gaming machines

The gaming machine enhances player engagement through variable displays and special effects with different transparency patterns, addressing the need for improved presentation in existing gaming machines.

JP7803689B2Active Publication Date: 2026-01-21SANKYO CO LTD
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2021182984
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-11-10
Publication Date
2026-01-21
Estimated Expiration
2041-11-10

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements in presentation to increase player interest and enjoyment.

Method used

A gaming machine that includes variable displays and control mechanisms to maintain specific displays in advantageous states for players, utilizing different transparency patterns for identification information and special effects to enhance player engagement.

Benefits of technology

The implementation of variable displays and special effects with different transparency patterns increases player interest and enjoyment by drawing attention to the game, thereby enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007803689000001
    Figure 0007803689000001
  • Figure 0007803689000002
    Figure 0007803689000002
  • Figure 0007803689000003
    Figure 0007803689000003
Patent Text Reader

Abstract

To provide a game machine that can increase interest of a game through a performance.SOLUTION: An execution pattern of a character movement performance includes a first pattern in which a performance mode of the character movement performance is inherited after variation display to be determined and a second pattern in which a performance mode of the character movement performance is not inherited after variation display to be determined. After a switching suggestion performance is executed, a performance pattern of the character movement performance may be switched from a performance pattern without inheritance to a performance pattern with inheritance. Following the execution of the switching suggestion performance in a performance execution example 002AK113, the character movement performance is executed in response to the performance pattern in which a character is switched to a character CH11 to be displayed which is different from the character before the switching suggestion performance is executed, in a performance execution example 002AK116.SELECTED DRAWING: Figure 10-33
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state that is advantageous to a player. [Background technology]

[0002] Gaming machines such as pachinko machines have been proposed that are capable of executing hold and other change effects as a pre-reading notice, and that are equipped with an effect in which the change in the hold display is carried over when it becomes the active display (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-86785 Summary of the Invention [Problem to be solved by the invention]

[0004] The technology described in Patent Document 1 leaves room for improvement in terms of enhancing interest through presentation.

[0005] The present invention has been made in consideration of the above-mentioned circumstances, and aims to provide a gaming machine that enhances the enjoyment of gaming through its presentation. [Means for solving the problem]

[0006] (1) A gaming machine that can perform variable display and control to an advantageous state that is advantageous to the player, a specific display means capable of displaying a specific display corresponding to the variable display; a determination means for determining that the variable display will be controlled to the advantageous state before the variable display is executed; and a change effect execution means for executing a change effect that changes the display mode of the specific display before the variable display that is the subject of the determination based on the determination of the determination means, the specific display means is capable of displaying the specific display in a variable display corresponding to the specific display that is the target of the change performance for a longer period of time in a specific pattern in which the change performance is executed than in a predetermined pattern in which the change performance is not executed; The expectation of being controlled to the advantageous state is higher when the specific display is displayed for a long period of time than when the specific display is displayed for a short period of time, When the change effect is not executed but a previous stage effect is executed before the variable display that is the object of the determination, the specific display can be displayed for a longer period of time in the variable display that is the object of the determination than when the change effect is executed before the variable display that is the object of the determination and the previous stage effect is not executed, A first corresponding effect that is an effect corresponding to the first character and a second corresponding effect that is an effect corresponding to the second character can be executed; When the first character is displayed in the first performance The aforementioned When the first corresponding effect can be executed and the second character is displayed in the second effect, The aforementioned It is possible to execute the second response performance, Before switching from the first effect to the second effect, execution of the second corresponding effect can be started when the first character is displayed in the first effect. A gaming machine characterized by: Another invention relates to a gaming machine. A gaming machine that can variably display identification information and be controlled to an advantageous state that is advantageous to a player, and a special effect execution means capable of executing a special effect that suggests that the game is controlled to the advantageous state. The special performance is Including a specific period, A first special effect that can display the identification information at a first transmittance from the start to the end of the specific period; A second special effect is included in which the identification information can be displayed at a second transmittance lower than the first transmittance in response to the start of the specific period, and the identification information can be displayed at a third transmittance higher than the second transmittance in response to the end of the specific period, When the second special effect is executed, the expectation of being controlled to the advantageous state is higher than when the first special effect is executed. It is characterized by: According to this configuration, by providing a first specific effect and a second specific effect with different patterns of transparency for the identification information, it is possible to draw the player's attention to the transparency pattern, thereby increasing the player's interest in the game. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. 2 is a configuration diagram showing various control boards and the like. [Figure 3] FIG. 10 is a diagram showing an example of a random number for gaming. [Figure 4] 10 is a flowchart showing a main process for game control. [Figure 5] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 10 is a flowchart illustrating an example of a special symbol process. [Figure 7] A diagram showing an example of the configuration of a special pattern process jump table. [Figure 8] 10 is a flowchart showing a main process for performance control. [Figure 9] 10 is a flowchart showing an example of a performance control process. [Figure 10-1] FIG. 10 is a diagram illustrating an example of a screen display configuration. [Figure 10-2] A figure showing an example of the configuration of a command when winning the starting gate. [Figure 10-3] FIG. 10 is a diagram showing an example of a variation pattern configuration. [Figure 10-4] FIG. 10 is a diagram showing an example of the configuration of a variation pattern determination table. [Figure 10-5] FIG. 10 is a diagram showing an example of a performance image display. [Figure 10-6] FIG. 10 is a diagram showing an example of a performance image display. [Figure 10-7] FIG. 10 is a diagram showing an example of a performance image display. [Figure 10-8] FIG. 10 is a diagram showing an example of a performance image display. [Figure 10-9] FIG. 10 is a diagram showing an example of a performance image display. [Figure 10-10] FIG. 10 is a diagram showing an example of a performance image display. [Figure 10-11] 10 is a flowchart showing an example of a pre-reading effect setting process. [Figure 10-12] A figure showing an example of how to use stored data related to the pre-reading performance setting process. [Figure 10-13] 10 is a flowchart showing an example of a character movement effect determination process. [Figure 10-14] A figure showing an example of how stored data is used in the character movement effect determination process. [Figure 10-15] FIG. 10 is a diagram showing an example of a configuration of a performance pattern. [Figure 10-16] FIG. 10 is a diagram showing an example of a configuration of a performance pattern. [Figure 10-17] FIG. 10 is a diagram showing an example of a configuration of a performance pattern. [Figure 10-18] FIG. 10 is a diagram showing an example of a configuration of a performance pattern. [Figure 10-19] FIG. 10 is a diagram showing an example of determining a presentation pattern. [Figure 10-20] FIG. 10 is a diagram showing an example of determining a presentation pattern. [Figure 10-21] 10 is a flowchart showing an example of a timer effect determination process. [Figure 10-22] A figure showing an example of how data related to timer effect determination processing is used. [Figure 10-23] A figure showing an example of how data related to timer effect determination processing is used. [Figure 10-24] 10 is a flowchart showing an example of processing during execution of a character movement effect. [Figure 10-25] A figure showing an example of how stored data is used for processing during character movement performance. [Figure 10-26] 10 is a flowchart showing an example of processing during execution of a timer effect. [Figure 10-27] A flowchart showing an example of a process for starting the change of a performance pattern. [Figure 10-28] FIG. 10 is a diagram showing an example of a determination regarding an active display change effect. [Figure 10-29]A figure showing an example of a decision regarding post-reach performance. [Figure 10-30] FIG. 10 is a diagram illustrating an example of the configuration of a performance control pattern. [Figure 10-31] This is a flowchart showing an example of processing during change of the performance pattern. [Figure 10-32] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-33] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-34] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-35] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-36] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-37] FIG. 10 is a diagram illustrating an example of setting a character display ratio. [Figure 10-38] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-39] FIG. 10 is a diagram illustrating an example of control of execution of an active display change effect. [Figure 10-40] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-41] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-42] A figure showing an example of execution control of a performance that makes the performance pattern transparent. [Figure 10-43] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-44] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-45] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-46] 10A and 10B are diagrams illustrating examples of timer standby effects and timer effect execution control. DETAILED DESCRIPTION OF THE INVENTION

[0008] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 will be described.

[0009] (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.

[0010] A first special symbol display device 4A and a second special symbol display device 4B are provided at predetermined positions on the gaming board 2. In the example shown in FIG. 1, they are provided on the right side of the gaming area. The first special symbol display device 4A and the second special symbol display device 4B can each variably display special symbols as multiple types of special identification information. Special symbols are also called "special symbols." The variable display of special symbols is also called "special symbol game." Both the first special symbol display device 4A and the second special symbol display device 4B are configured using 7-segment LEDs or the like. Special symbols are represented by numbers "0" to "9," symbols indicating "-," or other arbitrary lighting patterns. The special symbols may include a pattern in which all LEDs are turned off.

[0011] The "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols. For other symbols, such as special symbols, small symbols, and regular symbols, "variable display" also refers to the variable display of multiple types of symbols. Special symbols are also called decorative symbols or ornamental symbols. Variable displays are also called variable displays, or simply "variations." Variations include updating multiple symbols, scrolling multiple symbols, and deforming, enlarging, or reducing one or more symbols. Variations may include flashing a symbol. In the variable display of special symbols or regular symbols, multiple types of special symbols or regular symbols are displayed in a variable manner. In the variable display of special symbols, multiple symbols are scrolled or updated, or one or more symbols are deformed, enlarged, or reduced. In the variable display of any symbol, a predetermined symbol is displayed as a static display. A static display is also called a derived display, or simply "derivation." The symbol that finally stops and is displayed in a variable display is also called the final stop symbol or the confirmed symbol. The symbol that finally stops in a special symbol game is also called the confirmed special symbol. The display result of the variable display includes the display result of the special symbol, and is also called the variable display result. The display result of the special symbol is also called the special symbol display result. The execution time of the variable display includes the special symbol change time, which is the change time of the special symbol, and is also called the variable display time. The special symbol change time can be set to a different time corresponding to the change pattern of the special symbol, of which multiple patterns are prepared in advance.

[0012] The special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern." The special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern." A special pattern game using the first special pattern is also called the "first special pattern game." A special pattern game using the second special pattern is also called the "second special pattern game." There may be only one type of special pattern display device that variably displays special patterns.

[0013] A normal symbol display 20 is provided at a predetermined position on the game board 2. In the example shown in FIG. 1, it is provided on the left side of the play area. The normal symbol display 20 can variably display normal symbols as multiple types of normal identification information different from special symbols. Normal symbols are also called "normal symbols." The variable display of normal symbols is also called "normal symbol game." The normal symbol display 20 is configured using 7-segment LEDs, etc. Normal symbols are represented by numbers "0" to "9," symbols indicating "-," or other arbitrary lighting patterns. Normal symbols may include a pattern in which some or all of the multiple LEDs are lit, or a pattern in which all of the multiple LEDs are turned off. The final stop symbol in a normal symbol game is also called a confirmed normal symbol. The display result of the normal symbol is also called a normal symbol display result. The execution time during which the normal symbol is variably displayed in a normal symbol game is also called a normal symbol fluctuation time. The normal symbol variation time can be set to different times in accordance with the normal symbol variation pattern, of which multiple patterns are prepared in advance.

[0014] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 may be configured using a mechanism capable of forming any image, such as an LCD (liquid crystal display), organic EL (electroluminescence), dot matrix LED, projector and screen, stereoscopic image projection device, or any other device. The image display device 5 is capable of displaying various effect images. Furthermore, the image display device 5 is not limited to effect images, and can display any control-related image such as an inspection image or a setting image.

[0015] For example, on the screen of the image display device 5, variable display of effect symbols can be performed in synchronization with the first special symbol game and the second special symbol game. The effect symbols are display symbols that indicate numbers or the like, and are multiple types of decorative identification information different from special symbols and normal symbols. On the screen of the image display device 5 shown in FIG. 1, "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R are provided, respectively. Variable display of effect symbols is performed, for example, by vertically scrolling or updating the effect symbols in synchronization with the first special symbol game or the second special symbol game. Synchronization of the variable display may be achieved as long as the timing at which the symbol variation begins and the timing at which the variation ends and the symbol is finally displayed are consistent for different types of symbols. The final stopped symbol in the variable display of effect symbols is also referred to as the determined effect symbol, determined decorative symbol, or determined decorative symbol. The variable display of the performance pattern is synchronized with the first special pattern game and the second special pattern game, so the variable display time of the performance pattern is the same as the special pattern change time.

[0016] The screen of the image display device 5 may be provided with a display area capable of displaying effect images corresponding to a pending display and an active display. A pending display is a display corresponding to a variable display that has not yet been executed and is on hold. An active display is a display corresponding to a variable display that is being executed. The pending display and the active display are also collectively referred to as a variable display-compatible display that corresponds to a variable display. A display area that displays a pending display is also referred to as a pending display area. A display area that displays an active display is also referred to as an active display area. The number of variable displays that are on hold is also referred to as the number of pending memories. The number of pending memories corresponding to the first special symbol game is also referred to as the first number of pending memories. The number of pending memories corresponding to the second special symbol game is also referred to as the second number of pending memories. The sum of the first number of pending memories and the second number of pending memories is also referred to as the total number of pending memories.

[0017] Above the first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1, there are provided a first reserve indicator 25A and a second reserve indicator 25B, each comprising a plurality of LEDs. The first reserve indicator 25A displays the first reserve memory number by the number of lit LEDs. The second reserve indicator 25B displays the second reserve memory number by the number of lit LEDs. Above the normal symbol display device 20 shown in FIG. 1, there is provided a normal symbol reserve indicator 25C, comprising a plurality of LEDs. The normal symbol reserve indicator 25C displays the normal symbol reserve number by the number of lit LEDs. The normal symbol reserve number is the reserve memory number corresponding to the normal symbol game.

[0018] Below the image display device 5 are provided a winning ball device 6A and a variable winning ball device 6B. The winning ball device 6A forms a first starting winning opening that is always kept in a constant open state, allowing game balls to enter, for example, by a predetermined ball receiving member. The variable winning ball device 6B forms a second starting winning opening that can be switched between a closed state and an open state by a normal electric device solenoid 81 shown in FIG. 2 as a normal electric device. The variable winning ball device 6B is equipped with, for example, an electric tulip-type device with a pair of movable wings. When the normal electric device solenoid 81 is in the off state, the movable wings are in a vertical position, causing the second starting winning opening to be in a closed state where game balls cannot enter, or in a normal open state where game balls have difficulty entering. When the normal electric accessory solenoid 81 is on, the variable winning ball device 6B tilts the movable wing piece to an open state in which the second starting winning port can receive game balls or to an expanded open state in which the second starting winning port can easily receive game balls. The open state in which the second starting winning port can receive game balls or the expanded open state in which the second starting winning port can easily receive game balls is also referred to as the first variable state. The closed state in which the second starting winning port cannot receive game balls or the normal open state in which the second starting winning port cannot easily receive game balls is also referred to as the second variable state. Note that the variable winning ball device 6B is not limited to devices equipped with an electric tulip-shaped accessory as long as it can be changed between the first variable state and the second variable state.

[0019] The entry of a gaming ball into the first start entry port formed by the winning ball device 6A is also referred to as a first start entry. The entry of a gaming ball into the second start entry port formed by the variable winning ball device 6B is also referred to as a second start entry. A gaming ball entering the first start entry port is detected by the first start entry port switch 22A shown in FIG. 2. A gaming ball entering the second start entry port is detected by the second start entry port switch 22B shown in FIG. 2. Upon the occurrence of a first start entry, a predetermined number of prize balls, for example, three, are paid out, and the first reserved memory count can be updated to increment by one. However, if the first reserved memory count has reached its upper limit, the first reserved memory count will not be updated even if a first start entry occurs. When the first reserved memory count is incremented by one, the first start condition is met, and a first special symbol game in which special symbols are variably displayed by the first special symbol display device 4A becomes playable. When a second start winning occurs, a predetermined number of prize balls, for example, three balls, are paid out, and the second reserved memory count can be updated to increment by 1. However, if the second reserved memory count has reached its upper limit, the second reserved memory count will not be updated even if a second start winning occurs. When the second reserved memory count is incremented by 1, the second start condition is met, and a second special symbol game can be played in which the second special symbol display device 4B variably displays special symbols.

[0020] General prize 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. In the example shown in Figure 1, general prize openings 10 are provided in two locations on the lower left of the game area. When a game ball enters one of the general prize openings 10, a predetermined number of prize balls, for example 10, are paid out.

[0021] In the play area formed by the playboard 2, a first path and a second path are provided as paths along which game balls flow down. The first path is mainly provided in the area to the left of the image display device 5 when viewed from the front. The second path is mainly provided in the area to the right of the image display device 5 when viewed from the front. The area to the left of the image display device 5 is also referred to as the left play area or left play area. The area to the right of the image display device 5 is also referred to as the right play area or right play area. The left play area and the right play area may be separated, for example, by the end face of the image display device 5 in the play area or the arrangement of game nails. Firing a game ball toward the left play area to make it flow down the first path is also referred to as a left hit. Firing a game ball toward the right play area to make it flow down the second path is also referred to as a right hit. The first path is also referred to as a left hit path. The second path is also referred to as a right hit path. The first path and the second path may be configured by separate paths, or may be paths that are partially shared.

