a normal state to a cracked state and then to a destroyed state (for example, the part corresponding to Figure 8-15 (23) to Figure 8-16 (30)), whereas when Super Reach C is being executed, a jackpot pattern can be displayed without the central decorative pattern changing to either a cracked state or a destroyed state (for example, the jackpot pattern "111" is displayed without executing the effect of changing the state of the central decorative pattern as shown in Figure 8-20 (9) to Figure 8-23 (36)). However, when a jackpot pattern is displayed during Super Reach B and when a jackpot pattern is displayed during Super Reach C, it is possible to control the illumination of the decorative illuminant using a common illumination mode (for example, a rainbow-colored illumination pattern) (for example, see Figure 8-3). With this configuration, it is possible to execute Super Reach B, which changes the appearance of the center decorative symbol to notify whether or not a jackpot will be reached, while also enabling Super Reach C, which does not change the appearance of the center decorative symbol to notify whether or not a jackpot will be reached. This allows for variation in the way the presentation is presented, increasing interest in the game, while also suppressing an increase in the amount of control data by sharing the light emission control between Super Reach B and Super Reach C. It is also possible to properly notify that a jackpot has been reached.

[0274] In this example, a slow motion effect can be executed when the center decoration symbol changes from a normal state to a cracked state during the execution of the second part of Super Reach B (for example, the part where the progression speed of the effect slows down as shown in Figure 8-15 (23)). A slow motion effect can also be executed during the execution of the second part of Super Reach C (for example, the part where the progression speed of the effect slows down as shown in Figure 8-21 (24)). However, the slow motion effect executed in the second part of Super Reach C has a longer duration than the slow motion effect executed in the second part of Super Reach B. Specifically, the duration of the slow motion effect in the second part of Super Reach C is four seconds, while the duration of the slow motion effect in the second part of Super Reach B is three seconds (see Figures 8-15 (23) and 8-21 (24)). This configuration can increase the level of attention to the second part of Super Reach B and the second part of Super Reach C.

[0275] In this example, when a jackpot symbol is not displayed during the second part of Super Reach B, a normal decorative symbol can be displayed (e.g., the portion corresponding to (35) in Figure 8-18), and when a jackpot symbol is not displayed during the second part of Super Reach C, a normal decorative symbol can be displayed (e.g., the portion corresponding to (41) in Figure 8-24). The illumination of the decorative light emitter can be controlled using a common illumination mode (i.e., a low-intensity white illumination pattern) when a normal decorative symbol is displayed when a jackpot symbol is not displayed during the second part of Super Reach B, and when a normal decorative symbol is displayed when a jackpot symbol is not displayed during the second part of Super Reach C (e.g., the portions corresponding to (1-38) in Figure 8-18 and (42) in Figure 8-24; see Figure 8-4). This configuration allows for appropriate notification that a jackpot symbol was not displayed, and by standardizing the illumination control between Super Reach B and Super Reach C, the increase in the amount of control data can be suppressed.

[0276] In this example, the second part of Super Reach C is configured to have a longer execution period than the second part of Super Reach B. For example, the execution period of the slow motion presentation (Fig. 8-15 (23), Fig. 8-21 (24)), the period from the battle victory to the display of the jackpot symbol at the time of a jackpot (Fig. 8-16 (24) to (28), Fig. 8-22 (25) to Fig. 8-23 (33)), and the period from the display of the losing symbol to the return to the normal background screen at the time of a loss (Fig. 8-18 (35) to (38), Fig. 8-24 (39) to (42)) are configured to be longer. This configuration can improve the presentation effect of the highly anticipated Super Reach C.

[0277] In this example, while the center decorative symbols can be displayed in both the first part of Super Reach B and the second part of Super Reach B, the center decorative symbols are not displayed in the first part of Super Reach C (for example, the part corresponding to (9) to (16) in Figure 8-20), and the center decorative symbols can be displayed in the second part of Super Reach C (for example, at the timing when the jackpot symbols are displayed) (for example, the part corresponding to (17) to (36) in Figure 8-21). This configuration diversifies the presentation and improves the presentation effects of each.

[0278] In this example, when a jackpot symbol is displayed during the execution of the second part of Super Reach B, after the center decorative symbol is destroyed, a center decorative symbol different from the destroyed center decorative symbol is displayed in an enlarged form with higher visibility than the normal form (for example, the part corresponding to (24) to (30) in Figure 8-16), and when a jackpot symbol is displayed during the execution of the second part of Super Reach C, the center decorative symbol is not displayed in a destroyed form but is displayed in an enlarged form (for example, the part corresponding to (25) to (35) in Figure 8-22). This configuration makes it possible to diversify the presentation and improve the presentation effect.

[0279] In this example, when a jackpot symbol is displayed in the second part of Super Reach B or the second part of Super Reach C, common text information can be displayed after the jackpot symbol is displayed (for example, the text "Completely settled" is displayed as shown in Figure 8-17 (32) and Figure 8-22 (30)). With this configuration, it is possible to appropriately notify the result of the presentation while changing the content of the presentation.

[0280] In this example, when a jackpot symbol is not displayed during the second predetermined part of Super Reach B, a normal decorative symbol can be displayed, and when a jackpot symbol is not displayed during the second part of Super Reach C, a normal decorative symbol can be displayed. The normal decorative symbol displayed when a jackpot symbol is not displayed during the second part of Super Reach B can execute a predetermined number of predetermined actions (four shaking actions in this example) (for example, the part corresponding to Figure 8-18 (38)). The normal decorative symbol displayed when a jackpot symbol is not displayed during the second part of Super Reach C can execute a special number of predetermined actions (five shaking actions in this example) that are greater than the predetermined number (for example, the part corresponding to Figure 8-24 (42)). This configuration diversifies the presentation and improves the presentation effect.

[0281] (Super Reach D) Figures 8-25 to 8-28 are explanatory diagrams showing specific examples of Super Reach D. Of Figures 8-25 to 8-28, Figures 8-25 to 8-27 are specific examples of when a performance is executed based on a big hit of variation pattern PB2-13 (Super Reach D), and correspond to the timing chart shown in Figure 8-3(D). Of Figures 8-25 to 8-28, Figures 8-25 to 8-26 and 8-28 are specific examples of when a performance is executed based on a miss of variation pattern PA2-13 (Super Reach D), and correspond to the timing chart shown in Figure 8-4(D).

[0282] In the example shown in Figures 8-25 to 8-28, after the image display device 5 displays a losing pattern ("327") as the display result of the previous variable display (Figure 8-25(1)), a variable display based on a jackpot of variable pattern PB2-13 (Super Reach D) or a miss of variable pattern PA2-13 (Super Reach D) is started (Figure 8-25(2)). In the high probability state in which Super Reach D is executed, a background image different from that in the low probability state is used, and a display instructing to hit right and a display showing the remaining number of variables controlled to the high probability state are displayed.

[0283] Next, when the left and right decorative symbols reach "2" and enter the reach state (Fig. 8-25(3)), the center decorative symbol scrolls slowly as it is, followed by the normal reach effect, and then Super Reach D begins. When Super Reach D begins, the second ally character 004IWC02 and the first enemy character 004IWC12 face each other, and the word "VS" is displayed, indicating that a battle is about to begin (Fig. 8-25(4)).

[0284] Next, an effect is displayed in which the second ally character 004IWC02 attacks (specifically, punches) the first enemy character 004IWC12 (Fig. 8-25(5)). Also, an effect is displayed in which the first enemy character 004IWC12 attacks (specifically, slams) the second ally character 004IWC02 (Fig. 8-25(6)). Then, an effect is displayed in which the attack of the second ally character 004IWC02 (specifically, a punching fist) and the attack of the first enemy character 004IWC12 (specifically, a slamming shoulder) collide (Fig. 8-25(7)).

[0285] At this point, the deciding button effect begins, and the effect display that was displayed just before is switched to a screen in which the ally character 004IWC01 and the push button image 004IWG03 that resembles the push button 31B are displayed in a lighter color (Fig. 8-25(8)). In other words, an effect display that encourages the operation of the push button 31B begins. Then, the ally character 004IWC01 and the push button image 004IWG03 are displayed gradually darker (Fig. 8-26(9)), and the text "Press!" and a display indicating the valid period for operation are additionally displayed (Fig. 8-26(10)).

[0286] In the case of a jackpot of variation pattern PB2-13 (Super Reach D), when the operation of the push button 31B is detected, a background image of a radial pattern is displayed (Fig. 8-27(11)). In this example, light emission control in which the decorative light source emits rainbow colors begins from the scene shown in Fig. 8-27(11). For example, in the scenes shown in Fig. 8-27(11) to (12) and (15), the decorative light source rapidly blinks (flashes) in rainbow colors, and in the scenes shown in Fig. 8-27(13) to (14) and (16) to (17), the decorative light source slowly emits rainbow colors.

[0287] Next, a movable body effect is executed in which the movable body 32 moves from its initial position to an effect position in front of the image display 5 (Fig. 8-27(12)). At the same time, an effect display is executed in which the background image of the radial pattern breaks (Fig. 8-27(12)). Next, control is performed to return the movable body 32 from the effect position to its initial position, and an effect display is executed in which the background image of the radial pattern breaks and the jackpot symbol "222" appears behind the background image (Fig. 8-27(13)). When the background image of the radial pattern breaks, multiple fragment images are displayed, but because these fragment images have low transparency, the player cannot see the images displayed in layers lower than the fragment images through the fragment images.

[0288] Next, the jackpot symbol "222" that appears is displayed moving from the back of the screen (i.e., behind the background image of the radial pattern) to the front (Figure 8-27(14)), and eventually the jackpot symbol "222" breaks through the background image of the radial pattern and is enlarged to cover the entire screen (Figure 8-27(15)).

[0289] Next, the jackpot symbol "222" is displayed at the same size as when the normal fluctuations before the reach are achieved are occurring, and is displayed as if it is swaying twice (Figure 8-27(16)). After that, the jackpot symbol "222" is displayed stationary (Figure 8-27(17)). In this example, when the jackpot symbol "222" is enlarged, it is displayed together with an image of fragments of the background image of the radial pattern, which gives the impression of breaking through and enhances the sense of realism. On the other hand, when the jackpot symbol "222" is displayed at the same size as when the normal fluctuations before the reach are achieved are occurring, the image of fragments is completely faded out so as not to reduce the visibility of the jackpot symbol.

[0290] In the case of a loss in the variation pattern PA2-13 (Super Reach D), when the operation of the push button 31B is detected, an image of broken glass is displayed along with a background image of broken glass (Figure 8-28(18)). The image of broken glass displayed here is smaller and fewer in number than the image of broken glass when the background image of the radial pattern shown in Figure 8-27(13) is broken or the image of broken glass in the special preview performance shown in Figure 8-30(5). Next, after the image of broken glass has finished fading out (i.e., after it has been completely erased), the decorative pattern "3" is displayed superimposed on the background image (Figure 8-28(19)). Then, after the decorative pattern "3", which is a loss combination, is displayed swaying twice, the image display device 5 goes black, and Super Reach D ends. In this example, light emission control is initiated from the scene shown in Figure 8-28(18) to cause the decorative light source to emit low-intensity white light.

[0291] When Super Reach D ends, the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the losing symbol "232" is temporarily displayed (Figure 8-28(20)). After that, the losing symbol "232" is displayed (Figure 8-28(21)).