[0022] In response to the operation of a ball operating handle provided on the ball launching device, a gaming ball is launched from the ball launching device and launched into the gaming area. When the gaming ball launched into the gaming area is guided to the left gaming area and flows down the first path, it is guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the second path in the right gaming area. When the gaming ball launched into the gaming area is guided to the right gaming area and flows down the second path, it is guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the first path in the left gaming area.

[0023] The winning ball device 6A is provided on the first path in the left-side game area, allowing game balls flowing down the first path to enter. The variable winning ball device 6B is provided on the second path in the right-side game area, allowing game balls flowing down the second path to enter. Note that the variable winning ball device 6B may also be configured to allow game balls flowing down the first path in the left-side game area to enter. The variable winning ball device 6B may also be positioned so that game balls flowing down the second path in the right-side game area have an easier time entering than game balls flowing down the first path in the left-side game area.

[0024] The second path in the right-side game area is provided with a passing gate 41 and a special variable winning ball device 50. The passing gate 41 forms a passing area through which game balls can pass. Game balls that pass through the passing gate 41 are detected by the gate switch 21 shown in FIG. 2. Based on the game ball passing through the passing gate 41, the number of normal reserved memories can be added and updated, and variable display of normal symbols by the normal symbol display device 20 can be executed as a normal symbol game. The passing gate 41 can be configured as a normal symbol activation port through which game balls can enter. In this case, the gate switch 21 can be configured as a normal symbol activation port switch that can detect game balls that have entered the normal symbol activation port.

[0025] The special variable prize ball device 50 functions as a special electric device, forming a large prize opening that can be switched between a closed and an open state by a large prize opening solenoid 82. A guide passage with a width in the front-to-back direction sufficient for game balls to pass through is formed at the top of the special variable prize ball device 50. This guide path slopes downward from right to left, with walls provided on both sides of the extended passage, the front and back. A role entrance serving as the large prize opening is formed in the center of the guide passage. In the special variable prize ball device 50, a movable member 52 that can move in the front-to-back direction is provided as a large prize opening opening / closing member at a position where the large prize opening can be opened and closed. In the special variable prize ball device 50, a fixed member 53 that forms a fixed passage is provided in the portion of the guide passage where the large prize opening is not formed.

[0026] The movable member 52 is driven by a large prize opening solenoid 82 and can move back and forth to open and close the special device entrance, which serves as the large prize opening. In the special variable prize ball device 50, game balls that enter the device through the large prize opening are detected by a count switch 23. A V prize area 51, which serves as a specific area, is provided inside the special variable prize ball device 50 as a prize area through which game balls can pass. A normal area different from the V prize area 51 is also provided inside the special variable prize ball device 50. A plate-shaped distribution member is provided above the V prize area 51 as a V prize opening opening / closing member, which can switch the V prize area 51 between an open state and a closed state. The distribution member is driven by a specific area solenoid 83 and can move back and forth to open and close the V prize area 51. When the V prize area 51 is in the open state, game balls can pass through it, and when it is in the closed state, game balls cannot pass through it. A gaming ball that passes through the V winning area 51 is detected by the specific area switch 24. A gaming ball that does not pass through the V winning area 51 passes through the normal area. Both the gaming ball that passes through the V winning area 51 and the gaming ball that does not pass through the V winning area 51 but passes through the normal area are detected by the discharge port switch 26 and then discharged to the outside of the special variable winning ball device 50.

[0027] In addition to the above features, the surface of the gaming board 2 is provided with a windmill that changes the direction and speed of the gaming balls as well as numerous obstacle nails. At the bottom of the gaming area, an outlet is provided for gaming balls that do not enter any of the winning holes. Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the top left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for lighting up the effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs. A movable body 32 that operates according to the effects is provided at a predetermined position on the gaming board 2.

[0028] A ball operation handle is provided at the lower right position of the gaming machine frame 3, which is operated by a player or the like to launch gaming balls toward the playing area using the ball launching device. The ball operation handle is also called an operation knob. At a predetermined position on the gaming machine frame 3 below the playing area, a ball supply tray is provided that holds gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball lending machine so that they can be supplied to the ball launching device. The ball supply tray is also called the upper tray. Below the upper tray is a prize ball storage tray into which prize balls dispensed when the upper tray is full flow down and are stored. The prize ball storage tray is also called the lower tray.

[0029] A stick controller 31A and a push button 31B are provided at predetermined positions on the gaming machine frame 3 below the gaming area. The stick controller 31A can be held by a player and tilted, and is provided with a trigger button that the player can push and pull. Operations on the stick controller 31A are detected by a controller sensor unit 35A shown in FIG. 2. The push button 31B can be pressed by a player. Operations on the push button 31B are detected by a push sensor 35B shown in FIG. 2. In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are used as detection means for detecting actions such as player operations, but other detection means may also be used.

[0030] (Outline of game progress) The game ball is launched toward the game area by the player's rotation of the ball-hitting control handle provided on the pachinko game machine 1. When the game ball passes through the passage gate 41, a normal game is initiated by the normal symbol display device 20. Note that if the previous normal game is still being played, the normal game based on the passage of the game ball through the passage gate 41 cannot be immediately played. Therefore, the normal game based on the passage is suspended up to a predetermined upper limit, such as "4." In the normal game, if a specific normal symbol, such as a normal winning symbol, is displayed as a fixed normal symbol, the display result of the normal symbol is "normal winning." In contrast, if a normal symbol other than a normal winning symbol, such as a normal losing symbol, is displayed as a fixed normal symbol, the display result of the normal symbol is "normal losing." In the case of a "normal winning," opening control is performed to place the variable winning ball device 6B in an open state or an expanded open state for a predetermined period of time. At this time, the second starting winning port is in an open state or an expanded open state.

[0031] When a gaming ball passes through and enters the first start entry opening formed in the winning ball device 6A, the first special symbol game can be initiated by the first special symbol display device 4A. When a gaming ball passes through and enters the second start entry opening formed in the variable winning ball device 6B, the second special symbol game can be initiated by the second special symbol display device 4B. Note that even if a gaming ball enters the start entry opening and a start entry occurs during a period when a special symbol game is being played or during a period when the game is controlled to a jackpot game state or a small jackpot game state, the special symbol game based on the start entry cannot be immediately executed. Therefore, the special symbol game based on the start entry is suspended up to a predetermined upper limit, such as "4." In the special symbol game, when a specific special symbol, such as a jackpot symbol, is displayed as a fixed special symbol, the display result of the special symbol is a "jackpot." In contrast, when a predetermined special pattern, such as a small win pattern, different from a jackpot pattern, is stopped and displayed as the confirmed special pattern, the display result of the special pattern will be "small win." Also, when a special pattern, such as a loss pattern, different from a jackpot pattern or a small win pattern, is stopped and displayed as the confirmed special pattern, the display result of the special pattern will be "miss." Furthermore, when a special pattern, such as a time-saving pattern, different from a jackpot pattern, a small win pattern, or a loss pattern, is stopped and displayed as the confirmed special pattern, the display result of the special pattern may be "time-saving." The special pattern may not include a time-saving pattern. In other words, the display result of the special pattern may not include "time-saving."

[0032] In a special game, once the special symbol display results in a "jackpot," the game enters a jackpot gaming state, which is advantageous to the player. In the jackpot gaming state, the special variable prize ball device 50 can open in a predetermined manner. This open state continues until either a predetermined period of time, such as 29 seconds or 1.8 seconds, has elapsed, or until the number of game balls entering the jackpot reaches a predetermined number, whichever comes first. The predetermined period during which the jackpot opening can be controlled to an open state is the maximum period during which the jackpot opening can be opened in one round, also referred to as the maximum opening period. In the jackpot gaming state, one cycle in which the jackpot opening is open is called a round or round play. In the jackpot gaming state, such rounds can be repeated until a predetermined maximum number of times, such as 15 or 2 times, is reached. In the jackpot gaming state, the player can win prize balls by entering game balls into the jackpot opening. Therefore, the jackpot gaming state is an advantageous state for the player. The more rounds there are in the jackpot gaming state, and the longer the upper limit open period, the more advantageous it is for the player.

[0033] When the display result of a special symbol indicates a "jackpot," multiple jackpot types are included. For example, the opening mode of the jackpot slot, such as the number of rounds or the maximum opening period, and the game state after the jackpot game state ends, such as normal mode, time-saving mode, or probability variable mode, are set to multiple different settings, and a jackpot type is specified corresponding to each setting. The multiple jackpot types may include some or all of the jackpot types that offer many prize balls, jackpot types that offer few prize balls, or jackpot types that offer almost no prize balls, or may include jackpot types with similar numbers of prize balls that can be obtained. Controlling the jackpot game state based on the display result of a special symbol indicating a "jackpot" is also called a pattern jackpot, a special symbol jackpot, a variable display jackpot, or a direct hit jackpot.

[0034] In a special game, once the display result of the special symbol indicates a "small win," the game is controlled to a small win gaming state. In the small win gaming state, the large prize opening formed in the special variable prize ball device 50 can be opened in a predetermined opening mode. For example, in the small win gaming state, the large prize opening may be opened in the same opening mode as in the large prize gaming state for certain jackpot types. The large prize opening may be opened in the same opening mode by sharing the same number of openings and opening period. Alternatively, in the small win gaming state, the large prize opening may be opened in a different opening mode from the large prize opening in the jackpot gaming state. As with the jackpot type, multiple small win types may be included when the display result of the special symbol indicates a "small win." The jackpot type and small win type are also collectively referred to as the win type. The operation of opening and closing the large prize opening in the small win gaming state is also referred to as the start operation. When in the small win gaming state, the special variable winning ball device 50's role entrance, which serves as the large winning opening, is opened, and when the gaming ball passes through the V winning area 51 and is detected by the specific area switch 24, the conditions for a big win are met, and control becomes possible to the big win gaming state. When in the small win gaming state, the gaming ball passes through the V winning area 51, causing a V winning, and the game is controlled to the big win gaming state, this is also called a small win via big win.

[0035] After the jackpot game state ends, the game state can be controlled to a time-saving state or a probability variable state depending on the type of jackpot. Furthermore, in a special symbol game, after the display result of the special symbol becomes "time-saving," the game state is not controlled to the jackpot game state but is controlled to a time-saving state. The time-saving state is a game state in which the second special symbol game by the second special symbol display device 4B is more likely to be executed than in the normal state. A game state in which the second special symbol game is more likely to be executed than in the normal state is a game state in which the game ball is more likely to pass through and enter the second start winning hole than in the normal state. Control of whether the game ball is more likely to pass through the second start winning hole is also called base control. Base control in the normal state is also called normal base control or low base control. Base control in the time-saving state includes high base control. In addition to high base control, the time-saving state may also include medium base control. The medium base control is a base control that makes it easier for the game ball to pass through the second start winning hole than the low base control, but makes it harder for the game ball to pass through the second start winning hole than the high base control. The game state in which the medium base control is performed is also called the medium base state. The game state in which the high base control is performed is also called the high base state. The high base control is also called the high opening control.

[0036] In the normal state, the medium base state, and the high base state, it is possible to display a time-saving symbol as a result of displaying a special symbol. However, in the medium base state and the high base state, even if a time-saving symbol is displayed as a result of displaying a special symbol, base control based on the time-saving symbol is not performed, and new control to transition to the medium base state or the high base state is not initiated. In the time-saving state, it is possible to perform time-saving control that shortens the average variable display time more than in the normal state. For this reason, the time-saving state is also called the time-shortening state.

[0037] The time-saving state, which increases the fluctuation efficiency of special symbols, especially the second special symbol, is considered a special state that is advantageous to players and distinct from the jackpot gaming state. When the gaming state is a probability variable state, in addition to time-saving control, probability variable control is possible, which increases the probability that the display result of the special symbol will be a "jackpot" compared to the normal state. As a result, the probability variable state is also referred to as a probability variable state. The probability variable state not only increases the fluctuation efficiency of special symbols but also makes it easier to achieve a "jackpot," so it is considered a special state that is advantageous to players and distinct from the jackpot gaming state. The time-saving state and probability variable state continue until one of the predetermined termination conditions is met first, such as the execution of a predetermined number of special symbol games or the transition to the next jackpot gaming state. The termination condition, which is the execution of a predetermined number of special symbol games, is also referred to as a count-cut state. A count-cut time-saving state is also referred to as a count-cut time-cut state. A count-cut probability variable state is also referred to as a count-cut probability variable state.

[0038] The normal game state is a game state that is not included in advantageous states such as a jackpot game state that are advantageous to the player, predetermined states such as a small jackpot game state, or special states such as a time-saving state or a probability variable state. The normal state is a game state in which 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" are controlled to be the same as the initial setting state of the pachinko game machine 1. The initial setting state of the pachinko game machine 1 is the control state after the initial setting process is performed without performing the predetermined recovery process after power-on, such as when a system reset is performed.

[0039] 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. Note that the pachinko gaming machine 1 may not include a probability variable state as a gaming state.

[0040] After the small win gaming state ends, there are cases where the game state is controlled to a big win gaming state based on the occurrence of a V win, and cases where a V win does not occur and the gaming state before the small win gaming state is changed remains unchanged. However, if the display result of the special game is a "small win" and a predetermined number of special games are executed in the count cutoff, the control of the time-saving state and the probability variable state may end and the game returns to the normal state. Note that the pachinko gaming machine 1 may not include a small win gaming state as a gaming state. In other words, the display result of the special pattern may not include a "small win."

[0041] The game state may be controlled to the time-saving state when a time-saving condition based on the number of times the variable display is executed is established. Such a time-saving state is also called a rescue time-saving state. The time-saving condition may be established when, after the power to the pachinko game machine 1 is turned on, after a jackpot occurs, or after the display result of the special game becomes "time-saving," a new jackpot game state or control to the time-saving state is not performed even if the variable display is executed a specific number of times.

[0042] (Progress of the production, etc.) The pachinko gaming machine 1 can execute various effects in accordance with the progress of the game. These effects include effects that notify the progress of the game and effects that add excitement to the game. These effects may include displaying various effect images on the image display device 5, outputting sound effects from the speakers 8L and 8R, turning on the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A or the push button 31B, or a combination of some or all of these, and may be executed using any effect device.

[0043] Effects that can be executed in accordance with the progress of the game include variable display of effect symbols. In response to the start of the first or second special symbol game, variable display of effect symbols begins in the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R on the screen of the image display device 5. When the determined special symbol that will be the display result in the first or second special symbol game is displayed in a static state, the determined effect symbol that will be the display result is displayed in a static state in the variable display of effect symbols. The determined effect symbol is composed of a combination of three effect symbols corresponding to the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R. During the period from the start to the end of the variable display of effect symbols, the display mode of the variable display of effect symbols may become a "reach" mode. A "reach" mode refers to a mode in which the effect symbols that have stopped on the screen of the image display device 5 constitute part of a jackpot combination, and the effect symbols that have not yet stopped continue to change. When the display mode of the variable display of the performance pattern becomes a reach mode, it is also said that a reach has been achieved.

[0044] A reach effect can be executed in response to the variable display of the effect symbols becoming a reach state. The pachinko gaming machine 1 can execute multiple types of reach effects so that the probability that the display result of the variable display will be a "jackpot" varies when the effect state differs. The "jackpot" probability corresponding to the effect state is also called the jackpot reliability or jackpot expectation. Reach effects include, for example, normal reach and super reach, which has a higher jackpot reliability than normal reach. In addition, depending on the execution time of the reach effect, it may also include short reach and long reach, which has a longer execution time than short reach.

[0045] When the display result of the special symbols is a "jackpot," a fixed effect symbol that corresponds to a predetermined jackpot combination is displayed as a static effect symbol on the screen of the image display device 5. As an example, the same effect symbols, such as a symbol showing the number "7," are displayed statically on a predetermined active line in the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R. In the case of a "probability jackpot" in which the game is controlled to a probability variable state after the jackpot gaming state ends, odd-numbered effect symbols, such as a symbol showing the number "7," may be displayed statically. In the case of a "non-probability jackpot" in which the game is not controlled to a probability variable state after the jackpot gaming state ends, even-numbered effect symbols, such as a symbol showing the number "6," may be displayed statically. A "non-probability jackpot" is also called a "normal jackpot." In this case, odd-numbered effect symbols are also called probability variable symbols. Even-numbered effect symbols are also called non-probability variable symbols or normal symbols. After a non-variable symbol has reached a reach state, an advancement effect may be executed that ultimately results in a "variable big win."