[0292] In this example, when Super Reach B is being executed, a jackpot pattern can be displayed when the central decorative pattern changes from a normal state to a cracked state and then to a destroyed state (for example, the part corresponding to Figure 8-15 (23) to Figure 8-16 (30)), and when Super Reach D is being executed, a jackpot pattern can be displayed without the central decorative pattern changing to either a destroyed state or a cracked state (for example, the jackpot pattern is displayed without executing the effect of changing the state of the central decorative pattern as shown in Figure 8-25 (4) to Figure 8-27 (17)). When a jackpot pattern is displayed during Super Reach B and when a jackpot pattern is displayed during Super Reach D, the illumination of the decorative illuminant can be controlled using a common illumination mode (i.e., a rainbow-colored illumination pattern) (see Figure 8-3). With this configuration, it is possible to execute Super Reach B, which changes the appearance of the center decorative pattern to indicate whether or not a jackpot will be reached, while it is also possible to execute Super Reach D, which does not change the appearance of the center decorative pattern to indicate whether or not a jackpot will be reached.This provides variation in the way the presentation is presented between low probability and high probability states, increasing interest in the game, and furthermore, by sharing the light emission control between Super Reach B and Super Reach D, it is possible to suppress an increase in the amount of control data.

[0293] Furthermore, in this example, when Super Reach B is executed and a jackpot symbol is displayed, the jackpot symbol is displayed without the movable body effect being executed in the second part of Super Reach B (for example, the part corresponding to Figure 8-16 (25)), and when Super Reach D is executed and a jackpot symbol is displayed, the jackpot symbol is displayed after the movable body effect is executed in the second part of Super Reach D (for example, the part corresponding to Figure 8-27 (12)). With this configuration, the presentation mode when displaying the jackpot symbol can be made different between the second part of Super Reach B and the second part of Super Reach D, thereby increasing the enjoyment of the game.

[0294] In this example, when a jackpot symbol is not displayed during the second part of Super Reach B, a normal decorative symbol can be displayed (see, for example, Figures 8-4 and 8-18). When a jackpot symbol is not displayed during the second part of Super Reach D, a normal decorative symbol can be displayed (see, for example, Figures 8-4 and 8-28). When a normal decorative symbol is displayed during the second part of Super Reach B and when a normal decorative symbol is displayed during the second part of Super Reach D, a common light-emitting pattern (i.e., a low-brightness white light-emitting pattern) can be used to control the illumination of the decorative light emitter (see, for example, the portions corresponding to Figures 8-18(38) and 8-28(19). See Figure 8-4). This configuration appropriately notifies the user that a jackpot symbol has not been displayed, and by sharing the light-emitting control between Super Reach B and Super Reach D, the increase in the amount of control data can be suppressed.

[0295] In this example, while it is possible to display a center decorative symbol in both the first and second parts of Super Reach B, it is possible to display no center decorative symbol in the first part of Super Reach D (for example, no center decorative symbol is displayed as shown in Figures 8-25(4) to 8-26(10)), and to display a center decorative symbol in the second part of Super Reach D (for example, at the timing when a jackpot symbol is displayed) (for example, it is possible to display a center decorative symbol as shown in Figures 8-27(11) to (16) and 8-28(18) to (20)). With this configuration, it is possible to differentiate the presentation style between Super Reach B and Super Reach D, increasing the excitement of playing.

[0296] In this example, in the second part of Super Reach B, the big win symbol is displayed without the deciding button effect being executed (see, for example, Figures 8-15 and 8-16), and in the second part of Super Reach D, the big win symbol is displayed after the deciding button effect is executed (for example, the part corresponding to Figures 8-27 (11) to (16)). With this configuration, the presentation style can be made different between Super Reach B and Super Reach D, increasing the interest in the game.

[0297] In addition, in this example, when a jackpot symbol is displayed during the execution of Super Reach B, after the center decorative symbol is destroyed in the second part of Super Reach B, the center decorative symbol can be displayed in an enlarged form with higher visibility than the normal form (for example, the part corresponding to (24) to (30) in Figure 8-16), and when a jackpot symbol is displayed during the execution of Super Reach D, the center decorative symbol can be displayed in an enlarged form during the execution of the second part of Super Reach D (for example, the part corresponding to (15) in Figure 8-27). With this configuration, it is possible to appropriately notify that a jackpot has been achieved while varying the presentation content.

[0298] In this example, the decorative symbol in the normal mode that is displayed when no jackpot symbol is displayed during the second part of Super Reach B can perform a predetermined number of predetermined actions (four shaking actions in this example) (for example, the part corresponding to Figure 8-18(38)), and the decorative symbol in the normal mode that is displayed when no jackpot symbol is displayed during the second part of Super Reach D can perform a specific number of predetermined actions (three shaking actions in this example) that are less than the predetermined number (for example, the part corresponding to Figure 8-28(19)). With this configuration, the presentation modes can be made different between Super Reach B and Super Reach D, increasing the excitement of playing.

[0299] Not limited to the configuration shown in this example, when a jackpot pattern is displayed in the second part of Super Reach B or the second part of Super Reach D, common text information (for example, the text display of "Completely Settled") may be displayed after the jackpot pattern is displayed (for example, similar to FIG. 8-17 (32), the text display of "Completely Settled" may also be displayed in the second part of Super Reach D shown in FIG. 8-27). With such a configuration, it is possible to properly notify that a jackpot has been reached while varying the presentation content.

[0300] (Long reach) Figure 8-29 is an explanatory diagram showing a specific example of a long reach. Figure 8-29 is a specific example of a case where a performance is executed based on a miss in the variation pattern PA2-2 (long reach), and corresponds to the timing chart shown in Figure 8-5 (A).

[0301] In the example shown in Figure 8-29, after a losing pattern ("327") is displayed as the display result of the previous variable display on the image display device 5 (Figure 8-29(1)), a variable display based on a missing variable pattern PA2-2 (long reach) is started (Figure 8-29(2)).

[0302] Next, when the left and right decorative symbols reach "2" and enter a reach state (Figure 8-29(3)), a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then a long reach begins. When the long reach begins, a first ally character 004IWC01 is displayed, and multiple options 004IWG02 are displayed (Figure 8-29(4)). The multiple options 004IWG02 include multiple options imitating enemy characters that suggest the center decorative symbol will stop, which is a miss, and an option that suggests the center decorative symbol "2" will stop, which is a jackpot. Note that, without being limited to the configuration of this example, if a variation pattern that develops from a long reach to a super reach is provided, options that suggest the development to a super reach, such as "Good Opportunity," "Strong SP," or "Super Hot," may also be included.

[0303] Next, a display of multiple options 004IWG02 rotating is performed (Fig. 8-29(5)). Then, when the first ally character 004IWC01 shoots an option with a ray emitted from his eye (Fig. 8-29(6)), the shot option is displayed in a frame called TARGET (Fig. 8-29(7)). In the example shown in Fig. 8-29(7), an option resembling an enemy character is shot and displayed in the TARGET frame, suggesting that the middle decorative pattern, which is a miss, will stop.

[0304] After that, the image display device 5 goes black and the long reach ends. When the long reach ends, the same background image as when the normal fluctuation was being performed before the reach was established is displayed, and the losing symbol "212" is displayed in a stopped state (Figure 8-29(8)).

[0305] (Special notice + long reach) Figures 8-30 to 8-31 are explanatory diagrams showing specific examples of special notice effects and long reaches. Figures 8-30 to 8-31 are specific examples of when effects are executed based on a miss in the variation pattern PA2-3 (special notice + long reach), and correspond to the timing chart shown in Figure 8-5 (B).

[0306] In the example shown in Figures 8-30 to 8-31, after a losing pattern ("327") is displayed as the display result of the previous variable display on the image display device 5 (Figure 8-30(1)), a variable display based on a missing variable pattern PA2-3 (special notice + long reach) is started (Figure 8-30(2)).

[0307] Next, the left and right decorative symbols will be "2", which will put the player in a winning state. At this point, the special preview effect will begin, and a spear image 004IWG04 will appear from the bottom right of the screen (Figure 8-30(3)). Then, the background image will change to black, and the spear image 004IWG04 will move from the bottom right to the center of the screen and collide with the glass image 004IWG05 (Figure 8-30(4)).

[0308] Next, the spear image 004IWG04 penetrates the glass image 004IWG05 (Fig. 8-30(5)). At this time, the glass image 004IWG05 breaks, and multiple glass fragment images 004IWG05a and the remaining glass image 004IWG05b are displayed in the corners of the screen (Fig. 8-30(5)).

[0309] In this example, the time from when the glass image cracks to when it completely breaks in the special notice effect (e.g., corresponding to (4) to (5) in Figure 8-30) is different from the time from when the background image cracks to when it completely breaks in the Super Reach D (e.g., corresponding to (12) to (13) in Figure 8-27). Specifically, the glass image breaking effect in the special notice effect is displayed before the win / loss notification, so the time from when the crack to when it completely breaks is set short with an emphasis on presenting the effect at a good tempo. On the other hand, the background image breaking effect in the Super Reach D is displayed when a jackpot is notified, so the crack is first generated by the movement of the movable body, and then the complete break occurs as the movable body 32 returns to its original position with an emphasis on entertaining the player that they have won. In addition to this configuration, the display speed of the glass image fragments in the special notice effect (i.e., the movement speed when they fade out off the screen) may be configured to be different from the display speed of the background image fragments in the Super Reach D. For example, to heighten the sense of exhilaration when a jackpot is announced, the display speed of the image of the broken pieces of the background image in Super Reach D may be made faster than the display speed of the image of the broken pieces of the glass image in the special notice performance. When the image of the broken pieces of the glass image is displayed in the special notice performance, light emission control is performed to make the decorative light-emitting element flash at high speed in high-intensity white light, whereas when the image of the broken pieces of the background image is displayed in Super Reach, light emission control is performed to make the decorative light-emitting element emit light in rainbow colors.

[0310] All of the multiple glass fragment images 004IWG05a have disappeared by the time shown in Figure 8-30(6), but the remaining broken glass image 004IWG05b remaining in the corner of the screen continues to be displayed even after the long reach begins after the special preview effect. In this example, the remaining broken glass image 004IWG05b remaining in the corner of the screen continues to be displayed until the long reach ends. Note that although the remaining broken glass image 004IWG05b remaining in the corner of the screen is displayed on a higher layer than the other effect images and background images, because it is highly transparent, the other effect images and background images displayed on lower layers can be seen through the glass image 004IWG05b.

[0311] Next, the spear image 004IWG04 that has penetrated the glass image 004IWG05 collides with the second glass image 004IWG06 located behind the glass image 004IWG05 (FIG. 8-30(6)). Then, the second glass image 004IWG06 breaks, and multiple second glass fragment images 004IWG06a are displayed (FIG. 8-30(7)).

[0312] Next, when the long reach begins, an effect display is performed in which multiple options 004IWG02 appear along with the first ally character 004IWC01 behind multiple second glass fragment images 004IWG06a (Fig. 8-30(8)). Although not shown in this example, between the scene in Fig. 8-30(7) and the scene in Fig. 8-30(8), a whiteout occurs on a layer lower than the layer on which the fragment images are displayed (i.e., both the fragment images and the whiteout become visible from the player's viewpoint), and then the black background image is switched to the background image of the super reach.

[0313] Next, the multiple second glass fragment images 004IWG06a gradually disappear (Figures 8-31(9), (10)), and multiple options 004IWG02 rotate (Figure 8-31(11)). Then, when the first ally character 004IWC01 shoots an option with a ray emitted from his eye (Figure 8-31(12)), the shot option is displayed in a frame called TARGET (Figure 8-31(13)). In the example shown in Figure 8-31(13), an option resembling an enemy character is shot and displayed in the TARGET frame, suggesting that the center decorative pattern, which is a loser, will stop.

[0314] After that, the image display device 5 goes black and the long reach ends. When the long reach ends, the same background image as when the normal fluctuation was being performed before the reach was established is displayed, and the losing symbol "212" is displayed in a stopped state (Figure 8-31(14)).

[0315] (Secret button effect) FIG. 8-32 is an explanatory diagram showing a specific example of a back button effect when a special notice effect and a long reach are executed. FIG. 8-32 is a specific example of a case where an effect is executed based on a failure of the variation pattern PA2-3 (special notice + long reach) and a back button effect is executed during a long reach, and corresponds to the timing chart shown in FIG. 8-5(C). In this example, the back button effect is an effect that can be executed regardless of whether or not a special notice effect is executed, and when a player's action (e.g., repeated pressing or long pressing of the push button 31B) is detected during the back button effect period during a long reach, the decorative light source is illuminated in an illumination pattern corresponding to the back button effect rather than an illumination pattern corresponding to the long reach. Note that there are multiple illumination patterns corresponding to the back button effect, and the expected probability of a jackpot is indicated depending on the type of illumination pattern. When the special preview effect and long reach shown in Figure 8-32 are executed, if a player action is detected within the back button effect period, an effect will be displayed in which the broken glass image 004IWG05b displayed in the corner of the screen falls and disappears, and an effect will begin in which the decorative light source lights up in an illumination pattern corresponding to the back button effect.

[0316] In the example shown in Figure 8-32, a special preview effect displays a broken glass image 004IWG05b in the corner of the screen along with multiple second glass fragment images 004IWG06a, and these images continue to be displayed even after the long reach begins after the special preview effect.When the long reach begins, a preview effect is displayed in which multiple options 004IWG02 appear along with the first ally character 004IWC01 behind the multiple second glass fragment images 004IWG06a (Figure 8-32(1)).

[0317] Next, the multiple second glass fragment images 004IWG06a gradually disappear, and a display of multiple options 004IWG02 rotating is performed (Fig. 8-32(2)). If operation of the push button 31B is detected at this point, a back button effect (i.e., an effect in which the decorative light source is illuminated in a light pattern corresponding to the back button effect) is performed, and an effect is displayed in which the remaining broken glass image 004IWG05b displayed in the corner of the screen falls and disappears (Fig. 8-32(3)). The display of multiple options 004IWG02 rotating continues even while the effect of the glass image 004IWG05b falling and disappearing is displayed (Fig. 8-32(4)).

[0318] (Development preview and special preview) Figures 8-33 to 8-34 are explanatory diagrams showing specific examples of when development notice effects and special notice effects are executed. Figures 8-33 to 8-34 are specific examples of when effects are executed based on variation pattern PA2-8 (development notice + special notice + super reach B) or variation pattern PB2-8 (development notice + special notice + super reach B), and correspond to the timing chart shown in Figure 8-6(A).

[0319] In the example shown in Fig. 8-33 to Fig. 8-34, after the left and right decorative symbols are "2" and the game is in a ready state, the image display device 5 goes white and a development notice performance starts (Fig. 8-33(1)).

[0320] In the development preview, the first ally character 004IWC01 appears first (Fig. 8-33(1)), followed by the second ally character 004IWC02 (Fig. 8-33(2)). Next, the word "Development" is displayed superimposed on the first ally character 004IWC01 and the second ally character 004IWC02 (Fig. 8-33(3)).

[0321] Next, when the special preview effect begins, a first panel image with the first ally character 004IWC01 and multiple squares in the background gradually appears from the bottom of the left side of the screen, and a second panel image with the second ally character 004IWC02 and multiple stars in the background gradually appears from the bottom of the right side of the screen (Figure 8-33(4)). Then, when the first and second panel images are displayed in their entirety (Figure 8-33(5)), the word "Let's go!" is displayed superimposed on the first and second panel images (Figure 8-33(6)).

[0322] The second mini-character 004IWC04 is displayed multiplying over the first panel image, the second panel image, and the text display "Let's go!" (Figure 8-33(7)), and eventually the multiplied second mini-character 004IWC04 is displayed so that it fills the entire screen (Figure 8-33(8)).

[0323] After that, when the Super Reach (Super Reach B in this example) starts, the multiplied second mini-characters 004IWC04 gradually disappear (Fig. 8-34(9)), and eventually an effect is displayed in which all second mini-characters 004IWC04 disappear (Fig. 8-34(10)). Then, an effect is displayed in which the second ally character 004IWC02 lands on the ground (Fig. 8-34(11)).

[0324] (Development preview and special preview) Figures 8-35 to 8-36 are explanatory diagrams showing specific examples of when development notice effects and special notice effects are executed. Figures 8-35 to 8-36 are specific examples of when effects are executed based on variation pattern PA2-9 (development notice + special notice + super reach B) or variation pattern PB2-9 (development notice + special notice + super reach B), and correspond to the timing chart shown in Figure 8-6(B).

[0325] In the example shown in Fig. 8-35 to Fig. 8-36, after the left and right decorative symbols are "2" and the game is in a ready state, the image display device 5 goes white and the development notice performance starts.

[0326] In the development preview performance, the first ally character 004IWC01 appears first, followed by the second ally character 004IWC02 (FIG. 8-35(1)).

[0327] When the special preview effect starts, a spear image 004IWG04 appears from the bottom right of the screen (Figure 8-35(2)). Then, the background image changes to black, and the spear image 004IWG04 moves from the bottom right to the center of the screen and collides with the glass image 004IWG05 (Figure 8-35(3)).

[0328] Next, the spear image 004IWG04 penetrates the glass image 004IWG05 (Figure 8-35(4)). At this time, the glass image 004IWG05 breaks, and multiple glass fragment images 004IWG05a and the remaining glass image 004IWG05b are displayed in the corners of the screen (Figure 8-35(4)).

[0329] Although the multiple glass fragment images 004IWG05a have all disappeared by the timing shown in Figure 8-35(5), the remaining broken glass image 004IWG05b remaining in the corner of the screen continues to be displayed even after the Super Reach starts after the special preview effect. In this example, the remaining broken glass image 004IWG05b remaining in the corner of the screen continues to be displayed until a character appears in the Super Reach. Note that although the remaining broken glass image 004IWG05b remaining in the corner of the screen is displayed on a higher layer than the other effect images and background images, because it is highly transparent, the other effect images and background images displayed on lower layers can be seen through the glass image 004IWG05b.

[0330] Next, the spear image 004IWG04 that has penetrated the glass image 004IWG05 collides with the second glass image 004IWG06 located behind the glass image 004IWG05 (FIG. 8-35(5)). Then, the second glass image 004IWG06 breaks, and multiple second glass fragment images 004IWG06a are displayed (FIG. 8-35(6)).

[0331] Next, when a Super Reach (in this example, Super Reach B) begins, an effect display is performed in which the background of the multiple second glass fragment images 004IWG06a is switched to a background image for the Super Reach (Figure 8-35(7)). Although not shown in this example, between the scene in Figure 8-35(6) and the scene in Figure 8-35(7), a whiteout occurs on a layer lower than the layer on which the fragment images are displayed (i.e., both the fragment images and the whiteout are visible from the player's perspective), and then the black background image is switched to the background image for the Super Reach.

[0332] Next, a display is performed in which multiple images of second glass fragments 004IWG06a gradually disappear (Figure 8-35(8)), and eventually all of the images of second glass fragments 004IWG06a disappear, and only the remaining broken glass image 004IWG05b is displayed in the corner of the screen (Figure 8-36(9)).

[0333] Next, when the second ally character 004IWC02 lands on the ground, an effect is displayed in which the broken glass image 004IWG05b in the corner of the screen falls and disappears (Fig. 8-36(10), (11)). In an example in which a Super Reach is executed after the special effect announcement shown in Fig. 8-35 to Fig. 8-36 is executed, "2↓2" is displayed in the upper right corner of the screen, with the left and right decorative symbols of "2" in a reach state, in the scene shown in Fig. 8-36(11). In this example, if a Super Reach is executed without the execution of a special effect announcement, "2↓2" is displayed in the upper right corner of the screen from the start of the Super Reach, with the left and right decorative symbols in a reach state. However, if a Super Reach is executed after the execution of a special announcement effect, "2↓2" is displayed in the upper right corner of the screen, with the left and right decorative symbols in a reach state, in order to not reduce the effect of the special announcement effect (for example, a broken glass image).

[0334] In this example, when a special notice performance is executed, a special display (in this example, the second mini character 004IWC04) can be displayed (for example, the part corresponding to Figure 8-33(7) to Figure 8-34(9)), and when a special notice performance is executed, a special display (in this example, the broken glass image 004IWG05b) can be displayed (for example, the part corresponding to Figure 8-35(3) to Figure 8-36(10)). Then, the super reach (in this example, super reach B) is executed after the special display is displayed in conjunction with the execution of the special notice performance (for example, super reach B starts at the timing of Figure 8-34(9)), and is executed after the special display is displayed in conjunction with the execution of the special notice performance (for example, super reach B starts at the timing of Figure 8-35(7)). As mentioned above, in this example, there are cases where either the special notice performance or the special notice performance is executed, and cases where neither is executed, and when either the special notice performance or the special notice performance is executed (particularly when the special notice performance is executed rather than the special notice performance), the expectation of a big win is configured to be higher. With this configuration, attention is drawn to whether the special notice performance or the special notice performance is executed before the execution of the super reach, and further, the appearance of the super reach can be made different depending on whether the special notice performance or the special notice performance is executed, thereby increasing the interest in the game.

[0335] In addition, in this example, when a special notice performance is executed, a special display (in this example, the second mini character 004IWC04) can be displayed together with the decorative symbol of the reach state (for example, the part corresponding to Figure 8-33(7)), and when a special notice performance is executed, the decorative symbol of the reach state can be hidden and a special display (in this example, the broken glass image 004IWG05b) can be displayed (for example, the part corresponding to Figure 8-35(4)). This configuration can enhance the presentation effect of the special notice performance.

[0336] Also, in this example, the special display is displayed continuously for a special period from the start of the super reach (in this example, super reach B) (for example, it is displayed continuously from the start of super reach B until character B appears; the part corresponding to Figure 8-35(7) to Figure 8-36(10)), and the special display (in this example, the second mini character 004IWC04) is displayed continuously for a period shorter than the special period while the super reach (in this example, super reach B) is being executed (for example, it is displayed from the start of super reach B until before character B appears; the part corresponding to Figure 8-34(9)).With this configuration, the display period of the special display and the display period of the special display can be made different, increasing interest in the game.

[0337] In this example, a character related to the Super Reach can be displayed as a Super Reach effect display, and the special display (in this example, the broken glass image 004IWG05b) can be hidden in response to the character's action (for example, the display of the broken glass image 004IWG05b ends in response to the action of the second ally character 004IWC02 landing on the ground. The part corresponding to Figure 8-36(10)). With this configuration, consecutively executed effects can be linked to improve the effect of each other.

[0338] In addition, in this example, when a special notice effect is executed before the execution of a long reach, the long reach is executed after a special display (in this example, the broken glass image 004IWG05b) is displayed in conjunction with the execution of the special notice effect (for example, the broken glass image 004IWG05b is displayed (Fig. 8-30(5)), and then the long reach begins (Fig. 8-30(8))). Then, the special display is continuously displayed for a predetermined period after the start of the long reach (for example, the broken glass image 004IWG05b is displayed until the timing of the end of the long reach in Fig. 8-31(13)). On the other hand, when a special notice effect is executed before the execution of a super reach, the special display is continuously displayed for a period shorter than the predetermined period after the start of the super reach (for example, the broken glass image 004IWG05b is displayed from the start of super reach B until the second ally character 004IWC02 appears. The part corresponding to Fig. 8-35(7) to Fig. 8-36(10)). With this configuration, the display period of the special display can be varied depending on the effect executed after the special advance notice effect, thereby increasing the interest in the game.