[0046] When the display result of the special pattern is a "small win," a fixed effect pattern that is a predetermined small win combination is displayed as a stopped effect pattern display result on the screen of the image display device 5. As an example, the same effect pattern, such as an effect pattern showing a number other than "7," may be displayed stopped on a predetermined effective line in the "left," "center," and "right" effect pattern display areas 5L, 5C, and 5R. A common fixed effect pattern may be displayed stopped when the display result of the special pattern is a "big win" and when it is a "small win."

[0047] When the display result of the special pattern is a "miss," there are cases where the display result is a static display without the variable display of the effect pattern becoming a reach state. In this case, the display result of the effect pattern is a static display of the confirmed effect pattern of a non-reach combination. A display result in which the confirmed effect pattern of a non-reach combination is stopped without becoming a reach state is also called a non-reach miss. When the display result of the special pattern is a "miss," there are cases where the variable display of the effect pattern becomes a reach state, and the display result is stopped after the reach effect is executed. In this case, the display result of the effect pattern is a static display of the confirmed effect pattern of a reach combination that is not a big win combination or a small win combination. A display result in which the confirmed effect pattern of a reach combination is stopped after becoming a reach state is also called a reach miss.

[0048] The effects that the pachinko gaming machine 1 can execute include variable display compatible displays such as reserved displays and active displays. In addition, for example, a preview effect that predicts the jackpot reliability can be executed during the variable display of the effect pattern. The preview effect may include a variable preview effect that predicts the jackpot reliability corresponding to the currently executed variable display, and a pre-read preview effect that predicts the jackpot reliability corresponding to the pre-execution variable display whose execution is on hold. The pre-read preview effect may be capable of executing a change effect that changes the display mode of a variable display compatible display such as a reserved display or active display to a mode that is different from the normal mode.

[0049] On the screen of the image display device 5, it may be possible to temporarily stop the effect symbols during the variable display of the effect symbols, and then resume the variable display, thereby executing a pseudo consecutive effect that makes one variable display appear as if it were multiple variable displays. The pseudo consecutive effect may be set so that the reliability of a jackpot is higher when the effect symbols are temporarily stopped and then the variable display is resumed many times than when the number of times is small. In the variable display of the effect symbols, there may be cases where the pseudo consecutive effect is executed before the reach state is reached, and cases where the pseudo consecutive effect is executed after the reach state is reached. In addition, in the variable display of the effect symbols, it may be possible to execute pseudo consecutive effects at multiple times.

[0050] During control of the jackpot gaming state, a jackpot effect can be executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds and an upgrade effect that suggests or notifies the player that the advantage of the jackpot gaming state will improve. During control of the small win gaming state, a small win effect can be executed to notify the player of the small win gaming state. By executing a common effect during control of the jackpot gaming state and during control of the small win gaming state, it may be possible to make it impossible or difficult for the player to recognize whether the current gaming state is a jackpot gaming state or a small win gaming state.

[0051] In a non-play state where a special game or the like is not being executed and a game is not in progress, a demonstration effect image can be displayed on the screen of the image display device 5. A demonstration effect image is also called a demo image. The display of a demo image is also called a demo display. The effect produced by the demo display is also called a customer waiting demo effect.

[0052] (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, a power supply board 17, 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, and a firing control board.

[0053] The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko gaming machine 1. The progress of the game includes the execution of various games and transitions between game states, such as the execution of special games with reserved game management, the execution of regular games with reserved game management, big win game state, small win game state, time-saving state, and probability variable state. The main board 11 is equipped with a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.

[0054] The game control microcomputer 100 provided on the main board 11 is, for example, a one-chip microcomputer and can be configured 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. Some or all of the ROM 101, RAM 102, and random number circuit 104 may be external to the game control microcomputer 100, or may be built into the game control microcomputer 100. The switch circuit 110 receives detection signals from various switches for game ball detection and transmits them to the game control microcomputer 100. The various switches for game ball detection include, for example, a gate switch 21, start port switches such as a first start port switch 22A and a second start port switch 22B, a count switch 23, a specific area switch 24, and an outlet switch 26. The detection signal indicates that a gaming ball has passed or entered and the switch has been turned on. The transmission of the detection signal indicates that the gaming ball has passed or entered. The solenoid circuit 111 can supply solenoid drive signals from the game control microcomputer 100 to the normal electric role solenoid 81, the big prize opening solenoid 82, and the specific area solenoid 83. The solenoid drive signal may be any signal that turns on each solenoid.

[0055] The ROM 101 included in the game control microcomputer 100 is a non-volatile storage device that stores computer programs and data used for game control. The data stored in the ROM 101 includes table data constituting tables used for variable patterns, presentation control commands, and various other settings, judgments, and decisions. The RAM 102 included in the game control microcomputer 100 is a temporary storage device that provides a work area used for game control and a stack for saving data. The RAM 102 may be a backup RAM that stores data so that some or all of the memory contents can be restored within a predetermined period of time even if the power supply to the pachinko gaming machine 1 is interrupted. The RAM 102 is also referred to as RWM (Read / Write Memory). The work area of ​​the RAM 102 includes memory areas for storing various data used for game control, such as counters, timers, buffers, and storage areas for various codes and numerical values. The CPU 103 included in the game control microcomputer 100 can control the progress of the game in the pachinko game machine 1 by executing processing corresponding to the program stored in the ROM 101.

[0056] The random number circuit 104 provided in the game control microcomputer 100 counts updatable numerical data indicating various random number values ​​used when controlling the progress of a game. The random numbers used when controlling the progress of a game are also called game random numbers. Some or all of the game random numbers may be updated by hardware using a dedicated circuit, or may be updated by software such as a computer program executed by the CPU 103.

[0057] 3 shows an example of a gaming random number. The gaming random number includes a random number MR1-1 for determining a special symbol, a random number MR1-2 for a winning symbol, a random number MR1-3 that is the initial value for the winning symbol, a random number MR2-1 for a winning normal symbol, a random number MR2-2 that is the initial value for the winning normal symbol, a random number MR3-1 for a normal symbol variation pattern, a random number MR3-2 for selecting a losing effect, a random number MR3-3 for selecting a variation pattern type, and a random number MR3-4 for a variation pattern.

[0058] The random number MR1-1 for determining special symbols is used to determine the display result of the special symbol, such as whether the display result of the special symbol is a "jackpot" or a "small jackpot." The random number MR1-2 for the winning symbol is used to select a confirmed special symbol from multiple special symbols, such as a jackpot symbol when the display result of the special symbol is a "jackpot," or a small jackpot symbol when the display result of the special symbol is a "small jackpot." The random number MR1-3, which serves as the initial value for the winning symbol, is used to set the initial value of the random number MR1-2. The random number MR2-1 for the normal winning symbol is used to select a confirmed normal symbol from multiple normal symbols to be displayed when the display result of the variable display of normal symbols is a "normal jackpot." The random number MR2-2, which serves as the initial value for the normal winning symbol, is used to set the initial value of the random number MR2-1. The random number MR3-1 for the normal symbol variation pattern is used to determine the normal symbol variation pattern as one of several patterns prepared in advance. The random number MR3-2 for selecting a miss effect is used to select whether or not the variable display of the effect pattern will be in a reach mode when the display result of the special symbol is a "miss." The random number MR3-3 for selecting the variation pattern type is used to select the variation pattern type of the special symbol. The variation pattern type of the special symbol is a group that pre-classifies the variation patterns of the special symbol based on, for example, the presentation mode during the variable display of the effect pattern, and may be configured to include one or more variation patterns. The random number MR3-4 for the variation pattern is used to select the variation pattern of the special symbol.

[0059] When making various judgments and decisions based on random number values, such as numerical data indicating the value of a gaming random number, the CPU 103 reads and refers to various tables from the ROM 101. Even when random number values ​​are not used, the CPU 103 may read and refer to necessary tables from the ROM 101 to make various judgments, decisions, settings, and the like.

[0060] The I / O 105 provided in the game control microcomputer 100 includes an input port to which various signals are input and an output port to which various signals are output. The various signals input to the input port of the I / O 105 may include detection signals from various switches transmitted via the switch circuit 110. The various signals output from the output port of the I / O 105 may include signals for controlling the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first reserve indicator 25A, the second reserve indicator 25B, the normal reserve indicator 25C, etc., and solenoid drive signals for driving the normal electric role solenoid 81, the large prize opening solenoid 82, the specific area solenoid 83, etc.

[0061] The main board 11 transmits presentation control commands corresponding to the progress of the game to the presentation control board 12 as part of the operation of controlling the progress of the game by the game control microcomputer 100. The presentation control commands are commands that specify or notify 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 may include commands that specify various determination results on the main board 11, such as the display result of the special game, the type of win, and the variation pattern; commands that specify the status of the game, such as the start and end of the variable display, the opening status of the big prize slot, the occurrence of a win, the number of reserved memories, and the game status; and commands that specify the occurrence of an error.

[0062] 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 controlling performances based on the received performance control commands. The performances that can be controlled by the performance control board 12 include various performances according to the progress of the game, such as driving the movable body 32, as well as various notifications such as error notifications and notifications of power outage recovery. The performance control board 12 includes 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.

[0063] The performance control CPU 120 executes a program stored in ROM 121 to perform processing for controlling the execution of performance together with the display control unit 123. This processing is for realizing the various functions of the performance control board 12, and includes determining the performance to be executed. The performance control CPU 120 uses various data stored in ROM 121, such as data from various tables, and also uses RAM 122 as its main memory. The performance control CPU 120 may instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A and the push sensor 35B. The detection signal here is a signal that is output when an operation by a player is detected, and may be a signal that appropriately indicates the content of the operation.

[0064] The display control unit 123 includes a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and controls the execution of mainly display-related effects based on instructions to execute effects from the effect control CPU 120. The display control unit 123 displays effect images on the screen of the image display device 5 by supplying a video signal corresponding to the effect to be executed to the image display device 5. The display control unit 123 also supplies a sound designation signal to the audio control board 13 and a lamp signal to the lamp control board 14. The sound designation signal designates the sound to be output from the speakers 8L and 8R. The lamp signal designates the on / off state of the game effect lamp 9. The supply of the sound designation signal and the lamp signal enables the audio output from the speakers 8L and 8R and the on / off state of the game effect lamp 9 in synchronization with the display of the effect image. The display control unit 123 may be capable of supplying a signal for operating the movable body 32 to a motor or solenoid of the movable body 32, or to a driver circuit that drives the movable body 32. A driver board for driving the movable body 32 may be provided separately from the performance control board 12.

[0065] The random number circuit 124 counts updatable numerical data indicating various random number values ​​used when controlling the execution of various performances. Random numbers used when controlling the execution of performances are also called performance random numbers. The performance random numbers may be updated by software such as a computer program executed by the performance control CPU 120. When making various judgments and decisions based on random number values, such as numerical data indicating the values ​​of performance random numbers, the performance control CPU 120 reads and references various tables from ROM 121. Even when random number values ​​are not used, the performance control CPU 120 may read and reference the necessary tables from ROM 121 to make various judgments, decisions, settings, etc.

[0066] The I / O 125 includes an input port for receiving, for example, performance control commands transmitted from the main board 11, and an output port for transmitting various signals. The input port of the I / O 125 may include an input terminal for a detection signal supplied from the controller sensor unit 35A and an input terminal for a detection signal supplied from the push sensor 35B. The output port of the I / O 125 may include an output terminal for a video signal supplied to the image display device 5, an output terminal for a sound designation signal supplied to the audio control board 13, and an output terminal for a lamp signal supplied to the lamp control board 14.

[0067] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, and drives the speakers 8L and 8R based on a sound designation signal from the display control unit 123, causing the speakers 8L and 8R to output the sound designated by the sound designation signal. The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on a lamp signal from the display control unit 123, turning the game effect lamps 9 on or off in the manner designated by the lamp signal. In this way, the sound output from the speakers 8L and 8R and the turning on and off of the game effect lamps 9 can be controlled based on signals from the display control unit 123. Note that the performance control CPU 120 may perform some or all of the control of the sound output and the turning on and off of the lamps, such as supplying the sound designation signal and lamp signal, and the control of the movable body 32, such as supplying a signal to operate the movable body 32. Boards other than the main board 11, such as the performance control board 12, the audio control board 13, and the lamp control board 14, are also called sub-boards. As in the configuration example shown in Fig. 2, multiple sub-boards may be provided for different functions, or, unlike the configuration example shown in Fig. 2, one sub-board may be configured to have multiple functions.

[0068] The power supply board 17 can supply power from an AC power source, such as an external power source of 100V AC, such as a commercial power source, to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting AC to DC, and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (e.g., 12V DC or 5V DC). The pachinko gaming machine 1 can switch between power-on and power-off by operating the power switch 91. The switch circuit 110 of the main board 11 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, pressing the clear switch 92 provided on the power supply board 17.

[0069] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0070] (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 CPU 103 executes main processing for game control.

[0071] FIG. 4 is a flowchart showing the game control main process P_MAIN executed by the CPU 103 on the main board 11. When the game control main process P_MAIN shown in FIG. 4 starts, the CPU 103 executes a power supply start response process P_POWER_ON (step S1) and then executes an RWM check process P_RWM_CHK (step S2). The power supply start response process P_POWER_ON in step S1 can execute initial settings of the game control microcomputer 100 in response to the start of power supply to the pachinko gaming machine 1. The initial settings of the game control microcomputer 100 may include initialization of output ports, setting of interrupt vectors, setting of internal device registers, and setting of specific registers. The RWM check process P_RWM_CHK in step S2 includes a checksum calculation process. The checksum data obtained as a result of the process is compared with the data stored in the checksum buffer. If the two data match, the contents stored in the RAM 102 are determined to be normal.

[0072] Next, it is determined whether a predetermined recovery condition is met (step S3). The recovery condition can be met when the clear signal corresponding to the operation of the clear switch 92 is in the OFF state, normal stored data is present in the checksum buffer, and the stored contents of the RAM 102 serving as the backup RAM are normal. When the power to the pachinko gaming machine 1 is turned on, if the clear switch 92 provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the gaming control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The checksum buffer stores checksum data calculated in the checksum calculation process when the backup monitoring timer measures the backup judgment time during the previous power outage. If the time value of the backup monitoring timer does not match a specific value corresponding to the backup judgment time, it is determined in step S3 that the recovery condition is not met. The backup data may be data stored in the gaming work area of ​​the RAM 102 serving as the backup RAM for gaming control. In step S3, it is determined whether or not the recovery conditions can be met based on the results of checking or inspecting the presence or absence of backup data and data errors by the RWM check process P_RWM_CHK in step S2.

[0073] If the recovery condition is met (Step S3; Yes), the backup setting process P_BACKUP_SET is executed (Step S4). The backup setting process P_BACKUP_SET uses a backup command transmission table to enable the performance control commands corresponding to the time of backup to be sent from the main board 11 to the performance control board 12. The backup setting process P_BACKUP_SET also clears the process codes, timers, counters, and flags specified by the backup setting table, making them initializeable.

[0074] If the recovery condition is not met (step S3; No), the initialization setting process P_INIT_SET is executed (step S5). The initialization setting process P_INIT_SET enables clear data to be transferred to the game work area, which is the work area in RAM 102. This initializes the game work area in RAM 102. Then, the initialization setting process P_INIT_SET uses the initialization command transmission table to enable transmission of the corresponding performance control command at the time of initialization from the main board 11 to the performance control board 12. The initialization setting process P_INIT_SET also clears the buffers, timers, pointers, and counters specified by the initialization setting table, thereby enabling them to be initialized.

[0075] Then, the control start setting process P_STACON is executed (step S6). The control start setting process P_STACON may include a wait process. The wait process executes a loop process and waits until a set waiting time has elapsed, thereby ensuring that sub-boards such as the performance control board 12 can be started. The control start setting process P_STACON may also include a specific count command transmission process or a command transmission process for chip individual number information. The specific count command transmission process enables a performance control command specifying the count value of a specific count counter to be transmitted from the main board 11 to the performance control board 12 when the power is turned on. The specific count counter is provided at a predetermined address in RAM 102 and is sufficient as long as it can count the remaining number of times until the number of executions of the variable display reaches a specific number corresponding to the time-saving condition. The command transmission process for chip individual number information enables a performance control command specifying the stored value of a chip individual number register to be transmitted from the main board 11 to the performance control board 12. The chip individual number register is included in the built-in register of the game control microcomputer 100, and may be any register capable of storing a different value assigned to each chip as the chip individual number.

[0076] The control start setting process P_STACON may include a startup out-of-area process. The startup out-of-area process is executed by reading a program stored in the non-game program area of ​​the ROM 101 in response to startup due to the start of power supply to the pachinko gaming machine 1. The startup out-of-area process may be, for example, a performance display RWM initial value setting process. The performance display RWM initial value setting process enables setting of an initial value for initial display by a 7-segment LED constituting the performance display monitor. The performance display monitor may be mounted on, for example, the main board 11 and may be capable of displaying information related to the setting value and the base. The setting value can be changed to one of multiple levels, such as six levels, when the pachinko gaming machine 1 is in a setting change state in which the settings can be changed, enabling setting of the probability that the display result of the special pattern will be a "jackpot." The base is calculated by dividing the number of prize balls paid out when a game ball passes through each prize slot, such as the starting prize slot, the general prize slot, and the large prize slot, by the number of game balls launched into the game area.

[0077] Following the control start setting process P_STACON in step S6, a timer interrupt counter is set (step S7). In step S7, a PTC counter output value is set so that a periodic timer interrupt occurs at predetermined intervals, such as every 4 ms (milliseconds). The game control main process P_MAIN then enters a loop. In this loop, interrupt prohibition is set (step S8), a random number update process P_TFINIT for initial value determination is executed (step S9), and an out-of-loop region process P_REGOUT is executed (step S10). Then, interrupt permission is set (step S11), and the process returns to step S8. Then, when the interrupt permission state is enabled, the CPU 103 is enabled to execute timer interrupt processing each time an interrupt request signal is input from the PTC to the CPU 103. This allows the CPU 103 to execute timer interrupt processing each time a predetermined time, such as every 4 ms, has elapsed.

[0078] Fig. 5 is a flowchart showing an example of the timer interrupt process P_PCT for game control. In the timer interrupt process P_PCT shown in Fig. 5, the power-off process P_POWER_OFF is executed (step S51). Next, it is determined whether the misconduct monitoring flag is "0" (step S52). When a magnetism is detected by the magnet sensor or when a radio wave is detected by the frame radio wave sensor, the misconduct monitoring flag is set to "1" corresponding to the ON state. In all other cases, the misconduct monitoring flag is set to "0" corresponding to the OFF state.

[0079] If the fraudulent activity monitoring flag is "1" (step S52; No), the game stop process P_GAME_STOP is executed (step S53). The game stop process P_GAME_STOP is simply a process that initializes the output port and turns off the output of the connection confirmation signal. The connection confirmation signal is transmitted from the main board 11 to the payout control board, and if it is in the off state, the execution of the payout process in the payout control board is stopped.

[0080] If the fraudulent activity monitoring flag is "0" (step S52; Yes), the switch processing P_SW is executed (step S54), the switch error notification processing P_CON_CHK is executed (step S55), the random number update processing P_RANDOM is executed (step S56), and the initial value determination random number update processing P_TFINIT is executed (step S57). In addition, the special symbol process processing P_TPROC is executed (step S58), the normal symbol process processing P_FPROC is executed (step S59), the information output processing P_JYOUHOU is executed (step S60), the prize ball processing P_PAY is executed (step S61), and the display processing P_HYOUZI is executed (step S62). Furthermore, other timer interrupt corresponding processing is executed (step S63). After that, the interrupt permission is set (step S64), and then the timer interrupt processing P_PCT is terminated.

[0081] The power-off processing P_POWER_OFF in step S51 judges the power confirmation signal transmitted from the power supply board 17, enabling checksum calculation processing and the like to be executed when power is turned off. The switch processing P_SW in step S54 judges the state of the input port, enabling updating of the switch-on buffer and the like. The switch error notification processing P_CON_CHK in step S55 can update the count value of a sensor-on counter specified, for example, by a switch error notification judgment table, and when the count value reaches a sensor abnormality error judgment value, enables error notification display. The random number update processing P_RANDOM in step S56 enables software random numbers among the game random numbers to be updated by software. The random number update processing P_TFINIT for initial value determination in step S57 enables software to update the game random numbers used as random number initial values.

[0082] The special symbol process P_TPROC in step S58 includes processes related to the variable display of special symbols and game states, such as managing the execution and reservation of special symbol games, controlling the jackpot and small jackpot game states, and controlling game states. The normal symbol process P_FPROC in step S59 includes processes related to the variable display of normal symbols and the state control of the second start winning slot, such as managing the execution and reservation of normal symbol games based on the detection signal from the gate switch 21 and controlling the opening and closing of the variable winning ball device 6B based on a "normal symbol win." The information output process P_JYOUHOU in step S60 sets an information output signal. The information output signal is a signal corresponding to information such as jackpot information, start information, and probability fluctuation information supplied to, for example, a hall management computer installed outside the pachinko gaming machine 1. The jackpot information indicates the number of jackpots that have occurred. The start information indicates the number of start wins. The probability fluctuation information indicates the number of times the game has entered the probability variable state. The prize ball processing P_PAY in step S61 includes a prize ball command output counter addition process and a prize ball control process. The prize ball command output counter addition process uses a prize ball number table to determine whether a switch is on, and when on is detected, updates the prize ball command output counter and the winning information output counter. The prize ball control process selects a process corresponding to the prize ball process code and controls the payout of prize balls based on the detection of game balls. The display process P_HYOUZI in step S62 sets the display for the first reserve indicator 25A, second reserve indicator 25B, regular reserve indicator 25C, and various other status indicator lights.

[0083] FIG. 6 is a flowchart showing an example of processing that can be executed in step S58 of FIG. 5 as the special symbol process P_TPROC. In the special symbol process P_TPROC, the CPU 103 sets a first start winning corresponding flag (step S101). The first start winning corresponding flag is set by executing a logical operation instruction or the like to reflect the state of the first start winning port switch 22A contained in the switch-on buffer in the flag register of the CPU 103. At this time, a zero flag in the flag register being in the on state indicates that the first start winning corresponding flag is in the off state. Conversely, a zero flag being in the off state indicates that the first start winning corresponding flag is in the on state. Next, a transfer instruction for setting a table pointer is issued to set the first start winning corresponding table (step S102). Then, it is determined whether the first start winning corresponding flag is on (step S103). When the first start winning corresponding flag is on (step S103; Yes), the start port switch passing process P_TZU_ON is executed (step S104).

[0084] If the first start winning corresponding flag is off in response to step S103 (step S103; No), or after the start winning switch passing process P_TZU_ON in step S104, the second start winning corresponding flag is set (step S105). The second start winning corresponding flag is set by executing a logical operation instruction or the like to reflect the state of the second start winning switch 22B contained in the switch-on buffer in the flag register of the CPU 103. At this time, the zero flag in the flag register being on indicates that the second start winning corresponding flag is off. Conversely, the zero flag being off indicates that the second start winning corresponding flag is on. Next, the second start winning corresponding table is set by a transfer instruction for setting the table pointer (step S106). After that, it is determined whether the second start winning corresponding flag is on (step S107). When the second start winning corresponding flag is on (step S107; Yes), the start port switch passing process P_TZU_ON is executed (step S108).

[0085] The start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102 to update the first reserved memory number and the total reserved memory number by adding 1 if the first reserved memory number is less than the upper limit, extracts a random number MR1-1 for determining a special symbol, a random number MR3-2 for selecting a miss effect, a random number MR3-3 for selecting a variation pattern type, and a random number MR3-4 for a variation pattern, stores them in their respective random number buffers, and then transfers them to the first special symbol reserve buffer. Also, using the first reserved memory information designation command transmission table, a first reserved memory information designation command that specifies the first reserved memory number can be transmitted from the main board 11 to the performance control board 12. Then, a value indicating "1" is stored in the start port winning buffer as the start port winning designation value.

[0086] The start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106 to update the second reserved memory number and the total reserved memory number by adding 1 if the second reserved memory number is less than the upper limit, extracts the random number MR1-1 for determining the special symbol, the random number MR3-2 for selecting a miss effect, the random number MR3-3 for selecting a variation pattern type, and the random number MR3-4 for the variation pattern, stores them in their respective random number buffers, and then transfers them to the second special symbol reserve buffer. Also, using the second reserved memory information designation command transmission table, the second reserved memory information designation command that specifies the second reserved memory number can be transmitted from the main board 11 to the performance control board 12. Then, a value indicating "2" is stored in the start port winning buffer as the start port winning designation value.

[0087] A common start port switch passing process P_TZU_ON can be executed in steps S104 and S108. Meanwhile, the start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102, while the start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106. In this way, the common start port switch passing process P_TZU_ON is executed using different start port winning tables. Therefore, different data settings and controls are possible when the gaming ball enters the first start port and when it enters the second start port, using the common process. Note that the start port switch passing process P_TZU_ON may include a winning performance process using the extracted gaming random number.

[0088] If the second start winning flag is off in step S107 (step S107; No), or after the start gate switch passing process P_TZU_ON in step S108, a transfer command for setting a pointer sets a special symbol process processing jump table (step S109). The special symbol process processing jump table is an address management table that selects and executes processing corresponding to the read value of the special symbol process code. The special symbol process code can be updated to any of 00[H] to 0B[H] in accordance with the progress of game control in the pachinko gaming machine 1, and is also called a special symbol process code. Here, [H] indicates a hexadecimal number. Note that [B] can also indicate a binary number.

[0089] Following step S109, a transfer command for reading stored data is used to load the special symbol process code (step S110). Next, the 2-byte data selection process P_ABXEXEC is executed (step S111) to obtain the address of the process selected corresponding to the special symbol process code. The obtained address is set in a pointer. After this, a subroutine call command is issued to execute the process pointed to by the pointer (step S112), making it possible to execute the process selected corresponding to the special symbol process code. When the selected process is completed and a return command is issued to return to the special symbol process process P_TPROC, the special symbol process process P_TPROC is also completed, and a return command is issued to return to the timer interrupt process P_PCT for game control.

[0090] FIG. 7 shows a configuration example TT01 of a special symbol process processing jump table used in the special symbol process processing P_TPROC. The special symbol process processing jump table is configured by including table data that can set the address of the process selected corresponding to the special symbol process code in an internal register of the CPU 103 used as a pointer. The special symbol process processing jump table of the configuration example TT01 includes special symbol normal processing P_TNORMAL when the special symbol process code is 00 [H], special symbol fluctuation processing P_TSTART when the special symbol process code is 01 [H], special symbol stop processing P_TSTOP when the special symbol process code is 02 [H], small win opening pre-processing P_TLFAN when the special symbol process code is 03 [H], small win opening mid-processing P_TLOPEN when the special symbol process code is 04 [H], small win opening post-processing P_TLCLSF when the special symbol process code is 05 [H], and ... It includes table data that can set address values ​​corresponding to the small win discharge ball waiting process P_TLOUT when the other pattern process code is 06 [H], the small win end process P_TLEND when the special pattern process code is 07 [H], the pre-opening process P_TINT for the large prize opening when the special pattern process code is 08 [H], the opening process P_TOPEN for the large prize opening when the special pattern process code is 09 [H], the post-opening process P_TCLSF for the large prize opening when the special pattern process code is 0A [H], and the big win end process P_TEND when the special pattern process code is 0B [H] in the pointer.

[0091] The normal special symbol processing P_TNORMAL determines whether to start a special symbol game based on the presence or absence of stored reserved information, determines the special symbol display result using the random number MR1-1 for special symbol determination, determines the fixed special symbol to be displayed in the variable special symbol display, and determines the special symbol variation pattern. The special symbol display result includes "jackpot," "minor jackpot," "miss," etc., and if it is determined to be a "jackpot," it determines to control the game to a jackpot game state that is advantageous to the player. Furthermore, if the special symbol display result is a "jackpot," it determines which of several jackpot game states with different degrees of advantage to the player will be controlled to, depending on the jackpot symbol that becomes the fixed special symbol. Therefore, by executing the special symbol normal processing P_TNORMAL, the CPU 103 can determine whether to control to an advantageous state that is advantageous to the player, and can determine which of a plurality of types of advantageous states with different degrees of advantage to the player to control to. Furthermore, by executing the special symbol normal processing P_TNORMAL, the CPU 103 can determine to one of a plurality of types of variation patterns.

[0092] The special symbol change process P_TSTART measures the elapsed time since the special symbol began to change on the first special symbol display device 4A or the second special symbol display device 4B, and makes it possible to determine whether the special symbol change time corresponding to the change pattern has elapsed. The special symbol stop process P_TSTOP measures the elapsed time since the special symbol stopped changing on the first special symbol display device 4A or the second special symbol display device 4B, and makes it possible to determine whether the symbol stop time has elapsed. The symbol stop time may be set as the time for stopping the display of the special symbol when it is determined that the special symbol change time has elapsed in the special symbol change process P_TSTART. When the symbol stop time has elapsed, the special symbol process code is updated and various settings are made according to the special symbol display result. For example, if the special pattern display result is a "big hit", the special pattern process code can be updated to 08 [H], if the special pattern display result is a "small hit", the special pattern process code can be updated to 03 [H], and if the special pattern display result is a "miss", the special pattern process code can be updated to 00 [H].

[0093] The small win opening pre-processing P_TLFAN, small win opening mid-processing P_TLOPEN, small win opening post-processing P_TLCLSF, small win discharge ball waiting process P_TLOUT, and small win end process P_TLEND are processes for controlling the progress of the game in the small win game state. The large prize opening pre-processing P_TINT, large prize opening mid-processing P_TOPEN, large prize opening post-processing P_TCLSF, and big win end process P_TEND are processes for controlling the progress of the game in the big win game state.

[0094] (Major operations of the performance control board 12) Next, we will explain the main operations of the performance control board 12. When the performance control board 12 receives a supply of power supply voltage from the power supply board 17 or the like, the performance control CPU 120 starts up and executes the performance control main process.

[0095] FIG. 8 is a flowchart showing the performance control main process S_MAIN executed by the performance control CPU 120 in the performance control board 12. When the performance control main process S_MAIN shown in FIG. 8 starts, the performance control CPU 120 executes a performance control initialization process S_INIT (step S71). The performance control initialization process S_INIT includes clearing RAM 122, setting various initial values, and setting registers for the timer circuit mounted on the performance control board 12. Next, an initial operation control process S_SYOKI is executed (step S72). The initial operation control process S_SYOKI enables control of 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. Then, it is determined whether a timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time, such as 2 ms (milliseconds), elapses based on the register setting for the timer circuit. Since the timer interrupt flag is off (step S73; No), step S73 is repeated and the process waits.

[0096] When the timer interrupt flag is on (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and a command analysis process S_COMMAND is executed (step S75), a performance control process S_CPROC is executed (step S76), a performance random number update process S_RANDOM is executed (step S77), and a performance output process S_OUT is executed (step S78). Then, other timer interrupt response processes are executed (step S79), and the process returns to step S73.

[0097] The command analysis process S_COMMAND in step S75 enables the reading of the performance control commands stored in the performance control command receiving buffer and the setting and control corresponding to the read performance control commands. By executing the command analysis process S_COMMAND, the performance control CPU 120 can update the stored data indicating the flag status, the stored data in the register, and other stored data in the work area of ​​the RAM 122 in response to the performance control commands transmitted from the main board 11. The performance control process S_CPROC in step S76 enables the control of the execution of performances using various performance devices, including, for example, the display of performance images on the screen of the image display device 5, the audio output from the speakers 8L and 8R, the lighting or extinguishing of decorative light sources such as the game effect lamp 9 and decorative LEDs, and the drive control of the movable body 32. The control content of the performances using various performance devices only needs to be judged, determined, and set based on the performance control commands transmitted from the main board 11 and the results of processing by the performance control CPU 120. The random number updating process S_RANDOM in step S77 enables updating of at least a part of the random numbers for performance used on the performance control board 12 side by executing a program as software.

[0098] Fig. 9(A) is a flowchart showing an example of processing that can be executed in step S76 shown in Fig. 8 as the performance control process processing S_CPROC. The performance control CPU 120 executes the look-ahead performance setting processing S_SAKI_SET in the performance control process processing (step S151). The look-ahead performance setting processing S_SAKI_SET enables judgment, decision, and setting regarding the execution of the look-ahead preview performance, for example, based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, the look-ahead performance setting processing S_SAKI_SET makes it possible to update the hold display based on the number of hold memories specified from the performance control command.

[0099] After the look-ahead effect setting process S_SAKI_SET in step S151, a effect control process jump table is set by a transfer command that sets a pointer (step S152). The effect control process jump table is an address management table that selects and makes executable a process corresponding to the read value of the effect control process code. The effect control process code can be updated and set to any of 00[H] to 0A[H] in accordance with the progress of effect control in the pachinko gaming machine 1, and is also called the effect process code. The effect control process code is loaded by a transfer command that reads out stored data (step S153). The address of the process to be selected corresponding to the effect control process code thus acquired is set in the effect control pointer (step S154). Therefore, by executing the process pointed to by the effect control pointer (step S115), the process selected corresponding to the effect control process code becomes executable.