[0339] In addition, in this example, during the execution period of the long reach, it is possible to execute a secret button effect for a special period that is shorter than a predetermined period after the start of the long reach (for example, it is possible to execute a secret button effect (an effect in which the lamp illumination pattern steps up according to the degree of expectation with rapid or long presses) until just before the final exciting part of the long reach), and if a special notice effect is executed and then the long reach is executed, it is possible to hide the special display (in this example, the remaining broken glass image 004IWG05b) when the secret button effect is executed (for example, the part corresponding to Figure 8-32(3)). Such a configuration can increase the enjoyment of the game.

[0340] In this example, the special notice performance or the special notice performance can be executed after the development notice performance has started, and the special notice performance starts after the development notice performance has ended (see, for example, FIG. 8-6(A)), and the special notice performance starts before the development notice performance has ended (see, for example, FIG. 8-6(B)). With this configuration, the start timing can be made different for each performance, which can increase interest.

[0341] In addition, in this example, when the development notice performance is executed, a development display (in this example, the first mini-character 004IWC03) can be displayed, and the super reach is executed after the development display is displayed in conjunction with the execution of the development notice performance (see, for example, Figures 8-3, 8-13 to 8-14), and when a special display (in this example, the second mini-character 004IWC04) is displayed in the super reach, the display of the development display in that super reach is restricted (see, for example, Figures 8-33 to 8-34), and when a special display (in this example, the broken glass image 004IWG05b) is displayed in the super reach, the display of the development display in that super reach is restricted (see, for example, Figures 8-35 to 8-36). Such a configuration can prevent the performance from becoming complicated.

[0342] In addition, in this example, the glass fragment images 004IWG05a that accompany the display of the glass image 004IWG05 and the broken glass image 004IWG05b are displayed more frequently than the decorative pattern fragment images 004IWG01a that accompany the display of the decorative pattern (see, for example, Figures 8-35(4) and 8-39), and the decorative pattern fragment image 004IWG01a that is displayed in conjunction with the display of the first decorative pattern (for example, decorative pattern "4") and the decorative pattern fragment image 004IWG01a that is displayed in conjunction with the display of the second decorative pattern (for example, decorative pattern "1") are displayed in different ways (for example, the color, shape, number, and scattering manner of the fragments are different; see Figure 8-39). With this configuration, the effect of the super reach and special notice performance is enhanced by the image of fragments 004IWG01a of the center decorative pattern and the image of glass fragments 004IWG05a, and further, the way in which the image of fragments 004IWG01a of the center decorative pattern is displayed differs from the way in which the image of glass fragments 004IWG05a is displayed, thereby increasing the interest in playing the game.

[0343] In this example, the image 004IWG01a of the broken pieces of the center decorative symbol is displayed for a first period, and the image 004IWG05a of the broken glass symbol is displayed for a second period that is shorter than the first period. For example, the image 004IWG05a of the broken glass symbol moves faster than the image 004IWG01a of the broken pieces of the center decorative symbol, and the image 004IWG05a stays on the screen for a shorter period (the portion corresponding to (24) in FIG. 8-16 and the portion corresponding to (4) in FIG. 8-35). With this configuration, the image 004IWG01a of the broken pieces of the center decorative symbol and the image 004IWG05a of the broken glass symbol have different display periods, which increases the enjoyment of the game.

[0344] In this example, a Super Reach effect display (for example, the background image of Super Reach B) can be displayed together with the center decorative pattern, and a Super Reach effect display (for example, the background image of Super Reach B) can be displayed together with the broken glass image 004IWG05b, and the center decorative pattern can be displayed with a higher display priority than the Super Reach effect display (for example, the center decorative pattern 004IWG01 has a higher display priority than the background image of Super Reach and is displayed in a higher layer), and the broken glass image 004IW can be displayed with a higher display priority than the Super Reach effect display. G05b can be displayed (for example, the remaining broken glass image 004IWG05b has a higher display priority than the background image of Super Reach B and is displayed in a higher layer), and while the Super Reach effect display is not visible through the center decorative pattern, the effect display of the specified effect can be seen through the remaining broken glass image (for example, as shown in Figures 8-15(19) to (23), the background image is not visible through the center decorative pattern 004IWG01, but as shown in Figures 8-35(7) to 8-36(9), the background image can be seen through the remaining broken glass image 004IWG05b). With this configuration, the remaining broken glass image 004IWG05b can add variety to the way the Super Reach effect display is displayed, increasing interest in the game.

[0345] In this example, a character related to the Super Reach (for example, the second ally character 004IWC02) can be displayed as a display effect of the Super Reach, and when the character acts on the center decoration symbol, a fragment image 004IWG01a of the center decoration symbol is displayed. Specifically, when the second ally character 004IWC02 strikes the center decoration symbol, a fragment image 004IWG01a of the center decoration symbol is displayed (see Figure 8-15 (23), Figure 8-38). This configuration allows the display effect to be related to enhance the effect.

[0346] In this example, when a super reach is executed without a special notice performance, it is possible to display multiple decorative symbols in the reach mode from the start of the super reach (for example, the part corresponding to Figure 8-14(9)), and when a special notice performance is executed and a super reach is executed, it is possible to display multiple decorative symbols in the reach mode after a predetermined period of time has passed from the start of the super reach (for example, the period until the second ally character 004IWC02 appears) (for example, the part corresponding to Figure 8-35(7) to Figure 8-36(11)). With this configuration, it is possible to vary the performance mode depending on whether or not a special notice performance is performed, thereby increasing interest.

[0347] In this example, as a special preview effect, a spear image 004IWG04 can be displayed before the special display (in this example, the broken glass image 004IWG05b) is displayed, and the spear image 004IWG04 can be moved from the first display position (in this example, the position at the bottom right of the screen) to the second display position (in this example, the position at the center of the screen).When the spear image 004IWG04 is displayed in the first display position, a suggestion display (for example, a black background image) can be displayed to indicate that a special display will be displayed.When the spear image 004IWG04 is displayed in the second display position, a glass fragment image 004IWG05a and a broken glass image 004IWG05b can be displayed (for example, the part corresponding to Figure 8-35 (2) to (4)).This configuration can enhance the realism of the effect.

[0348] In this example, even when the special display (in this example, the remaining broken glass image 004IWG05b) is hidden, the broken glass image 004IWG05a can be displayed (for example, the part corresponding to Figure 8-36(10)). This configuration can enhance the sense of realism of the presentation.

[0349] In this example, a plurality of broken glass images 004IWG05a can be displayed, each with a different display mode (see, for example, FIG. 8-35(4)). This configuration can enhance the sense of realism of the presentation.

[0350] In this example, the special preview performance can be divided into a first part (for example, a part in which the spear image 004IWG04 and the glass image 004IWG05 are displayed) and a second part (for example, a part in which the spear image 004IWG04 disappears and the remaining broken glass image 004IWG05b continues to be displayed). In the first part, a first special display (in this example, the spear image 004IWG04) and a second special display (in this example, the remaining broken glass image 004IWG05b) can be displayed. In the first part, in conjunction with displaying the second special display, a special related display (in this example, the glass fragment image 004IWG05a) that imitates at least a part of the second special display can be displayed. In the second part, the first special display is hidden, while the second special display is displayed. A separate display can be continuously displayed (e.g., the portions corresponding to Figures 8-35(7) to 8-36(9)). In the second part, a special related display can be displayed at the end of the second part (e.g., the portion corresponding to Figure 8-36(10)). The manner in which the special related display is displayed differs between the first and second parts (e.g., the portion corresponding to Figure 8-35(4) and the portion corresponding to Figure 8-36(10)). The illumination of the decorative illuminators can be controlled with different illumination patterns when the special related display is displayed in the first part and when the special related display is displayed in the second part (e.g., the portion corresponding to Figure 8-35(4) and the portion corresponding to Figure 8-36(10); see Figure 8-6(B) *1*2). This configuration enhances the presentation effect of the special preview effect with the special related display. Furthermore, by using different illumination patterns when the special related display is displayed in the first and second parts of the special preview effect, the enjoyment of the game can be enhanced.

[0351] In this example, the execution period of the special preview effect overlaps at least partially with the execution period of the super reach (see, for example, FIG. 8-6(B)), and the special related display (in this example, the glass fragment image 004IWG05a) is displayed in the first part of the special preview effect in accordance with the movement of the character related to the special preview effect (in this example, the spear image 004IWG04) (for example, the portion corresponding to FIG. 8-35(4)), and in the second performance part of the special preview effect in accordance with the movement of the character related to the super reach (in this example, the second ally character 004IWC02) (for example, the portion corresponding to FIG. 8-36(10)). With this configuration, the display pattern of the special related display (in this example, the glass fragment image 004IWG05a) can be made different between the first and second parts of the special preview effect, thereby increasing the enjoyment of the game.

[0352] In addition, in this example, in the first part of the special notice presentation, it is possible to display the special related display (in this example, the glass fragment image 004IWG05a) moving at a first speed (for example, the part corresponding to FIG. 8-35(4)), and in the second presentation part, it is possible to display the special related display moving at a second speed different from the first speed (for example, a speed slower than the first speed) (for example, the part corresponding to FIG. 8-36(10)). With this configuration, it is possible to make the way the special related display is displayed differently in the first and second parts of the special notice presentation, thereby increasing the enjoyment of the game.

[0353] In this example, after the special preview performance is executed, either Super Reach A or Super Reach B can be executed, and the execution period of the special preview performance overlaps with the execution period of Super Reach A or Super Reach B (see, for example, Figure 8-6(B)), and the special related display (in this example, glass fragment image 004IWG05a) is displayed in the first part of the special preview performance in response to the movement of the special character (in this example, spear image 004IWG04) related to the special preview performance (for example, the part corresponding to Figure 8-35(4)), and in the second part of the special preview performance, it is displayed in response to the movement of the first ally character 004IWC01 related to Super Reach A or the second ally character 004IWC02 related to Super Reach B (for example, the part corresponding to Figure 8-36(10)). With this configuration, the special preview performance can be associated with Super Reach A or Super Reach B, thereby enhancing the performance effects of each.

[0354] In this example, multiple special related displays (in this example, glass fragment images 004IWG05a) can be displayed in the first part of the special preview performance, and multiple special related displays can be displayed in the second part. Among the multiple special related displays displayed in the first part, the first and second special related displays have different display modes. Among the multiple special related displays displayed in the second part, the third and fourth special related displays have different display modes. The display mode of the first special related display is different from that of the third special related display and also different from that of the fourth special related display. The display mode of the second special related display is different from that of the third special related display and also different from that of the fourth special related display. Specifically, as shown in Figures 8-35(4) and 8-36(10), multiple glass fragment images 004IWG05a are displayed in both cases, but each image has a different display mode. This configuration enhances the dramatic effect of the special related displays.

[0355] It should be noted that the configuration is not limited to that shown in this example, and the special display (in this example, the second mini character 004IWC04) may be a non-stereoscopic (2D) display (for example, a display that gives a non-stereoscopic appearance), and the special display (in this example, the remaining broken glass image 004IWG05b) may be a stereoscopic (3D) display (for example, a display that gives a stereoscopic appearance). Such a configuration can vary the presentation style to increase interest.