[0100] 9(B) shows an example of the configuration TT02 of the performance control process jump table used in the performance control process S_CPROC. The performance control process jump table includes table data that can set the address of the process selected corresponding to the performance control process code in a register used as a performance control pointer. The effect control process processing jump table of configuration example TT02 includes table data that can set address values ​​corresponding to the following in the effect control pointer: waiting for a change pattern command when the effect control process code is 00 [H], effect pattern change start processing when the effect control process code is 01 [H], effect pattern change in progress processing when the effect control process code is 02 [H], effect pattern change stop processing when the effect control process code is 03 [H], small win display processing when the effect control process code is 04 [H], small win open processing when the effect control process code is 05 [H], small win end effect processing when the effect control process code is 06 [H], big win display processing when the effect control process code is 07 [H], round processing when the effect control process code is 08 [H], post-round processing when the effect control process code is 09 [H], and big win end effect processing when the effect control process code is 0A [H].

[0101] The variation pattern command reception waiting process determines whether a variation pattern designation command transmitted from the game control microcomputer 100 of the main board 11 has been received. If it is determined that a variation pattern designation command has been received, the presentation control process code is updated to 01 [H], which corresponds to the presentation pattern variation start process. If it is determined that a variation pattern designation command has not been received, the demo display can be controlled. The presentation pattern variation start process enables the start of a variation-time presentation corresponding to a special game. For example, in response to a variation pattern designation command transmitted from the main board 11, it enables the selection of a presentation pattern to be used to control the variation-time presentation and the start of updating the presentation process timer that measures the presentation execution time. The presentation pattern variation in progress process controls the switching timing of each presentation element that constitutes the presentation pattern and determines whether the presentation execution time has elapsed based on the timing value of the presentation process timer. If it is determined that the presentation execution time has elapsed, the presentation control process code is updated to 03 [H], which corresponds to the presentation pattern variation stop process. The effect pattern change stop process enables control of the end of the effect during change and control of the display of the effect result corresponding to the determined special pattern based on the establishment of the end condition of the effect during change, such as the elapse of the effect execution time or the reception of a effect pattern determination command. At this time, the effect control process code is updated and various settings are made according to the display result of the variable display. For example, if the display result of the variable display is a "big hit," the effect control process code can be updated to 07 [H], if the display result of the variable display is a "small hit," the effect control process code can be updated to 04 [H], and if the display result of the variable display is a "miss," the effect control process code can be updated to 00 [H].

[0102] The small win display process, small win opening process, and small win end effect process are processes for controlling the progress of effects corresponding to the small win game state. The big win display process, round process, post-round process, and big win end effect process are processes for controlling the progress of effects corresponding to the big win game state.

[0103] (Variations of basic explanations, etc.) The pachinko gaming machine 1 is not limited to the configuration, functions, processing, and operation described in the basic description and other explanations, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not need to have all the technical features described in the embodiments, but may have some of the configuration described in the embodiments so as to solve at least one problem in the prior art. When a subordinate concept is described in the embodiments, an invention of a generic concept using homologous or similar matters, or an invention of a generic concept using common properties, is included in the present invention, and may have some of the structure or characteristics described in the embodiments so as to solve at least one problem in the prior art.

[0104] The pachinko game machine 1 may be a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, or it may be an enclosed type game machine that encloses game media and awards points when a prize is won.

[0105] The display during the variable display of the special symbol may be, for example, only one type of symbol, such as a symbol indicating "-", and the variable display may be such that this symbol is repeatedly displayed and turned off. One type of symbol may be displayed during the variable display, and this symbol may not be displayed when the variable display is stopped. For example, the display result may be a non-display state in which the symbol indicating "-" is not displayed and no special symbol is displayed.

[0106] The pachinko gaming machine 1 may be configured to change the probability of winning a jackpot and the payout rate in response to multiple setting values. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate may be changed by using a different jackpot determination value for each setting value. As a specific example, the setting values ​​are divided into six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreasing as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this case, setting 6 as the setting value provides the highest advantage to the player, and the advantage gradually decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes depending on the setting value, the payout rate may also change depending on the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change depending on the setting value. The pachinko gaming machine 1 may be configured to be able to set one of a plurality of setting values ​​that differ in the degree of advantage to the player. The setting value set in the pachinko gaming machine 1 may be notified by a setting value designation command being sent from the main board 11 to the effect control board 12. During execution of the variable display, a setting suggestion effect may be executed that suggests the setting value in the pachinko gaming machine 1 at a predetermined rate. The suggestion regarding the setting value in the pachinko gaming machine 1 is not limited to suggesting the setting value in the pachinko gaming machine 1, and may, for example, suggest whether the setting value in the pachinko gaming machine 1 has been changed. The setting suggestion effect may suggest the likelihood of a jackpot through any effect, and may also suggest the setting value in the pachinko gaming machine 1.

[0107] Instead of some or all of the suggestions regarding the control of the jackpot gaming state, or together with some or all of the suggestions regarding the control of the jackpot gaming state, suggestions regarding the control of a state that is advantageous to the player, different from the jackpot gaming state, may be made. For example, a suggestion regarding a probability variable state that is controlled after the jackpot gaming state ends may be made. In addition, suggestions regarding a state in which any game value that is advantageous to the player is awarded as an advantageous state may be made, depending on whether or not it is controlled.

[0108] The invention relating to gaming machines is not limited to pachinko gaming machines 1, but can also be applied to slot machines as appropriate. A slot machine can execute a game in which medals are inserted, a predetermined bet amount is set, multiple types of symbols are rotated in response to the player's operation of a control lever, and when the symbols are stopped in response to the player's operation of a stop button, a predetermined number of medals is paid out to the player if a specific combination of symbols is formed. In a slot machine, advantageous states that are advantageous to the player may include, for example, one or more of so-called bonuses, such as a big bonus, regular bonus, RT, AT, ART, and CZ.

[0109] The programs and data for realizing various controls, including the progress of the game and the execution of the effects, may be distributed and provided to a computer device included in a gaming machine such as the pachinko gaming machine 1 via a removable recording medium, or may be distributed and provided by being pre-installed in a storage device of the computer device. Also, the gaming machine may have a communication processing unit that can be connected to an external device on a network via a communication line or the like, and distribute and provide the programs and data by downloading them from the external device. The execution of the game and effects may also be executable by inserting a removable recording medium, or by temporarily storing the programs and data downloaded via a communication line or the like in internal memory, or by directly executing them using hardware resources of an external device on a network connected via a communication line or the like, or by exchanging data with another computer device or the like via a network.

[0110] When comparing various percentages, such as the decision percentage of a process or data, or the execution percentage of a performance, expressions such as "high," "low," or "different" may include cases where one is a percentage of "0%" or "100%." ​​For example, for one decision result or execution content, a percentage of "0%" may include cases where there is no decision or execution, or a percentage of "100%" may include cases where there is always a decision or execution.

[0111] (Explanation of feature part 002AK) FIG. 10-1 shows a configuration example AKP0 of a screen display in the image display device 5, relating to the characteristic part 002AK. In the configuration example AKP0, an active display area AKA0, a reserved display area AKB0, and a small symbol display area AKC0 are provided on the screen of the image display device 5. The active display area AKA0 enables an active display by displaying a performance image corresponding to a variable display currently being executed. The reserved display area AKB0 enables a reserved display by displaying a performance image corresponding to a variable display whose execution is suspended. In this way, the active display area AKA0 and the reserved display area AKB0 enable the display of an active display or a reserved display that is a corresponding display or a specific display corresponding to the variable display as a display related to the variable display. The reserved display area AKB0 may include a first reserved display area capable of executing a first reserved display by displaying a performance image that enables the first reserved memory number to be recognized, and a second reserved display area capable of executing a second reserved display by displaying a performance image that enables the second reserved memory number to be recognized.

[0112] In the active display area AKA0, an active display is initiated based on the hold display erased (consumed) in the hold display area AKB0 in response to the start of the special game. The hold display area AKB0 may display hold displays corresponding to hold numbers "1," "2," "3," and "4" in order from the left, for example, as long as the display area is configured so that hold displays are displayed left-justified. The active displays that can be displayed in the active display area AKA0 may share the same shape, pattern, color, or any combination of all or part of these with the hold displays in the hold display area AKB0. For example, the active display may display a presentation image that is common to the hold displays and is larger than each of the hold displays. The display mode of the active display may be changed to a different display mode from that of the hold display by executing an active display change presentation. The active display area AKA0 may distinguish the active display from the hold displays, for example, by displaying a presentation image showing a pedestal below the active display.

[0113] The small symbol display area AKC0 is smaller than the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R, and is provided in a predetermined position, for example, the lower right-hand side of the screen of the image display device 5. In the small symbol display area AKC0, variable display of small symbols is performed in response to the variable display of special symbols and effect symbols. The effect image showing the small symbol is reduced in size compared to the identification information image showing the effect symbol, and may be a reduced identification information image capable of variable display in a display mode that is in common in whole or in part with each of the identification information images showing the effect symbol. The effect image showing the small symbol may be displayed in a position that is always visible.

[0114] FIG. 10-2 shows an example of the configuration of a start-gate winning command included in the effect control command for feature section 002AK. The start-gate switch passing process P_TZU_ON in steps S104 and S108 included in the special symbol process process P_TPROC shown in FIG. 6 enables the main board 11 to transmit an effect control command specifying the occurrence of a start winning to the effect control board 12 based on the game ball passing through a starting area such as the first start winning gate or the second start winning gate. The start-gate switch passing process P_TZU_ON also enables the main board 11 to transmit an effect control command specifying the number of reserved memories to the effect control board 12. Furthermore, the start-gate switch passing process P_TZU_ON executes a winning effect process using the extracted gaming random number, thereby enabling the main board 11 to transmit an effect control command specifying the winning determination result to the effect control board 12. A start-gate winning designation command is provided as an effect control command specifying the occurrence of a start winning. A reserved memory information designation command is provided in advance as a performance control command for designating the reserved memory number. A prize-winning judgment result command is provided in advance as a performance control command for designating the prize-winning judgment result.

[0115] Figure 10-2(A) shows examples of settings for the start gate winning designation command, reserved memory information designation command, and winning judgment result command. The start gate winning designation command includes command B100[H], which is the first start gate winning designation command, and command B200[H], which is the second start gate winning designation command. The reserved memory information designation command includes command C1XX[H], which is the first reserved memory information designation command, and command C2XX[H], which is the second reserved memory information designation command. Note that XX[H] represents a single byte of unspecified hexadecimal data, and may be any value set according to the instructions of the performance control command. The reserved memory information designation command may be set to different EXT data, such as 00[H] to 04[H], depending on the first and second reserved memory counts. The winning time determination result command is a command C4XX[H] that can set different EXT data in accordance with the determination result of the winning time performance process executed using the gaming random number.

[0116] In the game control microcomputer 100 of the main board 11, the CPU 103, which executes the start gate switch passing process P_TZU_ON in steps S104 and S108 shown in Fig. 6, controls the transmission of multiple types of effect control commands as start winning commands based on the game ball passing through the start area. The start gate switch passing process P_TZU_ON in steps S104 and S108 stores the extracted game random number as reserved information in the first special symbol reserve buffer and the second special symbol reserve buffer, and enables the execution of the winning effect process using these game random numbers. The winning effect process, for example, uses the special symbol determination random number MR1-1 to determine whether the display result of the special symbol corresponds to a "jackpot" and is controlled to a jackpot game state before the variable display is executed. The CPU 103 that executes the winning effect processing executes a comparison operation with the jackpot determination value to determine whether the value of the random number MR1-1 for determining the special symbol is within the jackpot determination range. At this time, if the random number MR1-1 for determining the special symbol is within the jackpot determination range, the winning effect determination result is set to "jackpot." The CPU 103 that executes the start port switch passing process P_TZU_ON that includes such winning effect processing becomes a determination means that can determine whether or not the game will be controlled to an advantageous state based on the variable display before the variable display is executed.

[0117] Furthermore, when the random number MR1-1 for determining the special symbol is not within the jackpot determination range, the CPU 103 that executes the winning effect processing performs a comparison operation with the reach determination value for the random number MR3-2 for selecting a losing effect to determine whether its value is within the reach determination range. At this time, if the random number MR3-2 for selecting a losing effect is within the reach determination range, the CPU 103 further performs a comparison operation with the super reach determination value using the random number MR3-3 for selecting a variation pattern type to determine whether its value is within the super reach determination range. Thus, when the random number MR3-3 for selecting a variation pattern type is within the super reach determination range, the winning effect determination result is set to "super reach determination with loss." When the random number MR3-3 for selecting a variation pattern type is not within the super reach determination range and the random number MR3-2 for selecting a losing effect is within the reach determination range, the winning effect determination result is set to "reach determination with loss." In response to the fact that the random number MR3-2 for selecting the losing effect is not within the range of the determined reach, the result of the winning judgment is set to "general when losing."

[0118] Figure 10-2(B) shows an example of the content specified by the winning judgment result command. Among the winning judgment result commands, commands C402H, C403H, and C404H may be sent when the random number MR1-1 for determining the special symbol is not within the jackpot judgment range, and notify the winning judgment result that the display result of the special symbol game is determined to be a "miss" and the game will not be controlled to a jackpot gaming state. On the other hand, command C401H is sent when the random number MR1-1 for determining the special symbol is within the jackpot judgment range, and notify the winning judgment result that the display result of the special symbol game is determined to be a "jackpot" and the game will be controlled to a jackpot gaming state. Note that command C400H notifies that the winning judgment is restricted.

[0119] FIG. 10-3 shows an example of the configuration of a variation pattern related to the feature part 002AK. A plurality of variation patterns may be prepared in advance corresponding to different special pattern variation times and variable display modes of the performance symbols. The plurality of variation patterns related to the feature part 002AK includes variation patterns corresponding to any of "non-reach (miss)", "reach (miss)", and "reach (win)". "Non-reach (miss)" is a case where the variable display of the performance symbols does not reach a reach state, and the fixed performance symbol of a non-reach combination is displayed as a static display, and the variable display result of the performance symbols is a "non-reach miss". "Reach (miss)" is a case where, after the variable display of the performance symbols reaches a reach state, the fixed performance symbol of a reach combination that is not a jackpot combination is displayed as a static display, and the variable display result of the performance symbols is a "reach miss". A "reach (hit)" occurs when the variable display of the performance symbols reaches a reach state, and then the confirmed performance symbols for the big hit combination (or small hit combination) are displayed in a stopped state, and the variable display result of the performance symbols is a "big hit" (or a "small hit").

[0120] The fluctuation pattern corresponding to a "non-reach miss" is a non-reach fluctuation pattern, the fluctuation pattern corresponding to a "reach miss" is a reach fluctuation pattern, and the fluctuation pattern corresponding to a "big hit" or "small hit" is a hit fluctuation pattern. Non-reach fluctuation patterns and reach fluctuation patterns are collectively called miss fluctuation patterns. Reach fluctuation patterns and hit fluctuation patterns include a "normal" fluctuation pattern in which the display result of the variable display is frozen after a reach effect that becomes a normal reach is executed, and a "super" fluctuation pattern in which the display result of the variable display is frozen after a reach effect that becomes a normal reach is executed, and then the reach effect that becomes a super reach is executed. The reach effects that become super reach include Super A and Super B reach effects, which have different presentation styles.

[0121] FIG. 10-4 shows an example of the configuration of a fluctuation pattern determination table. The fluctuation pattern determination table includes a jackpot fluctuation pattern determination table AKT01 shown in FIG. 10-4(A), a normal-time miss fluctuation pattern determination table AKT02 shown in FIG. 10-4(B1), and a time-saving miss fluctuation pattern determination table AKT03 shown in FIG. 10-4(B2). The jackpot fluctuation pattern determination table AKT01 is used when the display result of the special symbol is a "jackpot." The normal-time miss fluctuation pattern determination table AKT02 is used when the display result of the special symbol is a "miss" in the normal state where time-saving control is not performed. The time-saving miss fluctuation pattern determination table AKT03 is used when the display result of the special symbol is a "miss" in the time-saving state where time-saving control is performed. The normal time miss fluctuation pattern determination table AKT02 and the time-saving miss fluctuation pattern determination table AKT03 are included in the miss fluctuation pattern determination table used when the display result of the special pattern is a "miss."

[0122] The special symbol process P_TPROC shown in FIG. 6 enables the execution of a variation pattern setting process after the special symbol determination process when the special symbol normal process P_TNORMAL corresponding to the special symbol process code 00 [H] is executed in step S112 and the variable display of the special symbol is started. The variation pattern setting process makes it possible to determine the variation pattern using the random number MR3-4 for the variation pattern. Note that the variation pattern setting process can use the random number MR3-2 for selecting a miss effect and the random number MR3-3 for selecting the variation pattern type to determine the variation pattern. However, for simplicity of explanation, it is assumed here that the variation pattern is determined using the random number MR3-4 for the variation pattern.

[0123] When determining a variation pattern, numerical data indicating the random numbers MR3-4 for the variation pattern are read from the variation pattern buffer. The variation pattern buffer can store numerical data indicating the random numbers MR3-4 for the variation pattern included in the game random numbers extracted when the first start winning or the second start winning occurs. The CPU 103 of the game control microcomputer 100 compares the random numbers MR3-4 for the variation pattern read from the variation pattern buffer with the predetermined determination value in the selected variation pattern determination table. Then, the variation pattern to be used is determined based on the determination result of which range of determination values ​​assigned to each variation pattern includes the random numbers MR3-4 for the variation pattern.

[0124] In the jackpot fluctuation pattern determination table AKT01, a determination value is assigned to each fluctuation pattern so that the number of determination values ​​assigned to a "super" fluctuation pattern such as fluctuation pattern PA3-2 or PA3-3 is greater than the number of determination values ​​assigned to a "normal" fluctuation pattern such as fluctuation pattern PA3-1. In contrast, in the loss fluctuation pattern determination tables AKT02 and AKT03, a determination value is assigned to each fluctuation pattern so that the number of determination values ​​assigned to a "normal" fluctuation pattern such as fluctuation pattern PA2-1 is greater than the number of determination values ​​assigned to a "super" fluctuation pattern such as fluctuation pattern PA2-2 or PA2-3. As a result, when a reach effect that results in a super reach is executed and then the display result of the variable display is statically displayed, the jackpot expectation rate (jackpot reliability) is higher than when a reach effect that results in a normal reach is executed but the reach effect that results in a super reach is not executed and the display result of the variable display is statically displayed.

[0125] The normal time miss fluctuation pattern determination table AKT02 may be set to include fluctuation patterns with different numbers of assigned determination values ​​depending on whether the first reserved memory count is 0, 1, or 2 or more. This setting allows the average variable display time (special symbol fluctuation time) of special symbols and effect symbols to vary depending on the first reserved memory count. When the first reserved memory count is a predetermined value (e.g., "2") or more, a determination value may be assigned to each fluctuation pattern so that the average variable display time can be shorter than when the first reserved memory count is less than the predetermined value. The time-saving miss fluctuation pattern determination table AKT03 may be set to include fluctuation patterns with different numbers of assigned determination values ​​depending on whether the second reserved memory count is 0, 1, or 2 or more. This setting allows the average variable display time (special symbol fluctuation time) of special symbols and effect symbols to vary depending on the second reserved memory count. When the number of second reserved memories is equal to or greater than a predetermined value (for example, "2"), a determination value may be assigned to each variation pattern so that the average variable display time can be shorter than when the number of second reserved memories is less than the predetermined value. In addition, in the time-saving failure variation pattern determination table AKT03, a determination value may be assigned to each variation pattern so that a greater number of determination values ​​are assigned to a variation pattern with a shorter special pattern variation time than to a variation pattern with a longer special pattern variation time than in the normal time failure variation pattern determination table AKT02. This allows the average variable display time of special symbols and performance symbols to be shorter during time-saving control when time-saving control is being performed than during normal times when time-saving control is not being performed.

[0126] The preview effects that the pachinko gaming machine 1 can execute include character movement effects. The character movement effects include a movement status display in which the display position of an effect image showing a character displayed in response to the occurrence of a start winning win moves toward a preset arrival display position. The movement status display displays an effect image showing a character selected from multiple types of characters prepared in advance, thereby enabling the execution of character movement effects in one of multiple effect modes. The character movement effects may be executed in different effect modes depending on the character type, size, shape, pattern, color, type of effect display, size, shape, pattern, color, or other display mode of any effect image. Furthermore, the character movement effects may be executed in different effect modes using any effect device, such as the display of an effect image showing a character on the image display device 5, audio output from speakers 8L and 8R, the lighting of light-emitting elements such as the game effect lamp 9 and decorative LEDs, the movement of movable elements including the movable body 32, or a combination of all or part of these.

[0127] The character movement effect can be included in the special effect. The special effect can be started before the variable display that is the subject of the determination, for example, when a gaming random number extracted when a starting winning occurs is used to determine whether or not the game will be controlled to a jackpot gaming state as an advantageous state based on the variable display before the variable display is executed. The special effect can be executed in different modes depending on the display mode of any desired effect image. Furthermore, the special effect can be executed in different modes using any desired effect device, such as the display of the effect image on the image display device 5, the output of sound from the speakers 8L and 8R, the lighting of light-emitting elements such as the game effect lamp 9 and decorative LEDs, the movement of movable elements including the movable body 32, or a combination of all or part of these.

[0128] The execution pattern of the character movement effect may include a first pattern in which the presentation mode of the character movement effect is inherited after the variable display that is the subject of the determination, and a second pattern in which the presentation mode of the character movement effect is not inherited after the variable display that is the subject of the determination. The first pattern may be a single pattern prepared in advance, or multiple patterns may be prepared in advance. The second pattern may be a single pattern prepared in advance, or multiple patterns may be prepared in advance. The timing at which the variable display that is the subject of the determination is executed can be included in the specific timing. In this case, the execution pattern of the character movement effect may include a first pattern in which the presentation mode of the character movement effect is inherited after the specific timing, and a second pattern in which the presentation mode of the character movement effect is not inherited after the specific timing.

[0129] While a character movement effect is being executed, a switching suggestion effect or a character hiding effect may be executed. A switching suggestion effect is included in a suggestion effect that suggests that a switch to the first pattern will occur when a character movement effect is being executed in the second pattern. A character hiding effect is included in a special effect that makes the character movement effect invisible. In this way, when a character movement effect that can start execution before the variable display that is the subject of judgment is being executed in the second pattern, a suggestion effect that suggests a switch to the first pattern will occur can be executed. Also, a character hiding effect can be executed that makes invisible a character movement effect that can start execution before the variable display that is the subject of judgment.

[0130] 10-5 shows a plurality of effect image display examples applicable to character movement effects, switching suggestion effects, and character hiding effects. This effect image display example includes, as a plurality of effect images applicable when executing character movement effects, a display image showing four characters CH01 to CH04, and a display image showing characters CH11 to CH14, which have a different display mode from characters CH01 to CH04. This effect image display example also includes a display image that forms effect display CJ01 as an effect image applicable when executing switching suggestion effects, and a display image that forms concealment display CK01 as an effect image applicable when executing character hiding effects.

[0131] The display images of characters CH01 to CH04 shown in Figures 10-5(A1) to (D1) are applicable when executing character movement effects in a non-inheritance effect pattern in which the character movement effect is not inherited after the variable display that was the subject of the determination. That is, Figure 10-5(A1) shows an example of a display image of character CH01, which is character "A" included in multiple characters, corresponding to the non-inheritance effect pattern. Figure 10-5(B1) shows an example of a display image of character CH02, which is character "B" included in multiple characters, corresponding to the non-inheritance effect pattern. Figure 10-5(C1) shows an example of a display image of character CH03, which is character "C" included in multiple characters, corresponding to the non-inheritance effect pattern. Figure 10-5(D1) shows an example of a display image of character CH04, which is character "D" included in multiple characters, corresponding to the non-inheritance effect pattern.

[0132] The display images of characters CH11 to CH14 shown in Figures 10-5 (A2) to (D2) are applicable when executing character movement effects in an effect pattern with inheritance, in which the effect mode of the character movement effect is inherited after the variable display that was the subject of the judgment. That is, Figure 10-5 (A2) shows an example of an effect image display of character CH11, which becomes character "A" among multiple characters, corresponding to the effect pattern with inheritance. Figure 10-5 (B2) shows an example of an effect image display of character CH12, which becomes character "B" among multiple characters, corresponding to the effect pattern with inheritance. Figure 10-5 (C2) shows an example of an effect image display of character CH13, which becomes character "C" among multiple characters, corresponding to the effect pattern with inheritance. Figure 10-5 (D2) shows an example of an effect image display of character CH14, which becomes character "D" among multiple characters, corresponding to the effect pattern with inheritance.

[0133] Character CH01 shown in FIG. 10-5(A1) and character CH11 shown in FIG. 10-5(A2) are similar in that they are both character "A" included in a plurality of characters, but may differ in their display manner, for example, by at least a portion of the shape, pattern, or color shown in the effect image. Character CH02 shown in FIG. 10-5(B1) and character CH12 shown in FIG. 10-5(B2) are similar in that they are both character "B" included in a plurality of characters, but may differ in their display manner, for example, by at least a portion of the shape, pattern, or color shown in the effect image. Character CH03 shown in FIG. 10-5(C1) and character CH13 shown in FIG. 10-5(C2) are similar in that they are both character "C" included in a plurality of characters, but may differ in their display manner, for example, by at least a portion of the shape, pattern, or color shown in the effect image. The character CH04 shown in FIG. 10-5 (D1) and the character CH14 shown in FIG. 10-5 (D2) have in common the fact that they are both character "D" included in a plurality of characters, but the display modes may differ, for example, by differing at least a portion of the shape, pattern, or color shown in the effect image. In this way, the display modes may be different between the effect image that can be displayed corresponding to the effect pattern when there is no inheritance and the effect image that can be displayed corresponding to the effect pattern when there is inheritance, by sharing some of the shapes, patterns, and colors shown in the respective effect images, while differing in other portions. The display modes may be different between the effect image that can be displayed corresponding to the effect pattern when there is no inheritance and the effect image that can be displayed corresponding to the effect pattern when there is inheritance, by differing all of the shapes, patterns, and colors shown in the respective effect images.

[0134] FIG. 10-5(E) shows a display image capable of forming the effect display CJ01 in a switching suggestion effect. After a switching suggestion effect is executed, the character movement effect pattern may be switched from the effect pattern without inheritance to the effect pattern with inheritance, or the character movement effect pattern may not be switched from the effect pattern without inheritance to the effect pattern with inheritance. An effect in which the character movement effect pattern is switched from the effect pattern without inheritance to the effect pattern with inheritance is also referred to as a switching success effect. An effect in which the character movement effect pattern is not switched from the effect pattern without inheritance to the effect pattern with inheritance is also referred to as a switching failure effect. Whether a switching success effect or a switching failure effect is executed, it is sufficient that a switching suggestion effect using a display image that forms the effect display CJ01 can be executed. As another example of a switching suggestion effect, an effect image showing a switching suggestion character may be displayed on the screen of the image display device 5, and an effect that affects one of the characters CH01 to CH04 displayed as the suggested target may be executed. The action effect included in such a switching suggestion effect may be a display effect that suggests that the effect pattern will be switched at a predetermined rate by acting on any of the displayed characters CH01 to CH04. In addition to such display effects, action effects may be executed using any effect device, such as sound output from speakers 8L and 8R, lighting of light-emitting members such as game effect lamps 9 and decorative LEDs, operation of movable members including movable body 32, or a combination of all or part of these.

[0135] In this way, the switching suggestion effect may be executed at a predetermined rate whether or not the first pattern can be switched to after the character movement effect has started to be executed in the effect pattern without inheritance, which is the second pattern. However, the switching suggestion effect may always be executed when the first pattern can be switched to after the character movement effect has started to be executed in the effect pattern without inheritance, which is the second pattern. In contrast, the switching suggestion effect may or may not be executed at a predetermined rate if the first pattern cannot be switched to after the character movement effect has started to be executed in the effect pattern without inheritance, which is the second pattern.

[0136] FIG. 10-5(F) shows a display image capable of forming the hidden display CK01 in the character hiding effect. After the character hiding effect is executed, the shift timing corresponding to the start of a new variable display may be a case in which the character hiding effect continues (continued hiding), a case in which the display in the character movement effect resumes (resuming display), or a case in which the display in the character movement effect also ends with the end of the character hiding effect (end of display). The proportion of the hidden, display restart, and display end may differ depending on whether the character movement effect pattern is a non-inheritance pattern or an inheritance pattern. It is sufficient that the character hiding effect can be executed using the display image forming the hidden display CK01 regardless of whether the hidden, display restart, or display end pattern is selected. As another example of a character hiding effect, a movable member hiding effect may be executed in which a movable member, such as movable body 32, moves toward the front of the display screen of image display device 5, making the character display in the character movement effect invisible or difficult to see. In addition to such character concealment effects, concealment notification effects may be performed using any effect device, such as outputting sound from speakers 8L and 8R, lighting up light-emitting elements such as game effect lamps 9 and decorative LEDs, operating movable elements including movable body 32, or a combination of all or part of these.

[0137] The preview effects that the pachinko gaming machine 1 can execute may include a hold display preview and an active display preview. The hold display preview, as an example of a pre-read preview effect, changes at least one of the hold displays in the hold display area AKB0 to a display mode different from its normal display mode, thereby predicting that the display result of the variable display of the special symbol corresponding to that hold display will become a "jackpot" at a predetermined rate, and that the game will be controlled to a jackpot state. The hold display preview changes the display color of a hold display corresponding to a variable display that has not yet started to a specific color different from the normal color, making the change in the display mode of the hold display recognizable and suggesting that the display result of the variable display will become a "jackpot" at a predetermined rate. The normal color of the hold display may be, for example, white. The specific color different from the normal color of the hold display may include, for example, blue, green, red, etc. In addition, by changing the display pattern in the hold display to a specific pattern different from the predetermined pattern in normal times, it may be possible to suggest that the expectation that the display result of the variable display will be a "jackpot" is higher than usual. The predetermined pattern in the hold display in normal times may be, for example, a solid color. The specific pattern different from the predetermined pattern in the hold display in normal times may include, for example, a cherry blossom pattern. By using a display mode that shows a predetermined message as the hold display, it may be possible to suggest that the expectation that the display result of the variable display will be a "jackpot" is increased. The display mode that shows a predetermined message as the hold display may be capable of announcing messages such as "chance," "hot," or "super hot." The change in the hold display in the hold display notice is also referred to as a "hold display change." The effect that changes the hold display due to the hold display notice is also referred to as a "hold display change effect." The hold display change effect can be included in the change effect.

[0138] The active display preview changes the active display in the active display area AKA0 to a display mode different from the normal display mode, thereby predicting that the start condition has been met and the display result of the variable display of the special symbol being executed will become a "jackpot" at a predetermined rate, resulting in control of the jackpot game state. The display mode of the active display that changes in response to the executing variable display due to the active display preview can be changed to a display color, display pattern, presence or absence of a message, or content different from the normal display, as in the case of the hold display preview. The change in the active display due to the active display preview is also referred to as an "active display change." The effect of changing the active display due to the active display preview is also referred to as an "active display change effect." The active display change effect can be included in the change effect. Note that the display mode of the active display that can be changed due to the active display preview may include a unique display mode different from the display mode of the hold display that can be changed due to the hold display preview. The display mode of the hold display that can be changed due to the hold display preview may include a unique display mode different from the display mode of the active display that can be changed due to the active display preview.

[0139] Figure 10-6 shows an example of a display of multiple effect images applicable to the hold display and the active display. This example of the effect image display includes four display images AKE0 to AKE3 as multiple effect images applicable to the hold display and the active display, and three display images AKE11 to AKE13 as multiple effect images with unique display modes applicable to the active display. The number of effect images applicable to the hold display and the active display may be any number based on any design.

[0140] FIG. 10-6(A) shows display image AKE0 using a presentation image for a round, solid white display. FIG. 10-6(B) shows display image AKE1 using a presentation image for a round, solid blue display. FIG. 10-6(C) shows display image AKE2 using a presentation image for a round, solid green display. FIG. 10-6(D) shows display image AKE3 using a presentation image for a round, solid red display. The normal display mode for the pending display and active display is a round, solid white display using display image AKE0. When the display color of the pending display or active display is red using display image AKE3 among display images AKE0 to AKE3, the likelihood of a jackpot is higher than when the other display images AKE0 to AKE2 are used. When the display color of the pending display or active display is green using display image AKE2, the likelihood of a jackpot is lower than when the display color is red using display image AKE3. When the display color of the pending display or active display is blue using the display image AKE1, the probability of winning a jackpot is lower than when the display color is green using the display image AKE2. When the display color of the pending display or active display is white using the display image AKE0 among the display images AKE0 to AKE3, it becomes the normal display color, and the probability of winning a jackpot is lower than when the other display images AKE1 to AKE3 are used. In this way, the pending display or active display may correspond to a plurality of display modes, and the probability of winning a jackpot game state as an advantageous state may differ.

[0141] FIG. 10-6(E) shows a display image AKE11 using an effect image capable of announcing the message "?". FIG. 10-6(F) shows a display image AKE12 using an effect image capable of announcing the message "Chance." FIG. 10-6(G) shows a display image AKE13 using an effect image capable of announcing the message "Hot as hell." Among the display images AKE11 to AKE13, when the message "Hot as hell" is announced by active display using the display image AKE13, the likelihood of a jackpot is higher than when the other display images AKE11 and AKE12 are used. When the message "Chance" is announced by active display using the display image AKE12, the likelihood of a jackpot is lower than when the display image AKE13 is used. Among the display images AKE11 to AKE13, when the message "?" is announced by active display using the display image AKE11, the likelihood of a jackpot is lower than when the other display images AKE12 and AKE13 are used. In this way, the active display may correspond to a plurality of unique display modes, and the degree of expectation controlled to a jackpot gaming state as an advantageous state may differ.