[0356] Furthermore, for example, the special preview effect can be executed in a first mode (e.g., a mode in which the second ally character 004IWC02 appears) that suggests that Super Reach B will be executed, and a second mode (e.g., a mode in which the first ally character 004IWC01 appears) that suggests that Super Reach A will be executed, and a special display in a common mode can be displayed when the special preview effect of the first mode is executed and when the special preview effect of the second mode is executed. For example, the common second mini-character 004IWC04 can be displayed in both the case in which the first ally character 004IWC01 appears as the special preview effect and the case in which the second ally character 004IWC02 appears. With this configuration, a variety of special preview effects can be executed, thereby increasing interest.

[0357] Furthermore, for example, the image of the broken glass 004IWG01a of the center decoration pattern and the image of the broken glass 004IWG05a may both be displayed in stereoscopic (3D) format. For example, they may be displayed in a way that makes them appear three-dimensional. This configuration can enhance the sense of realism of the presentation.

[0358] Also, for example, the image of the broken pieces 004IWG01a of the center decoration pattern and the image of the broken glass 004IWG05a may be displayed moving in a predetermined direction (for example, the Z-axis direction). For example, the image may be displayed as if moving from the front side of the screen to the depth side. This configuration can enhance the sense of realism of the presentation.

[0359] Furthermore, for example, the fragment image 004IWG01a of the center decorative pattern may be displayed moving in a predetermined direction (for example, the Z-axis direction) at a normal speed, and when a slow-motion effect is executed, the fragment image 004IWG01a of the center decorative pattern may be displayed moving in the predetermined direction at a speed slower than the normal speed. Such a configuration can enhance the sense of realism of the effect.

[0360] Furthermore, for example, the special related display (in this example, the glass fragment image 004IWG05a) may be displayed in stereoscopic (e.g., 3D) form (e.g., a three-dimensional representation) in both the first and second parts. This configuration can enhance the sense of realism of the presentation.

[0361] Also, for example, in the first part of the special preview performance, the special related display (in this example, a glass fragment image 004IWG05a) can be displayed moving in a first direction (for example, the Z-axis direction) (for example, an expression is displayed that moves from the front of the screen to the depth), and in the second part, the special related display can be displayed moving in a second direction (for example, the Y-axis direction) different from the first direction (for example, an expression is displayed that moves vertically). With this configuration, the way the special related display is displayed can be changed, increasing the enjoyment of the game.

[0362] Also, for example, the spear image 004IWG04 displayed in the first part of the special notice effect may be made to move faster than the ally character displayed in the first part, or the special related display displayed in the first part of the special notice effect may be made to appear more dynamic (displayed at a faster moving speed) than the special related display displayed in the second part of the special notice effect. With such a configuration, the way the special related display is displayed can be made different, thereby increasing the enjoyment of the game.

[0363] Here, the lighting effect drawing function, including whiteout in the image display device 5 mentioned in Figures 8-7(3), 8-13(3), 8-19(3), and 8-29(3), will be explained based on the principle diagrams of Figures 8-40 to 11-46.

[0364] First, as shown in Figure 8-40(A), the display control unit 123 has in the virtual space a first decorative pattern drawing surface (virtual plane) on which the right decorative pattern 037SG105R and the left decorative pattern 037SG105L are drawn, and a second decorative pattern drawing surface (virtual plane) on which the central decorative pattern 037SG105C is drawn, and the drawing position of the decorative pattern on the first decorative pattern drawing surface or the second decorative pattern drawing surface is sequentially changed downward in the vertical direction (Y direction), thereby drawing a changing display image of the decorative pattern.

[0365] As shown in Figure 8-40(A), the first decorative pattern drawing surface and the second decorative pattern drawing surface are positioned in front of the first decorative pattern drawing surface by a virtual distance of virtual depth Z0. Therefore, if the central decorative pattern 037SG105C and the right decorative pattern 037SG105R or the left decorative pattern 037SG105L are displayed overlapping each other, an image is generated in which the central decorative pattern 037SG105C blocks the visibility of the right decorative pattern 037SG105R or the left decorative pattern 037SG105L. Furthermore, if decorative patterns of the same size as the right decorative pattern 037SG105R and the left decorative pattern 037SG105L are drawn on the second decorative pattern drawing surface, only the central decorative pattern 037SG105C will be larger, resulting in an unnatural display when all three decorative patterns are aligned. However, in this example, to prevent this unnatural display, the size of the image of the central decorative pattern 037SG105C drawn on the second decorative pattern drawing surface is adjusted and drawn so that the sizes of the three decorative patterns are approximately the same.

[0366] Therefore, the display control unit 123 can calculate the position of each decorative pattern in the virtual space from the first decorative pattern drawing surface or the second decorative pattern drawing surface and the drawing position of each decorative pattern on each of these drawing screens.

[0367] Therefore, when actually using the lighting effect drawing function, for example, by specifying the coordinates (X1, Y1, Z1) of the single light source 037SG105K in the virtual space as shown in Figure 8-40, the lighting effect image when the single light source 037SG105K is located at the specified coordinates (X1, Y1, Z1) is automatically drawn and displayed by the display control unit 123 through simulation.

[0368] The X coordinate corresponds to the left-right position of the image display device 5, the Y coordinate corresponds to the up-down position of the image display device 5, and the Z direction corresponds to the front-to-back (depth) position in the virtual space (see Figure 8-40).

[0369] Specifically, for example, as shown in FIG. 8-40(A), in a state where three decorative patterns are lined up in the center position of the image display device 5, if the coordinates (X1, Y1, Z1) of a position directly behind the central decorative pattern 037SG105C and a position Z1 away from the first decorative pattern drawing surface are specified as the coordinates of the single light source 037SG105K, when the single light source is placed at the specified coordinates (X1, Y1, Z1) in the virtual space, the position of the single light source 037SG105K and the position on the first decorative pattern drawing surface or the second decorative pattern drawing surface will be 2 Based on the positional relationship of each decorative pattern drawn on the decorative pattern drawing surface, how the light emitted from the single light source 037SG105K is blocked by each decorative pattern and how it bends around the front of each decorative pattern is simulated as shown by the dotted lines in Figure 8-40(A), and as shown in Figure 8-40(B), an illuminating effect image 037SG105E is drawn and displayed, in which a slight radial light can be seen from around the central decorative pattern 037SG105C.

[0370] Furthermore, if the coordinates of the single light source 037SG105K are specified as (X2, Y1, Z1) directly behind the left decorative pattern 037SG105L, as shown in Figure 8-41(A), and are Z1 away from the first decorative pattern drawing surface, that is, coordinates moved horizontally to the left from the aforementioned coordinates (X1, Y1, Z1), then, as shown in Figure 8-41(B), since the distance to the first decorative pattern drawing surface is Z1, the same as in Figure 8-40, an illuminating effect image 037SG105E, in which a slight radial light can be seen from around the left decorative pattern 037SG105L, will be drawn and displayed, as in Figure 8-40. Furthermore, the luminous effect image 037SG105E is an luminous effect image 037SG105E in which the brightness is higher near the center and decreases as it approaches the edges, and the size of the entire image (the distance from the center of the effect to the outer edge of the effect) is approximately the same size as the luminous effect image 037SG105E in Figure 8-40, which is Z1 away behind the first decorative pattern drawing surface.

[0371] Furthermore, if the coordinates of the single light source 037SG105K are specified as coordinates (X1, Y2, Z1) directly above the central decorative pattern 037SG105C and Z1 away from the first decorative pattern drawing surface, as shown in Figure 8-42(A), that is, coordinates moved vertically directly upward from the aforementioned coordinates (X1, Y1, Z1), then an illuminating effect image 037SG105E will be drawn and displayed, as shown in Figure 8-42(B), indicating that the light emitted from the single light source 037SG105K is visible without being obstructed by the central decorative pattern 037SG105C. Furthermore, the luminous effect image 037SG105E is an luminous effect image 037SG105E in which the brightness is higher near the center and decreases as it approaches the edges, and the size of the entire image (the distance from the center of the effect to the outer edge of the effect) is approximately the same size as the luminous effect image 037SG105E in Figure 8-40, which is Z1 away behind the first decorative pattern drawing surface.

[0372] Furthermore, as shown in Figure 8-43(A), when the coordinates of the single light source 037SG105K are specified as being close to the first decorative pattern drawing surface and Z2 away from the first decorative pattern drawing surface, that is, when the coordinates are specified as being moved closer to the central decorative pattern 037SG105C without changing the position up, down, left, or right from the above-mentioned coordinates (X1, Y1, Z1), the entire image becomes a luminous effect image 037SG105E, which is larger than when the distance from the first decorative pattern drawing surface is Z1, and the single light source 037SG105K is located on the left, as shown in Figure 8-43(B). Because decorative pattern 037SG105L and right decorative pattern 037SG105R are closer, light wraps around in front of left decorative pattern 037SG105L and right decorative pattern 037SG105R, making their outlines unclear. However, for central decorative pattern 037SG105C, which is located directly behind single light source 037SG105K and is farther away from single light source 037SG105K than left decorative pattern 037SG105L and right decorative pattern 037SG105R, light wraps around less in front and its outline is clearer, resulting in the rendering and display of luminous effect image 037SG105E. Furthermore, because the single light source 037SG105K is closer, the overall brightness of luminous effect image 037SG105E is higher than that of luminous effect image 037SG105E when the Z coordinate is Z1.

[0373] Furthermore, when the coordinates (X1, Y1, -Z3) of a position forward of the first decorative pattern drawing surface and the second decorative pattern drawing surface and Z3 away forward from the first decorative pattern drawing surface are specified as the coordinates of the single light source 037SG105K, as shown in Figure 8-44(A), an illuminating effect image 037SG105E in which the strong light emitted from the single light source 037SG105K is not blocked by the left, center, and right decorative patterns is drawn as shown in Figure 8-44(B), and the illuminating effect image 037SG105E is large in overall size and has very high brightness, and is displayed over almost the entire display area of ​​the image display device 5. At this time, the left, center, and right decorative patterns, which are positioned behind the single light source 037SG105K, are all invisible due to the illuminating effect image.

[0374] As described above, in this example, by specifying the coordinates of the single light source 037SG105K, the luminous effect image 037SG105E corresponding to the specified coordinates is automatically drawn and displayed by the luminous effect drawing function of the display control unit 123, and by sequentially changing (moving) these specified coordinates in chronological order, the luminous effect image 037SG105E corresponding to the movement of the single light source is drawn and displayed.However, even if the specified coordinates are the same, these luminous effect drawing functions can draw and display, for example, a luminous effect image 037SG105E corresponding to the central decorative pattern 037SG105C drawn on the second decorative pattern drawing surface scrolling downward by a variable display, as shown in Figure 8-45(A).

[0375] Specifically, when the scrolling central decorative pattern 037SG105C is drawn in a position overlapping with a single light source, an illumination effect image (similar to Figure 8-40(B)) in which the light of the single light source is blocked by the central decorative pattern 037SG105C is drawn and displayed, as shown in Figure 8-45(B), and when the scrolling central decorative pattern 037SG105C is drawn in a position not overlapping with the single light source 037SG105K, an illumination effect image in which the light emitted from the single light source is visible without being blocked by the central decorative pattern 037SG105C is drawn and displayed, as shown in Figure 8-45(C). Note that Figure 8-45 uses the central decorative pattern 037SG105C as an example, but the same applies to the right decorative pattern 037SG105R and the left decorative pattern 037SG105L.