[0142] When the variable display of the effect symbols reaches a reach state, the pachinko gaming machine 1 can execute a reach effect including a post-reach effect as a special effect that suggests that the display result of the special symbol becomes a "jackpot" at a predetermined rate and the game state is controlled to a jackpot. The post-reach effect included in the reach effect includes a background display effect, a step-up effect, and a story effect, and it is sufficient if any of the effects can be selectively executed.

[0143] The background display effect may, for example, display an effect image of a character announcing a message as a background image on the screen of the image display device 5. The background display effect may indicate that the display result of the special symbol becomes a "jackpot" and the game is controlled to a jackpot state at different rates depending on whether or not the variable display is executed after the reach state has been reached, and also depending on the effect mode when the variable display effect is executed. The background display effect may be executed in different effect modes depending on the content of the message by the character, the type, size, shape, pattern, color of the character, the type, size, shape, pattern, color of the outer frame, the type, size, shape, pattern, color of the effect display, and other display modes of any effect image. Effects using any display other than the background display effect may also be executed in different effect modes depending on the display mode of any effect image, as appropriate.

[0144] The step-up effect is, for example, a step-up effect, in which the display content of the effect image is changed in a predetermined order in a display area of ​​the effect image surrounded by a rectangular outer frame of a predetermined display color, and the effect mode changes in multiple stages. The step-up effect may indicate that the display result of the special symbol becomes a "jackpot" and the game is controlled to a jackpot game state at different rates depending on whether or not the variable display is executed after the variable display has reached a reach state, and depending on the effect mode including the number of steps when the variable display is executed. The step-up effect may be executed in different effect modes using any effect device, such as the display of an effect image on the image display device 5, the output of sound from the speakers 8L and 8R, the lighting of light-emitting elements such as the game effect lamp 9 and decorative LEDs, the operation of movable elements including the movable body 32, or a combination of all or part of these.

[0145] The story effect is, for example, an effect image that can change continuously over time according to a series of stories, and is displayed on the screen of the image display device 5 as a reach effect image. The story effect may indicate that the display result of the special symbol becomes a "jackpot" at different rates and that the game will be controlled to a jackpot game state, depending on whether or not it is executed after the variable display has entered a reach state, and also depending on the effect mode when it is executed. The story effect may be included in a full-screen effect that covers the entire screen by displaying an effect image over the entire display screen of the image display device 5. The story effect may be executed by playing and displaying moving images, or by displaying animated still images.

[0146] Figure 10-7 shows an example of a display of multiple effect images that can be applied to background display effects. This effect image display example includes three display images AKF1 to AKF3 as multiple effect images that can be applied to background display effects. The number of effect images that can be applied to background display effects can be multiple images based on any design.

[0147] FIG. 10-7(A) shows a display image AKF1 using an effect image including a text image announcing the message "???". FIG. 10-7(B) shows a display image AKF2 using an effect image including a text image announcing the message "Chance!!". FIG. 10-7(C) shows a display image AKF3 using an effect image including a text image announcing the message "Hot!!". When the background display effect is executed using display image AKF3 among display images AKF1 to AKF3, the probability of winning a jackpot is higher than when the other display images AKF1 and AKF2 are used. When the background display effect is executed using display image AKF2, the probability of winning a jackpot is lower than when the other display images AKF3 and AKF3 are used. When the background display effect is executed using display image AKF1 among display images AKF1 to AKF3, the probability of winning a jackpot is lower than when the other display images AKF2 and AKF3 are used.

[0148] FIG. 10-8 shows an example of a display of effect images that can be changed when a step-up effect is executed. This example of an effect image display shows a case where four display images AKG1 to AKG4 are included as effect images that can be changed in the step-up effect. The number of effect images that can be changed and displayed in the step-up effect may be a plurality of images based on any design. In addition, after a single effect image is displayed in the step-up effect, there may be a case where the execution of the step-up effect ends without changing the display.

[0149] FIG. 10-8(A) shows a display image AKG1 using a first-step effect image corresponding to the step number "1" when the change in effect mode in the step-up effect is the first stage. FIG. 10-8(B) shows a display image AKG2 using a second-step effect image corresponding to the step number "2" when the change in effect mode in the step-up effect is the second stage. FIG. 10-8(C) shows a display image AKG3 using a third-step effect image corresponding to the step number "3" when the change in effect mode in the step-up effect is the third stage. FIG. 10-8(D) shows a display image AKG4 using a fourth-step effect image corresponding to the step number "4" when the change in effect mode in the step-up effect is the fourth stage.

[0150] When a step-up effect is executed, the maximum number of steps may be determined to be any one of "1" to "4." The maximum number of steps indicates the number of stages through which the effect mode can change from the start to the end of the step-up effect. Display image AKG1 corresponds to the first stage of step number "1" in the step-up effect, and includes a blue outer frame partial image and a first step frame partial image. Display image AKG2 corresponds to the second stage of step number "2" in the step-up effect, and can be displayed after display image AKG1 is displayed, and includes a green outer frame partial image and a second step frame partial image. Display image AKG3 corresponds to the third stage of step number "3" in the step-up effect, and can be displayed after display image AKG2 is displayed, and includes a red outer frame image portion and a third step frame partial image. Display image AKG4 corresponds to the fourth step number "4" in the step-up performance and can be displayed after display image AKG3 is displayed, and includes an outer frame image portion whose display color is gold and an inner frame portion image of the fourth step.

[0151] FIG. 10-9 shows an example of a display image that can change when a story presentation is executed. The content of the progression of the story in the story presentation may be different depending on the multiple story presentation patterns. In this way, it is sufficient that the story presentation can be executed in different presentation modes depending on the multiple story presentation patterns. In the presentation image display example shown in FIG. 10-9, a presentation image that first displays the display image AKH11 is used regardless of the multiple story presentation patterns. Thereafter, the story presentation can be executed in multiple presentation modes, including a case where a presentation image that displays the display image AKH21 is used and a case where a presentation image that displays the display image AKH22 is used, depending on the multiple story presentation patterns. After the display image AKH21 is displayed, the story presentation can be executed in multiple presentation modes, including a case where a presentation image that displays the display image AKH31 is used, a case where a presentation image that displays the display image AKH32 is used, and a case where a presentation image that displays the display image AKH33 is used, depending on the multiple story presentation patterns. After display image AKH22 is displayed, story presentation can be performed in a plurality of presentation modes, including a case where a presentation image displaying display image AKH32 is used and a case where a presentation image displaying display image AKH33 is used, corresponding to a plurality of story presentation patterns. After display image AKH31 is displayed, story presentation can be performed in a plurality of presentation modes, including a case where a presentation image displaying display image AKH41 is used, a case where a presentation image displaying display image AKH42 is used, a case where a presentation image displaying display image AKH43 is used, and a case where a presentation image displaying display image AKH44 is used, corresponding to a plurality of story presentation patterns. After display image AKH32 is displayed, story presentation can be performed in a plurality of presentation modes, including a case where a presentation image displaying display image AKH42 is used, a case where a presentation image displaying display image AKH43 is used, and a case where a presentation image displaying display image AKH44 is used, corresponding to a plurality of story presentation patterns.After the display image AKH33 is displayed, the story presentation can be executed in a plurality of presentation modes, including a case where a presentation image that displays the display image AKH43 is used, and a case where a presentation image that displays the display image AKH44 is used, corresponding to a plurality of story presentation patterns.

[0152] When a story presentation is executed using display image AHK44 among display images AKH41 to AKH44, the likelihood of a jackpot is higher than when other display images AKH41 to AHK43 are used. When a story presentation is executed using display image AKH43, the likelihood of a jackpot is lower than when display image AKH44 is used. When a story presentation is executed using display image AKH42, the likelihood of a jackpot is lower than when display image AKH43 is used. When a story presentation is executed using display image AKH41 among display images AKH41 to AKH44, the likelihood of a jackpot is lower than when other display images AKH42 to AKH44 are used.

[0153] These post-reach effects may be executed within a specific period included in the reach effect as a special effect. The specific period may be, for example, the period from the timing of reach establishment, when the display mode of the variable display of the effect symbols becomes a reach mode, causing the variable display to enter a reach state, to the timing of development into a reach effect, which becomes a super reach. Alternatively, the specific period may be the period from the timing of reach establishment to the timing when the fixed effect symbol that becomes the final stop symbol is displayed in a stopped state and the variable display ends. Alternatively, the specific period may be any period set corresponding to when the variable display enters a reach state. From the start to the end of such a specific period, the effect symbols are made transparent and displayable according to the transparency pattern. When the effect symbols are displayed transparently, the effect symbols may be displayed with different transparency rates corresponding to multiple pattern transparency patterns. Furthermore, when the effect symbols are displayed transparently, the transparency rate of the effect symbols may be changed in different change modes corresponding to multiple pattern transparency patterns.

[0154] The preview effects executable by the pachinko gaming machine 1 may include timer effects and timer standby effects. The timer effects can be executed in response to the start of the variable display, and may be capable of recognizably indicating the remaining time from the start to the end of the effect. The remaining time that can be notified by the timer effect may indicate the timing at which another effect will be executed, or may indicate the timing at which the display result of the variable display will be displayed as a static display. Alternatively, the remaining time that can be notified by the timer effect may indicate the remaining time until the timer effect itself can be executed, regardless of other effects or the variable display. Other effects that can indicate the execution timing by the timer effect may include a jackpot expectation notification effect or a setting value indication effect included in the reach effect, or may include any preview effect different from the reach effect. A timer standby effect that recognizably indicates that the timer effect is being waited for execution can be executed before the timer effect starts to be executed. The timing at which the timer effect starts to be executed can be included in the specific timing.

[0155] The timer effect is an effect that can be executed in the variable display that is the subject of the determination, for example, when a game random number extracted when a start winning occurs is used to determine whether or not the variable display will be controlled to a jackpot gaming state as an advantageous state before the variable display is executed. The timer wait effect is an example of a pre-reading notice effect that can start before the variable display that is the subject of the determination when the timer effect is executed. The timer effect and timer wait effect may be executed in one of multiple types of presentation modes based on the occurrence of a start winning, thereby predicting that the display result in the variable display of the special pattern will become a "jackpot" at a predetermined rate and the game will be controlled to a jackpot gaming state. The presentation modes of the timer wait effect include, for example, a continuation presentation mode in which the presentation mode does not change from the start to the end of presentation execution, and a change presentation mode in which the presentation mode changes from the start to the end of presentation execution. The timer wait effect executed in a change presentation mode can be included in a change presentation mode that changes the display mode of a specific display.

[0156] Figure 10-10 shows an example of a display of multiple effect images applicable to timer standby effects and timer effects. This effect image display example includes five display images AKJ0 to AKJ2, AKJ11, and AKJ12 as multiple effect images applicable to timer standby effects, and four display images AKJ21 to AKJ24 as multiple effect images applicable to timer effects. The number of effect images applicable to timer standby effects and timer effects can be any number of images based on any design.

[0157] FIG. 10-10(A) shows a display image AKJ0 using a performance image in which a specific character includes a text image announcing the message "Not yet..." as a specific display in a timer standby performance. When performance execution begins, the timer standby performance indicates that the timer performance is being waited for execution in accordance with the variable display based on the start winning by displaying the display image AKJ0 as a specific display on the screen of the image display device 5. A timer standby performance executed in a performance mode in which this specific display does not change is a timer standby performance in a continuation performance mode, and a timer standby performance executed in a performance mode in which the specific display changes is a timer standby performance in a change performance mode. In this embodiment, a performance image showing a specific character including a text image announcing a message can be displayed as a specific display, and both the timer performance and the timer standby performance include performances using the specific display.

[0158] FIG. 10-10(B1) shows a display image AKJ1 using a presentation image in which a specific character includes a text image announcing the message "plus 5 seconds," corresponding to the case where the timer standby presentation is executed in a change presentation mode. FIG. 10-10(C1) shows a display image AKJ2 using a presentation image in which a specific character includes a text image announcing the message "plus 15 seconds," corresponding to the case where the timer standby presentation is executed in a change presentation mode. When the timer standby presentation is executed in a change presentation mode, the specific display using the display image AKJ0 only needs to be changeable to either a first change display using the display image AKJ1 or a second change display using the display image AKJ2. The timer standby presentation in the change presentation mode can be executed as a change presentation that changes the display mode of the specific display by changing the specific display using the display image AKJ0 to a first change display using the display image AKJ1 or a second change display using the display image AKJ2 before the variable display at which the timer presentation starts. The change effect is not limited to changing the display image AKJ0 to either the display image AKJ1 or AKJ2, but may be any effect that can change any display mode before the variable display that is the subject of the judgment.

[0159] FIG. 10-10(B2) shows a display image AKJ11 using an effect image that can be displayed separately from the specific display using the display image AKJ0 when the timer standby effect is executed in the continuation effect mode. FIG. 10-10(C2) shows a display image AKJ12 using an effect image that can be displayed separately from the specific display using the display image AKJ0 when the timer standby effect is executed in the continuation effect mode. When the timer standby effect is executed in the continuation effect mode, the specific display using the display image AKJ0 does not change to the first change display using the display image AKJ1 or the second change display using the display image AKJ2. On the other hand, when the timer standby effect is executed in the continuation effect mode, a preliminary effect using the display image AKJ11 or the display image AKJ12 can be executed at a predetermined rate, separately from the specific display using the display image AKJ0. The pre-stage effect may be executed at a predetermined rate without changing the specific display using the display image AKJ0 when a timer standby effect in a continuation effect mode is executed before the variable display that starts executing the timer effect, and thus the change effect is not executed. The pre-stage effect is not limited to one using either the display image AKJ11 or AKJ12, and may be executed in any effect mode different from the change in the specific display in response to the case where a change effect is not executed before the variable display that is the subject of the judgment.

[0160] FIG. 10-10(D) shows a display image AKJ21 using an effect image in which a specific character includes a text image announcing the message "5 seconds left" as a specific display in the timer effect. FIG. 10-10(E) shows a display image AKJ22 using an effect image in which a specific character includes a text image announcing the message "10 seconds left" as a specific display in the timer effect. FIG. 10-10(F) shows a display image AKJ23 using an effect image in which a specific character includes a text image announcing the message "15 seconds left" as a specific display in the timer effect. FIG. 10-10(G) shows a display image AKJ24 using an effect image in which a specific character includes a text image announcing the message "20 seconds left" as a specific display in the timer effect. When the timer effect starts to be executed, a specific display that displays one of the display images AKJ21 to AKJ24 is executed, so that the remaining time until the execution of the effect can be notified. After a specific display using display images AKJ21 to AKJ24, a countdown display of the remaining time may be displayed. The specific effect is not limited to a character movement effect, but may include a pending display notice, an active display, a timer standby effect, a timer effect, or any other effect that can be executed as a pre-reading notice effect. The specific display is not limited to a display of a specific character using display image AKJ0 or the like, but may include a pending display, an active display, or any other display that can be displayed in a pre-reading notice effect or a notice effect other than a pre-reading notice effect.

[0161] FIG. 10-11 is a flowchart showing an example of a look-ahead effect setting process. The look-ahead effect setting process is included in the processes that can be called from the effect control process S_CPROC shown in FIG. 9(A), and can be executed in step S151 each time the effect control process S_CPROC is executed. When the look-ahead effect setting process is executed, the effect control CPU 120 determines whether or not an effect control command that serves as a start-gate winning command has been received (step AKS001). In step AKS001, it can be determined whether or not a start-gate winning designation command, a reserved memory information designation command, or a winning determination result command has been newly stored in, for example, the first start-gate winning command buffer or the second start-gate winning command buffer, thereby determining whether or not a start-gate winning designation command, a reserved memory information designation command, or a winning determination result command has been newly stored.

[0162] When a start gate winning command is received (step AKS001; Yes), the content specified by the received command is identified (step AKS002). For example, the winning gate judgment result is identified as the content specified by the winning gate judgment result command. Next, it is determined whether or not there is a judgment limit (step AKS003). In step AKS003, it is determined that there is a judgment limit when a predetermined winning gate judgment limit is met. The winning gate judgment limit condition is met, for example, when the content specified by the winning gate judgment result command is during the winning gate judgment limit. In addition, the winning gate judgment limit condition may be met, for example, when the number of reserved memories is "0". In a configuration in which the second special symbol game is executed with priority over the first special symbol game, during time-saving control in which the second special symbol game is more likely to be executed, the winning gate judgment limit condition may be met when a start gate winning command based on the occurrence of the first start gate win is received. Within the range where such a limiting condition for determining when a win is established, if it is possible to determine whether or not the game will be controlled to a jackpot game state based on the variable display before the variable display is started, a limit can be set so that a performance that becomes a pre-reading preview performance is not executed before the variable display that is the subject of that determination.