[0376] As described above, in the highly functional display control unit 123 used in this example, by specifying the coordinates of a single light source in virtual space, a light emitting effect image 037SG105E when the single light source 037SG105K is located at the specified coordinates is automatically generated and displayed. Therefore, in an actual performance, by describing the coordinates of the single light source 037SG105K at the time the process data is executed in chronological order in the process data for executing the performance, a light emitting effect image 037SG105E corresponding to the coordinates of the single light source 037SG105K described in the process data is automatically generated, and is composited with other performance images and displayed on the image display device 5.

[0377] Next, the display mode of the variable display and light emission effect image 037SG105E in this example will be described with reference to FIG. 8-46.

[0378] First, when a variable display is executed in a Super Reach variable pattern or the like, as shown in Figures 8-46(A) and 8-46(B), after the variable display of the decorative symbols is executed for a predetermined period, the left decorative symbol 037SG105L and the right decorative symbol 037SG105R, which show the same number, stop on the display screen of the image display device 5 while the normal background image 5a is displayed, resulting in a Reach. Then, behind the central decorative symbol 037SG105C, which is still being displayed, a light-emitting effect image 037SG105E begins to be displayed. Then, as the variable display progresses, the display area of ​​the light-emitting effect image 037SG105E on the display screen of the image display device 5 gradually expands and the brightness increases.

[0379] At this time, as shown in Figures 8-46(C) and 8-46(D), between the multiple central decorative patterns 037SG105C for which variable display is being performed, a portion of the luminous effect image 037SG105E changes its display mode as the central decorative patterns 037SG105C move (variably display) from above to below, changing the display mode as the variable display progresses.

[0380] Furthermore, parts of the luminous effect image 037SG105E are diffracted between these multiple central decorative patterns 037SG105C, between the left decorative pattern 037SG105L and the central decorative pattern 037SG105C, and between the right decorative pattern 037SG105R and the central decorative pattern 037SG105C, and are overlapped at the top and bottom of each central decorative pattern 037SG105C, the right part of the left decorative pattern 037SG105L, and the left part of the right decorative pattern 037SG105R, as if reflected off the back of the central decorative pattern 037SG105C.

[0381] Furthermore, as the variable display progresses and the display area of ​​the luminous effect image 037SG105E on the image display device 5 expands and the brightness increases, the brightness of the base portion 037SG105D of each decorative pattern 037SG105L, 037SG105C, 037SG105R decreases due to backlighting from the luminous effect image 037SG105E, and then the brightness of the numeric display portion 037SG105S of each decorative pattern 037SG105L, 037SG105C, 037SG105R decreases. Then, as shown in Figure 8-46(E), as the luminous effect image 037SG105E on the display screen of the image display device 5 is further enlarged, eventually the entire decorative patterns 037SG105L, 037SG105SGC, and 037SG105R turn black, making the base portion 037SG105D and the division of the number display portion 037SG105S invisible to the player.

[0382] More precisely, when the luminous effect image 037SG105E on the display screen of the image display device 5 is enlarged to a position behind the left decorative pattern 037SG105L and the right decorative pattern 037SG105R, the brightness of the base portion 037SG105D of the left decorative pattern 037SG105L and the right decorative pattern 037SG105R first decreases, and the outlines of these left decorative pattern 037SG105L and right decorative pattern 037SG105R are emphasized by the luminous effect image 037SG105E. Furthermore, when the luminous effect image 037SG105E is enlarged to the left of the left decorative pattern 037SG105L and the right of the right decorative pattern 037SG105R, the brightness of the number display portion 037SG105S of the left decorative pattern 037SG105L and the right decorative pattern 037SG105R decreases, the left decorative pattern 037SG105L and the right decorative pattern 037SG105R change entirely to black, the brightness of the base portion 037SG105D of the central decorative pattern 037SG105C decreases, and the outline of the central decorative pattern 037SG105C is emphasized by the luminous effect image 037SG105E. Then, when the light emitting effect image 037SG105E is further enlarged and is displayed over almost the entire display area, the brightness of the number display portion 037SG105S of the central decorative pattern 037SG105C decreases, and the entire central decorative pattern 037SG105C turns black.

[0383] Then, as shown in Figure 8-46 (F), as the variable display progresses, when the luminous effect image 037SG105E is displayed over almost the entire display screen of the image display device 5, the decorative patterns 037SG105L, 037SG105C, 037SG105R and background image 5a that had been displayed up to that point become temporarily invisible to the player.

[0384] As described above, this characteristic part 004IW discloses the configuration of the gaming machine shown below.

[0385] The gaming machine disclosed in this characteristic part 004IW is a gaming machine that performs variable display of special identification information (e.g., special symbols) and can be controlled to an advantageous state (e.g., jackpot gaming state) that is advantageous to a player, and is equipped with variable display execution means that can perform variable display of multiple decorative identification information (e.g., decorative symbols) corresponding to the variable display of the special identification information, advantageous state control means that can control to an advantageous state when a specific display result (e.g., jackpot symbol) is displayed as a result of the variable display of the multiple decorative identification information, and effect execution means that can execute a predetermined effect (e.g., Super Reach B) that notifies whether or not it is controlled to an advantageous state, and during the execution of the predetermined effect, decorative identification information of the multiple decorative identification information excluding specific decorative identification information (e.g., middle decorative symbol) is temporarily stopped in a reach state, and the specific decorative identification information is displayed corresponding to the effect display of the predetermined effect (e.g., effect image of a battle effect related to Super Reach B), and the form of the specific decorative identification information can be a normal form and a special form that can be changed from the normal form. The specific decorative identification information displayed during the execution of a predetermined performance includes a normal mode (for example, a broken mode, see Figure 8-16 (24)) and a special mode (for example, a cracked mode, see Figure 8-15 (23)) which is a mode that can be changed from the normal mode and is the mode before changing to the special mode, and the specific decorative identification information displayed during the execution of a predetermined performance can be changed from the normal mode to the special mode and from the special mode to the special mode in accordance with the performance display of the predetermined performance, and when the specific decorative identification information changes from the normal mode to the special mode and then to the special mode during the execution of a predetermined performance, a specific display result can be displayed (for example, the part corresponding to Figure 8-15 (23) to Figure 8-16 (30)), and it is possible to control the light emission of the light-emitting means (for example, a game effect lamp 9 and a decorative light-emitting body such as a decorative LED) using a common light-emitting mode (for example, a rainbow-colored light-emitting pattern) when the first specific decorative identification information (for example, a center decorative pattern "2") becomes a special mode and when the second specific decorative identification information (for example, a center decorative pattern "1") becomes a special mode during the execution of a predetermined performance. With this configuration, by changing the state of the specific decorative identification information in accordance with the display of the predetermined effect, the realism of the effect can be enhanced, and the enjoyment of the game can be increased. Furthermore, by standardizing the light emission control during the predetermined effect, the increase in the amount of control data can be suppressed.

[0386] Furthermore, this characteristic part 004IW discloses the configuration of the gaming machine shown in (Means 1) to (Means 17) below.

[0387] (Means 1) A plurality of types of specific decorative identification information (e.g., center decorative symbols from "1" to "9") can be displayed during the execution of a predetermined effect, and when a specific display result (e.g., jackpot symbol "222") including a first specific decorative identification information (e.g., center decorative symbol "2") is displayed during the execution of a predetermined effect, a second specific decorative identification information (e.g., center decorative symbol "1") displayed before the first specific decorative identification information can change from a normal state to a special state over a predetermined period, and a third specific decorative identification information (e.g., center decorative symbol "9") displayed before the second specific decorative identification information can change from a normal state to a special state over a specific period that is shorter than the predetermined period (for example, the final center decorative symbol stop prompting effect (Figure 8-15 (20) to Figure 8-16 (24)) has a longer performance period than the center decorative symbol stop prompting effect just before the final one (Figure 8-14 (14) to (15))). With this configuration, the time required for the specific decoration identification information to change from the normal state to the special state can be varied, thereby enhancing the effect of the predetermined presentation.

[0388] (Means 2) In means 1, the predetermined effect includes a first predetermined part (e.g., the first part including the introductory part and the hype part of the Super Reach B) and a second predetermined part (e.g., the second part including the final hype part of the Super Reach B and the win / loss notification part), and a specific display result can be displayed in the second predetermined part (e.g., see Figs. 8-3 and 8-16). When a specific display result (e.g., a jackpot pattern "222") including the first specific decoration identification information (e.g., a center decoration pattern "2") is displayed, after the second specific decoration identification information (e.g., a center decoration pattern "1") becomes a special pattern during the execution of the second predetermined part, the first specific decoration identification information is displayed in an enlarged form that is more visible than the normal form (e.g., see Figs. 8-16(24) to (30). As shown in Fig. 8-16(30), the jackpot pattern "222" including the center decoration pattern "2") is enlarged and displayed). This configuration can enhance the effect of the effect when the specific display result is displayed.

[0389] In means 1 or 2, the special mode is a mode in which the visibility of the specific decorative identification information is reduced compared to the normal mode (for example, the mode in which the central decorative pattern "1" shown in Figure 8-15(23) is cracked), and the special mode is a mode in which the visibility of the specific decorative identification information is reduced compared to the normal mode and the special mode (for example, the mode in which the central decorative pattern "1" shown in Figure 8-16(24) is destroyed), and after the second specific decorative identification information (for example, the central decorative pattern "1") becomes the special mode, the first specific decorative identification information (for example, the central decorative pattern "2") is displayed in the normal mode (for example, see Figures 8-15(23) to 8-16(25)). This configuration makes it easier to see the specific decorative identification information displayed after becoming the special mode.

[0390] In the means 1 or 2, a predetermined character (for example, the second ally character 004IWC02) related to the predetermined effect can be displayed as the effect display of the predetermined effect, and the state of the specific decoration identification information can be changed in response to the action (for example, an attack action) of the predetermined character (for example, see Fig. 8-15 (20) to Fig. 8-16 (24)). With this configuration, the action of the predetermined character can be associated with the change in the state of the specific decoration identification information, thereby enhancing the effect of the presentation.

[0391] In the means 1 or 2, when the specific decoration identification information changes from a normal state to a special state and then changes back to the normal state during execution of a predetermined effect, it is notified that the specific display result will not be displayed (see, for example, Fig. 8-15 (23) and Fig. 8-18 (35) to (40)). With this configuration, it is possible to associate the change in the state of the specific decoration identification information with whether or not the specific display result will be displayed, thereby enhancing the effect of the effect.

[0392] In the means 1 or 2, when the specific decoration identification information changes from a normal mode to a special mode during the execution of the second predetermined part, a related display (for example, a fragment image 004IWG01a of the middle decoration pattern) can be displayed in accordance with the change of the specific decoration identification information over the period until the change from the special mode to the special mode (for example, see Figures 8-15(23) and 8-38). This configuration can enhance the sense of realism of the performance.

[0393] In means 1 or 2, a cut-in effect can be executed to suggest that the specific decoration identification information that has changed from a normal state to a special state during the execution of the second predetermined part will be controlled to an advantageous state during the period until it subsequently changes from the special state to the special state (for example, the portion where the cut-in image shown in Figure 8-15 (22) is displayed), and the execution period of the cut-in effect is shorter than the period until the specific decoration identification information changes from the special state to the special state (for example, the cut-in effect is executed during a portion of the period until the central decoration pattern changes from a cracked state to a destroyed state. See Figures 8-15 (21) to 8-16 (24)). Such a configuration can effectively enhance the effect.

[0394] In the means 1 or 2, a specific effect (for example, Super Reach A) that is different from a predetermined effect and notifies whether or not the effect will be controlled to an advantageous state can be executed, and the rate of control to an advantageous state is higher when the predetermined effect is executed than when the specific effect is executed (for example, see Figure 8-1 (B)). During the execution of the specific effect, decoration identification information other than the specific decoration identification information (for example, a middle decoration pattern) among the multiple decoration identification information can be temporarily stopped in a reach state, and the specific decoration identification information can be displayed in correspondence with the effect display of the specific effect (for example, an effect image of a battle effect related to Super Reach A). The state of the specific decoration identification information displayed during the execution of the specific effect can be a normal state, a special state that can be changed from the normal state (for example, a destroyed state; see Figure 8-12 (34)), and a state that can be changed from the normal state and is before changing to the special state. and special modes (for example, a cracked mode, see Figure 8-9(20)), in which the specific decoration identification information displayed during the execution of the specific effect can change from a normal mode to a special mode, can change from a special mode to a special mode, and can change from a special mode to a normal mode, in accordance with the display of the specific effect. When the specific decoration identification information changes from the normal mode to the special mode and then back to the normal mode during the execution of the specific effect, a specific display result can be displayed (for example, see Figure 8-9(22) to Figure 8-10(30)). When the specific display result is displayed during the execution of a predetermined effect and when the specific display result is displayed during the execution of a specific effect, it is possible to control the light emission of the light-emitting means (for example, a game effect lamp 9 and a decorative light-emitting body such as a decorative LED) using a common light-emitting mode (for example, a rainbow-colored light-emitting pattern) (for example, see Figure 8-3).

[0395] In means 1 or 2, a predetermined character (e.g., second ally character 004IWC02) related to a predetermined effect can be displayed as the effect display of the predetermined effect, a specific character (e.g., first ally character 004IWC01) related to a specific effect can be displayed as the effect display of the specific effect, and the state of the specific decoration identification information can be changed in response to the action (e.g., attack action) of the predetermined character during execution of the predetermined effect (see, for example, Figures 8-15(20) to 8-16(24)), and the state of the specific decoration identification information can be changed in response to the action (e.g., attack action and defense action) of the specific character during execution of the specific effect (see, for example, Figures 8-8(14) to 8-8(15), Figures 8-9(22) to 8-10(23), and Figure 8-12(34)). Such a configuration can diversify the effects and increase interest.

[0396] In the means 1 or 2, the predetermined effect includes a first predetermined part (for example, a first part including an introductory part and a provocative part of Super Reach B) and a second predetermined part (for example, a second part including a final provocative part of Super Reach B and a winning / losing notification part), the specific effect includes a first specific part (for example, a first part including an introductory part and a provocative part of Super Reach A) and a second specific part (for example, a second part including a final provocative part of Super Reach A and a winning / losing notification part), and a specific display result can be displayed in the second predetermined part (for example, see Figures 8-3 and 8-16), and a specific display result can be displayed in the second specific part (for example, see Figures 8-3 and 8-10). When the specific decoration identification information changes from the normal mode to the special mode during the execution of the second predetermined part, a progression speed change effect (for example, a slow motion effect) can be executed, changing the progression speed of the effect from the normal speed to a special speed slower than the normal speed (for example, the part where the progression speed of the effect slows down as shown in Figure 8-15 (23)). When the specific decoration identification information changes from the normal mode to the special mode during the execution of the second specific part, a progression speed change effect can be executed (for example, the part where the progression speed of the effect slows down as shown in Figure 8-9 (22)). The execution period of the progression speed change effect is the same for the predetermined effect and the specific effect (for example, both are executed for 3 seconds). With this configuration, the effect can be made easy to understand even while the effect content is different.

[0397] In the means 1 or 2, the predetermined effect is composed of a first predetermined part (for example, a first part including an introductory part and a provocative part of Super Reach B) and a second predetermined part (for example, a second part including a final provocative part of Super Reach B and a winning / losing notification part), and the specific effect is composed of a first specific part (for example, a first part including an introductory part and a provocative part of Super Reach A) and a second specific part (for example, a second part including a final provocative part of Super Reach A and a winning / losing notification part), and when the specific decoration identification information changes from a normal state to a special state and then changes back to the normal state during the execution of the second predetermined part, it is suggested that the specific display result will not be displayed (for example, , corresponding to (35) to (38) in FIG. 8-18), and it is suggested that when the specific decoration identification information changes from the normal mode to the special mode and then back to the special mode during execution of the second specific part, the specific display result will not be displayed (e.g., corresponding to (34) to (37) in FIG. 8-12). It is possible to control the light emission of the light-emitting means (e.g., the game effect lamp 9 and decorative light-emitting elements such as decorative LEDs) using a common light-emission mode (e.g., a low-brightness white light-emission pattern) when the specific decoration identification information is displayed in the normal mode again during execution of the second specific part and when the specific decoration identification information is displayed in the special mode during execution of the second specific part (e.g., see FIG. 8-4). This configuration allows for a variety of ways to enjoy different effects, while standardizing the light-emission control and suppressing an increase in the amount of control data.

[0398] (Means 3) Either a predetermined effect (for example, Super Reach B) that notifies whether or not the player is controlled to an advantageous state, or a special effect (for example, Super Reach C) that notifies whether or not the player is controlled to an advantageous state can be executed, and the rate at which the player is controlled to an advantageous state is higher when the special effect is executed than when the predetermined effect is executed (for example, see FIG. 8-1(B)). During the execution of the predetermined effect, the decoration identification information excluding specific decoration identification information (for example, a middle decoration pattern) among the plurality of decoration identification information is temporarily stopped in a reach state, and the effect display of the predetermined effect (for example, Super Reach The specific decoration identification information is displayed in response to a display image of a battle display or the like relating to Reach B, and when it is notified that the special display will be controlled to an advantageous state during the execution of the special display, the decoration identification information other than the specific decoration identification information among the plurality of decoration identification information is temporarily stopped in a Reach state, and the specific decoration identification information is displayed when the specific display result is displayed, and the state of the specific decoration identification information displayed during the execution of the predetermined display is a normal state, a special state that can be changed from the normal state (for example, a destroyed state. See Figure 8-16 (24)), and a state that can be changed from the normal state and is a special state. The specific decoration identification information displayed during the execution of a predetermined effect can be changed from the normal state to the special state and from the special state to the special state in accordance with the display of the predetermined effect. When the specific decoration identification information changes from the normal state to the special state and then to the special state during the execution of a predetermined effect, a specific display result can be displayed (for example, the part corresponding to Figures 8-15(23) to 8-16(30)). During the execution of a special effect, the specific decoration identification information can be changed from the special state to the special state and from the special state to the special state. It is possible to display a specific display result without changing to either the normal or special mode (for example, as shown in Figure 8-20 (9) to Figure 8-23 (36), the jackpot pattern "111" is displayed without executing a performance in which the mode of the middle decorative pattern changes), and it is possible to control the light emission of the light-emitting means (for example, the game effect lamp 9 and decorative light-emitting elements such as decorative LEDs) using a common light-emitting mode (for example, a rainbow-colored light-emitting pattern) when a specific display result is displayed during the execution of a predetermined performance and when a specific display result is displayed during the execution of a special performance (for example, see Figure 8-3).With this configuration, it is possible to execute a predetermined effect that changes the state of the specific decorative identification information to indicate whether or not the game will be controlled to an advantageous state, while also enabling a special effect that does not change the state of the specific decorative identification information to indicate whether or not the game will be controlled to an advantageous state.This provides variety in the way the effects are presented, increasing the enjoyment of the game, and furthermore, by sharing the light emission control between the predetermined effect and the special effect, it is possible to reduce data volume.

[0399] (Means 4) In means 3, the predetermined effect includes a first predetermined part (for example, a first part including the introductory part and the provocative part of Super Reach B) and a second predetermined part (for example, a second part including the final provocative part of Super Reach B and the winning / losing notification part), the special effect includes a first special part (for example, a first part including the introductory part and the provocative part of Super Reach C) and a second special part (for example, a second part including the final provocative part of Super Reach C and the winning / losing notification part), a specific display result can be displayed in the second predetermined part (for example, see Figures 8-3 and 8-16), a specific display result can be displayed in the second special part (for example, see Figures 8-3 and 8-23), and when the specific decoration identification information changes from the normal mode to the special mode during the execution of the second predetermined part, the progress of the effect A progression speed change effect (e.g., slow motion effect) can be executed to change the speed from normal speed to a special speed slower than the normal speed (e.g., the portion where the progression speed of the effect slows down as shown in Figure 8-15(23)), and a progression speed change effect can be executed during the execution of the second special part (e.g., the portion where the progression speed of the effect slows down as shown in Figure 8-21(24)), and the progression speed change effect executed in the second special part has a longer execution period than the progression speed change effect executed in the second predetermined part (e.g., the duration of the slow motion effect in the second part of Super Reach C is 4 seconds, while the duration of the slow motion effect in the second part of Super Reach B is 3 seconds; see Figures 8-15(23) and 8-21(24)). This configuration can increase the level of attention to the second predetermined part and the second special part.

[0400] (Means 5) In means 3 or 4, the predetermined effect includes a first predetermined part (for example, a first part including the introductory part and the provocative part of Super Reach B) and a second predetermined part (for example, a second part including the final provocative part of Super Reach B and the winning / losing notification part), the special effect includes a first special part (for example, a first part including the introductory part and the provocative part of Super Reach C) and a second special part (for example, a second part including the final provocative part of Super Reach C and the winning / losing notification part), a specific display result can be displayed in the second predetermined part (for example, see Figures 8-3 and 8-16), a specific display result can be displayed in the second special part (for example, see Figures 8-3 and 8-23), and when a specific display result is not displayed during the execution of the second predetermined part, a specific decoration identification in a normal mode is performed. It is possible to display information (e.g., the portion corresponding to FIG. 8-18(35)), and to display specific decorative identification information in a normal mode when a specific display result is not displayed during execution of the second special part (e.g., the portion corresponding to FIG. 8-24(41)). It is also possible to control the light emission of the light-emitting means (e.g., the game effect lamp 9 and decorative light-emitting elements such as decorative LEDs) using a common light-emitting mode (e.g., a low-brightness white light-emitting pattern) when the specific decorative identification information in a normal mode is displayed when a specific display result is not displayed during execution of the second predetermined part and when the specific decorative identification information in a normal mode is displayed when a specific display result is not displayed during execution of the second special part (e.g., the portions corresponding to FIG. 8-18(1-38) and FIG. 8-24(42); see FIG. 8-4). This configuration allows for appropriate notification that a specific display result is not displayed, and data volume can be reduced by sharing the light-emission control between the predetermined effects and the special effects.

[0401] In any of means 3 to 5, the execution period of the second special part is longer than that of the second predetermined part (for example, the execution period of the slow motion effect (Figure 8-15 (23), Figure 8-21 (24)), the period from the battle victory to the display of the jackpot pattern at the time of a jackpot (Figure 8-16 (24) to (28), Figure 8-22 (25) to Figure 8-23 (33)), and the period from the display of the losing pattern to the return to the normal background screen at the time of a loss (Figure 8-18 (35) to (38), Figure 8-24 (39) to (42)) are long). This configuration can improve the effect of special effects that are more likely to be controlled to an advantageous state.

[0402] In any of means 3 to 5, the specific decoration identification information can be displayed in both the first predetermined part and the second predetermined part, and the specific decoration identification information can be not displayed in the first special part (for example, the part corresponding to (9) to (16) in Fig. 8-20), and can be displayed (at the display timing of the specific display result) in the second special part (for example, the part corresponding to (17) to (36) in Fig. 8-21). Such a configuration can diversify the presentation and improve the presentation effect.

[0403] In any of means 3 to 5, when a specific display result is displayed during the execution of the second predetermined part, after the specific decoration identification information has become a special mode during the execution of the second predetermined part, specific decoration identification information different from the specific decoration identification information that has become a special mode is displayed in an enlarged mode with higher visibility than the normal mode (for example, the part corresponding to (24) to (30) in Figure 8-16), and when a specific display result is displayed during the execution of the second special part, the specific decoration identification information is not displayed in a special mode during the execution of the second special part, but is displayed in an enlarged mode (for example, the part corresponding to (25) to (35) in Figure 8-22). Such a configuration can diversify the presentation and improve the presentation effect.

[0404] In any of the means 3 to 5, when a specific display result is displayed in the second predetermined part or the second special part, special text information can be displayed after the specific display result is displayed in both the second predetermined part and the second special part (for example, the text display "Completely settled" is displayed as shown in Fig. 8-17 (32) and Fig. 8-22 (30)). With this configuration, it is possible to appropriately notify the result of the performance while varying the content of the performance.

[0405] In any of means 3 to 5, when a specific display result is not displayed during the execution of the second predetermined part, specific decoration identification information in a normal mode can be displayed, when a specific display result is not displayed during the execution of the second special part, specific decoration identification information in a normal mode can be displayed, the specific decoration identification information in a normal mode displayed when a specific display result is not displayed during the execution of the second predetermined part can execute a specific action (e.g., a swinging action) a specific number of times (e.g., four times) (e.g., the part corresponding to FIG. 8-18 (38)), and the specific decoration identification information in a normal mode displayed when a specific display result is not displayed during the execution of the second special part can execute a specific action (e.g., a swinging action) a special number of times (e.g., five times) more than the specific number of times (e.g., the part corresponding to FIG. 8-24 (42)). Such a configuration can diversify the presentation and improve the presentation effect.

[0406] (Means 6) It is possible to control to a normal state (for example, a low probability state) in which the decorative identification information can be variably displayed, and a special state (for example, a high probability state) in which the decorative identification information can be variably displayed and is a state different from the normal state and the advantageous state in which the decorative identification information cannot be variably displayed, and in the normal state, it is possible to execute a predetermined effect (for example, Super Reach B) that notifies whether or not the game will be controlled to an advantageous state, and in the special state, it is possible to execute a special effect (for example, Super Reach D) that notifies whether or not the game will be controlled to an advantageous state, and during the execution of the predetermined effect, decorative identification information other than specific decorative identification information (for example, a middle decorative pattern) among the plurality of decorative identification information is temporarily stopped in a reach mode, and the effect of the predetermined effect is The specific decoration identification information is displayed in response to a display (for example, a presentation image such as a battle presentation related to Super Reach B), and when it is announced that the special presentation will be controlled to an advantageous state during the execution of the special presentation, the decoration identification information among the multiple decoration identification information excluding the specific decoration identification information is temporarily stopped in a reach state, and the specific decoration identification information is displayed when the specific display result is displayed (for example, see Figure 8-27), and the state of the specific decoration identification information displayed during the execution of the specified presentation is a normal state, a special state that can be changed from the normal state (for example, a destroyed state; see Figure 8-16 (24)), and a special state that can be changed from the normal state and is the state before changing to the special state (for example, a cracked state).8-15(23)) and the specific decoration identification information displayed during the execution of a predetermined effect can change from a normal state to a special state and from a special state to a special state in accordance with the display of the predetermined effect. When the specific decoration identification information changes from the normal state to the special state and then to the special state during the execution of a predetermined effect, a specific display result can be displayed (for example, the part corresponding to FIG. 8-15(23) to FIG. 8-16(30)). During the execution of a special effect, a specific display result can be displayed without the specific decoration identification information changing to either the special state or the special state (for example, as shown in FIG. 8-25(4) to FIG. 8-27(17), a jackpot pattern is displayed without executing a performance in which the state of the middle decorative pattern changes). When the specific display result is displayed during the execution of a predetermined effect and when the specific display result is displayed during the execution of a special effect, it is possible to control the light emission of the light-emitting means (for example, the game effect lamp 9 and the decorative light-emitting body such as a decorative LED) using a common light-emitting mode (for example, a rainbow-colored light-emitting pattern) (for example, see FIG. 8-3). With this configuration, it is possible to execute a predetermined effect that changes the state of the specific decorative identification information to indicate whether or not the game will be controlled to an advantageous state, while also enabling a special effect that does not change the state of the specific decorative identification information to indicate whether or not the game will be controlled to an advantageous state.This allows for variation in the way the effects are displayed during normal and special states, increasing interest in the game, and furthermore, by sharing the light emission control between the predetermined effect and the special effect, it is possible to suppress an increase in the amount of control data.

[0407] (Means 7) In means 6, a movable body effect can be executed using a movable body (e.g., movable body 32), and the predetermined effect includes a first predetermined part (e.g., a first part including the introductory part and the instigating part of Super Reach B) and a second predetermined part (e.g., a second part including the final instigating part of Super Reach B and the winning / losing notification part), and the special effect includes a first special part (e.g., a first part including the introductory part and the instigating part of Super Reach D) and a second special part (e.g., a second part including the final instigating part of Super Reach D and the winning / losing notification part), and in the second predetermined part A specific display result can be displayed in the second special part (see, for example, Figures 8-3 and 8-16), and a specific display result can be displayed in the second special part (see, for example, Figures 8-3 and 8-27). When a specific display result is displayed after a specific effect is executed, the specific display result is displayed without the movable body effect being executed in the second specific part (for example, the part corresponding to Figure 8-16 (25)). When a specific display result is displayed after a special effect is executed, the specific display result is displayed after the movable body effect is executed in the second special part (for example, the part corresponding to Figure 8-27 (12)). With this configuration, the presentation mode when the specific display result is displayed can be made different between the second specific part and the second special part, thereby increasing the fun of playing.

[0408] (Means 8) In means 6 or 7, the predetermined effect includes a first predetermined part (for example, a first part including the introductory part and the provocative part of Super Reach B) and a second predetermined part (for example, a second part including the final provocative part of Super Reach B and the winning / losing notification part), the special effect includes a first special part (for example, a first part including the introductory part and the provocative part of Super Reach D) and a second special part (for example, a second part including the final provocative part of Super Reach D and the winning / losing notification part), a specific display result can be displayed in the second predetermined part (for example, see Figures 8-3 and 8-16), a specific display result can be displayed in the second special part (for example, see Figures 8-3 and 8-27), and when a specific display result is not displayed during the execution of the second predetermined part, a normal mode special effect is displayed. The specific decorative identification information can be displayed in a normal mode when a specific display result is not displayed during the execution of the second special part (see, for example, Figures 8-4 and 8-18). The specific decorative identification information can be displayed in a normal mode when a specific display result is not displayed during the execution of the second specific part (see, for example, Figures 8-4 and 8-28). The light-emitting means (e.g., the game effect lamp 9 and decorative light-emitting elements such as decorative LEDs) can be controlled to emit light in a common light-emitting mode (e.g., a low-brightness white light-emitting pattern) when the specific decorative identification information is displayed in a normal mode when a specific display result is not displayed during the execution of the second specific part and when the specific decorative identification information is displayed in a normal mode when a specific display result is not displayed during the execution of the second special part (see, for example, the portions corresponding to Figures 8-18(38) and 8-28(19) in Figure 8-4). This configuration allows for appropriate notification that a specific display result is not displayed, and data volume can be reduced by sharing the light-emitting control between the specific display and the special effects.

[0409] In any of means 6 to 8, it is possible to display specific decoration identification information in both the first predetermined part and the second predetermined part, and not display specific decoration identification information in the first special part (for example, not displaying a center decoration pattern as shown in Figure 8-25(4) to Figure 8-26(10)), and to display specific decoration identification information in the second special part (at the display timing of the specific display result) (for example, it is possible to display a center decoration pattern as shown in Figure 8-27(11) to (16), Figure 8-28(18) to (20)). With this configuration, it is possible to make the presentation mode different between Super Reach B and Super Reach D, and to increase the interest in the game.

[0410] Any of means 6 to 8 is provided with an action detection means (e.g., push button 31B) capable of detecting the player's action, and in the second predetermined part, a specific display result is displayed without executing an action presentation (e.g., a deciding button presentation) using the action detection means (see, e.g., Figures 8-15 and 8-16), and in the second special part, a specific display result is displayed after executing an action presentation (e.g., the part corresponding to Figures 8-27 (11) to (16)). With this configuration, the presentation mode can be made different between Super Reach B and Super Reach D, increasing the interest in the game.

[0411] In any of means 6 to 8, when a specific display result is displayed in the second specified part or the second special part, it may be possible to display special text information (for example, the text display of ``Completely settled'') after the specific display result is displayed in both the second specified part and the second special part (for example, as in Figure 8-17 (32), the text display of ``Completely settled'' may also be displayed in the second part of Super Reach D shown in Figure 8-27).

[0412] In any of means 6 to 8, when a specific display result is displayed during the execution of a predetermined effect, after the specific decoration identification information becomes a special mode during the execution of a second predetermined part, the specific decoration identification information can be displayed in an enlarged mode with higher visibility than the normal mode (for example, the part corresponding to (24) to (30) in Fig. 8-16), and when a specific display result is displayed during the execution of a spec...

Claims

[Claim 1] A gaming machine that can variably display special identification information and be controlled to an advantageous state that is advantageous to a player, a variable display execution means for executing variable display of a plurality of decorative identification information in response to variable display of the special identification information; an advantageous state control means for controlling the display to the advantageous state when a specific display result is displayed as a variable display result of the plurality of decorative identification information; a performance execution means for executing a predetermined performance that notifies the player whether or not the advantageous state is reached after the decoration identification information is temporarily stopped in a predetermined combination; a light emission control means capable of controlling the light emission of the light emitting means, The performance execution means A special notice effect can be executed that suggests that the game will be controlled to the advantageous state, As the special notice performance, a first special notice performance and a second special notice performance that can be executed at a timing different from the first special notice performance can be executed, The special notice performance has a first part and a second part that is executed after the first part, The display means When the predetermined effect is executed, a predetermined display can be displayed, When the first special notice performance is executed, a first special display and a second special display can be displayed, When the second special notice performance is executed, a third special display can be displayed, When the predetermined display is displayed, a plurality of predetermined related displays that imitate at least a part of the predetermined display can be displayed; When the second special display is displayed, a plurality of second special related displays that imitate at least a part of the second special display can be displayed, When the third special display is displayed, a plurality of third special related displays that imitate at least a part of the third special display can be displayed, The number of the second special related indications displayed is greater than the number of the predetermined related indications displayed, The second special related display may move at a different speed than the third special related display. The first part can display the first special display and the second special display, while the second part can display the second special display; the light emission control means is capable of controlling the light emission of the light emitting means in the second part in a pattern different from that in the first part, There are multiple types of predetermined displays, the predetermined related display displayed when a first predetermined display among the plurality of types of predetermined displays is displayed and the predetermined related display displayed when a second predetermined display among the plurality of types of predetermined displays are displayed in different manners when displayed, The predetermined related indication includes a first predetermined related indication and a second predetermined related indication having a different aspect from the first predetermined related indication. A gaming machine characterized by:

Citation Information

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