[0163] If there is no judgment limit in response to step AKS003 (step AKS003; No), it is sufficient if the character movement effect determination process (step AKS004) and the timer effect determination process (step AKS005) can be executed sequentially. The character movement effect determination process of step AKS004 is a process that enables a decision regarding the start of execution of a character movement effect, such as whether or not to execute a character movement effect, and the effect pattern if the character movement effect is executed. The timer effect determination process of step AKS005 is a process that enables a decision regarding the start of execution of a timer effect, such as whether or not to execute a timer effect, and the effect pattern if the timer effect is executed.

[0164] If there is a judgment limit corresponding to step AKS003 (step AKS003; Yes), after executing the timer effect determination process of step AKS005, a hold display image is determined (step AKS006). The hold display image is an effect image used for the hold display. Then, a hold display update setting is performed at the time of start winning (step AKS007). In step AKS007, a new hold display is added so that the hold display in the hold display area AKB0 is increased by 1. In step AKS007, the hold display image determined in step AKS006 may be displayed to start a new hold display. Alternatively, in step AKS007, regardless of the determination result in step AKS006, the display image AKE0 may be displayed first, so that the display color, which is the normal display mode, is a white circular display. Then, at the shift timing when the hold display is shifted due to the consumption of the hold memory, the display may be changed to the hold display image determined in step AKS006.

[0165] If there is no reception of a command at the time of winning the start port in response to step AKS001 (step AKS001; No), or after step AKS007, it is determined whether it is the shift timing at which the reserved display is shifted in response to the start of a new variable display as the reserved memory is consumed (step AKS008). If it is not the shift timing (step AKS008; No), the pre-reading performance setting process ends.

[0166] If it is shift timing corresponding to step AKS008 (step AKS008; Yes), it is sufficient if it is possible to sequentially execute character movement effect execution processing (step AKS009) and timer effect execution processing (step ASK010). The character movement effect execution processing of step AKS009 is processing that enables decisions and controls related to the execution of a character movement effect, such as whether or not to execute a switch suggestion effect, whether or not to execute a character hiding effect, and control during the execution of a character hiding effect, when a character movement effect is being executed. The timer effect execution processing of step AKS010 is processing that enables settings related to the execution of a timer effect or a timer standby effect, such as settings for executing a timer effect or settings for executing a timer standby effect.

[0167] After the timer effect execution processing of step AKS010, a pending display update setting is performed at the start of the variable display (step AKS011), and the look-ahead effect setting processing ends. Step AKS011 decreases the pending display in the pending display area AKB0 by 1, erases the display portion corresponding to the pending number "1" to clear the pending display, and shifts the pending displays in the display portions corresponding to the other pending numbers "2" to "4" one by one. This shifts the pending display. At this time, settings are made to update the active display in the active display area AKA0 in accordance with the erased pending display. Therefore, with the start of the variable display, the display of the active display effect image in the active display area AKA0 can be started. The display of the active display effect image may be able to inherit the display mode of the erased pending display effect image. In this way, the active display effect mode may be inherited from the pending display effect mode after the start of the variable display. Data related to this look-ahead effect setting processing may be stored in ROM 121 or RAM 122. An example of the use of stored data related to the pre-reading effect setting process is described with reference to Figures 10-12.

[0168] The pre-reading effect setting process shown in Figures 10-11 allows for reference to a reserve display image determination table constructed using data stored in ROM 121 when determining a reserve display image, for example, in step AKS006. The reserve display image determination table contains pre-set values ​​for comparison with the reserve display image determination random numbers included in the effect random numbers. The effect control CPU 120 extracts numerical data that serves as the reserve display image determination random number, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and references the reserve display image determination table to determine the reserve display image. At this time, it is sufficient if the effect image that will be the reserve display image can be determined at different rates depending on the winning determination result. Data that identifies the winning determination result and the reserve display image can be stored in the reserve display data storage unit 002AKM01 provided in a predetermined area, such as the effect control buffer setting unit of RAM 122.

[0169] FIG. 10-12(A) shows an example 002AKD01 of the hold display image determination. In the pre-reading effect setting process, the hold display image can be determined to be one of several types in step AKS006. At this time, the display image that will become the hold display image can be determined at different rates depending on the winning judgment result. Also, the display image that can be determined as the hold display image may differ depending on the winning judgment result. For example, if the winning judgment result is "Reach confirmed if loss," "Super reach confirmed if loss," or "Jackpot," the display image AKE2 with a green display color can be determined at a predetermined rate, while if the winning judgment result is "General if loss," the display image AKE2 cannot be determined as the hold display image. When the winning judgment result is "Super Reach Confirmed on Miss" or "Jackpot," the display color of the display image AKE3 can be determined to be red at a predetermined rate. However, when the winning judgment result is "General on Miss" or "Reach Confirmed on Miss," the display image AKE3 cannot be determined as the reserved display image. For example, when the winning judgment result is "Jackpot," the display image AKE3 is determined as the reserved display image at a higher rate than when the winning judgment result is "Super Reach Confirmed on Miss," "Reach Confirmed on Miss," or "General on Miss." This setting suggests that when a reserved display using a reserved display image is performed, the variable display result will be "Jackpot" at a predetermined rate corresponding to the display color, and the game will be controlled to a jackpot game state. Furthermore, reserved displays corresponding to variable displays that have not yet started can be displayed in multiple display modes with different expectations for being controlled to an advantageous state such as a jackpot game state.

[0170] FIG. 10-12(B) shows an example of the configuration of the reserved display data storage unit 002AKM01. The reserved display data storage unit 002AKM01 may store, as reserved display data, various data for displaying a reserved display in the reserved display area AKB0 in response to the execution of a special symbol game being suspended. The reserved display data storage unit 002AKM01 may be provided with a first reserved display data storage unit corresponding to the reserved memory display of the first special symbol game, and a second reserved display data storage unit corresponding to the reserved memory display of the second special symbol game. The reserved display data storage unit 002AKM01 has a storage area reserved for storing data that identifiably indicates a winning determination result or a reserved display image, for example, in association with a reserved number in the reserved display area AKB0. The hold display data storage unit 002AKM01 may be configured using part or all of the command buffer, such as a storage area for the win determination result command in the first start win command buffer or the second start win command buffer, or as a storage unit separate from the first start win command buffer and the second start win command buffer. The win determination result that can be stored by the hold display data storage unit 002AKM01 indicates the determination result of the pre-read determination specified based on the win determination result command. The hold display image that can be stored by the hold display data storage unit 002AKM01 is an effect image that is displayed in the hold display area AKB0 based on the determination result in step AKS006, making it possible to recognize the presence or absence of special games that have not yet started and the number of holds.

[0171] FIG. 10-13 is a flowchart showing an example of a character movement effect determination process. The character movement effect determination process is included in the processes that can be called from the look-ahead effect setting process shown in FIG. 10-11, and can be executed in step AKS004 when there is no judgment restriction corresponding to step AKS003. When the character movement effect determination process is executed, the effect control CPU 120 determines whether the character movement effect flag is on or not (step AKS021). The character movement effect flag is set to the on state when the execution of the character movement effect starts, and is cleared to the off state when the execution of the character movement effect ends. Therefore, when the character movement effect flag is on, it specifies that the character movement effect is being executed.

[0172] If the character movement effect flag is on in response to step AKS021 (step AKS021; Yes), the character movement effect determination process ends. This imposes a limit on the number of character movement effects currently being executed, preventing simultaneous or overlapping execution of character movement effects. By restricting the execution of multiple character movement effects so that they do not occur simultaneously or overlappingly, it is possible to prevent the effects from becoming too complicated and to prevent a decline in interest in the game. In contrast, if the character movement effect flag is off (step AKS021; No), it is determined whether or not a character movement effect will be executed (step AKS022). At this time, it is determined whether or not a character movement effect will be executed, either "no character movement effect" in which no character movement effect will be executed, or "character movement effect" in which a character movement effect will be executed. Then, it is determined whether or not this determination result is "character movement effect" (step ASK023).

[0173] If step AKS023 indicates "no character movement effect" rather than "yes" (step AKS023; No), the character movement effect determination process ends. On the other hand, if "yes" (step AKS023; Yes), the type of movement effect is determined (step ASK024). A pattern for the character movement effect is also determined (step AKS025). Then, the character movement effect start setting is performed (step AKS026), and the character movement effect determination process ends. Data related to this character movement effect determination process may be stored in ROM 121 or RAM 122. Examples of use of stored data related to the character movement effect determination process will be described with reference to Figures 10-14 to 10-20.

[0174] 10-13, when determining whether or not to execute a character movement effect in step AKS022, for example, a character movement effect execution determination table constructed using data stored in ROM 121 can be referenced. The character movement effect execution determination table has preset determination values ​​that are compared with the random numbers for character movement effect execution determination included in the effect random numbers. The effect control CPU 120 extracts numerical data that becomes the random numbers for character movement effect execution determination, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and can determine whether or not to execute a character movement effect by referring to the character movement effect execution determination table.

[0175] 10-13, when determining the type of movement effect in step AKS024, for example, a character movement effect type determination table constructed using data stored in ROM 121 can be referenced. The character movement effect type determination table has preset determination values ​​that are compared with the random numbers for determining the type of character movement effect included in the effect random numbers. The effect control CPU 120 extracts numerical data that becomes the random number for determining the type of character movement effect, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and can determine the type of movement effect to be one of multiple types by referring to the character movement effect type determination table.

[0176] The character movement effect processing shown in Figures 10-13 makes it possible to refer to a character movement effect pattern determination table constructed using data stored in ROM 121 when determining a character movement effect pattern, for example, in step AKS025. The character movement effect pattern determination table has preset determination values ​​that are compared with the random numbers for determining character movement effect patterns included in the effect random numbers. The effect control CPU 120 can determine an effect pattern to be used as a character movement effect pattern by extracting numerical data that will be used as a random number for determining a character movement effect pattern, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and referring to the character movement effect pattern determination table. Data that can identify an effect pattern to be used as a character movement effect pattern can be stored in a character movement effect data storage unit 002AKM02 provided in a predetermined area, such as the effect control buffer setting unit of RAM 122.

[0177] FIG. 10-14(A) shows a determination example 002AKD11 regarding whether or not to perform a character movement effect. In the character movement effect determination process, step AKS022 determines whether or not to perform a character movement effect. At this time, it is sufficient if different determinations regarding whether or not to perform a character movement effect can be made depending on the number of reserved memories. Furthermore, when the number of reserved memories is equal to or greater than a specific number, it is sufficient if different percentages of whether or not to perform a character movement effect can be determined depending on the winning judgment result. For example, when the number of reserved memories is "1," the determination rate for "no" (not performing a character movement effect) is 100%, and the determination rate for "yes" (performing a character movement effect) is 0%. Therefore, if the number of reserved memories is "1" when a starting winning occurs, it is determined that the character movement effect will not be performed. In this way, a limit is set as a limit for not performing a character movement effect when the number of reserved memories is less than a specific number, i.e., when the number of reserved memories is "1" when a starting winning occurs. By restricting the execution of the character movement performance when the number of reserved memories is less than a specific number, the execution time of the character movement performance can be prevented from becoming too short, and the entertainment value of the performance can be appropriately improved.

[0178] In the determination example 002AKD11 of FIG. 10-14(A), when the number of reserved memories is between "2" and "4," the probability of "no" (not executing the character movement effect) and the probability of "yes" (executing the character movement effect) differ depending on whether the winning judgment result is "general if missing," "reach confirmed if missing," "super reach confirmed if missing," or "jackpot." For example, when the winning judgment result is "jackpot," the probability of "yes" (executing the character movement effect) is higher than when the winning judgment result is "super reach confirmed if missing," "reach confirmed if missing," or "general if missing." Furthermore, when the winning judgment result is "jackpot," the probability of "yes" (executing the character movement effect) is higher than the probability of "no" (not executing the character movement effect). When the winning judgment result is "Super Reach Confirmed on Miss," the character movement effect is determined to be "Yes" at a lower probability than when the winning judgment result is "Big Hit," and at a higher probability than when the winning judgment result is either "Reach Confirmed on Miss" or "General on Miss." Also, when the winning judgment result is "Super Reach Confirmed on Miss," the probability of "Yes" to execute the character movement effect is the same as the probability of "No" not executing the character movement effect. When the winning judgment result is "Reach Confirmed on Miss," the character movement effect is determined to be "Yes" at a lower probability than when the winning judgment result is either "Big Hit" or "Super Reach Confirmed on Miss," and at a higher probability than when the winning judgment result is "General on Miss." When the result of the winning judgment is "general if missing," the determination to "yes" for executing the character movement effect is made with a lower probability than when the result of the winning judgment is either "jackpot," "super reach confirmed if missing," or "reach confirmed if missing." Also, when the result of the winning judgment is either "reach confirmed if missing" or "general if missing," the determination probability of "yes" for executing the character movement effect is lower than the determination probability of "no" for not executing the character movement effect.With such settings, when a character movement effect is executed, the expectation of being controlled to a jackpot game state, which is an advantageous state for the player, is higher than when a character movement effect is not executed. Additionally, any setting may be used to make it higher that when a character movement effect is executed, the expectation of being controlled to a jackpot game state, which is an advantageous state for the player, is higher than when a character movement effect is not executed. In this way, the character movement effect included in the specific effect can be appropriately executed to increase the player's attention to the execution of the character movement effect, thereby enhancing the enjoyment of the game.

[0179] FIG. 10-14(B) shows an example 002AKD12 of determining a movement effect type. In the character movement effect determination process, the movement effect type can be determined in step AKS024. In this embodiment, movement effect types RSA to RSD are prepared in advance as multiple movement effect types. The movement effect types RSA to RSD are each classified into multiple effect patterns that can be used as character movement effect patterns, making it possible to configure groups of effect patterns. The movement effect type RSA includes multiple effect patterns corresponding to a second pattern that does not inherit the effect mode of the character movement effect after the variable display that is the subject of determination. The movement effect type RSB includes multiple effect patterns corresponding to a first pattern that inherits the effect mode of the character movement effect after the variable display that is the subject of determination. The movement effect type RSC includes multiple effect patterns corresponding to a case where, after starting execution of a character movement effect in the first pattern, switching to the second pattern to execute a character movement effect. The movement effect type RSD is configured to include a plurality of effect patterns corresponding to the case where, after starting the execution of the character movement effect in the second pattern, the character movement effect is switched to the first pattern and executed.

[0180] In the determination example 002AKD12 of FIG. 10-14(B), it is sufficient that the multiple movement effect types RSA to RSD can be determined to one of them at different rates depending on the result of the determination at the time of winning. Furthermore, the determinable movement effect type may differ depending on the result of the determination at the time of winning. For example, if the result of the determination at the time of winning is either "Reach confirmed if losing," "Super Reach confirmed if losing," or "Jack hit," the movement effect type can be determined to one of RSC and RSD at a predetermined rate, whereas if the result of the determination at the time of winning is "General if losing," neither RSC nor RSD can be determined. For example, if the result of the determination at the time of winning is "Jack hit," the movement effect type RSD is determined with a higher probability than if the result of the determination at the time of winning is either "Super Reach confirmed if losing," "Reach confirmed if losing," or "General if losing." With such settings, when a character movement effect is executed, the degree of expectation of the game being controlled to a jackpot game state, which is an advantageous state for the player, differs depending on whether the character movement effect was started in the first pattern, started in the second pattern, and then switched from the first pattern to the second pattern to execute the character movement effect, or switched from the second pattern to the first pattern to execute the character movement effect. Alternatively, with any settings, the degree of expectation of the game being controlled to a jackpot game state, which is an advantageous state for the player, may differ depending on whether the character movement effect was started in the first pattern, started in the second pattern, and then switched from the first pattern to the second pattern to execute the character movement effect, or switched from the second pattern to the first pattern to execute the character movement effect. In this way, when a character movement effect is executed, the character movement effect included in the specific effect can be appropriately executed so as to increase the player's attention to whether it is the first pattern or the second pattern, thereby enhancing the game's enjoyment.

[0181] 10-15 shows an example of the configuration of the effect patterns included in the movement effect type RSA. In this embodiment, the movement effect type RSA includes effect patterns RPA1-1-1 to RPA1-1-4, RPA1-2-2 to RPA1-2-4, RPA1-3-3, RPA1-3-4, RPA1-4-4, RPA2-2-2 to RPA2-2-4, RPA2-3-3, RPA2-3-4, RPA2-4-4, RPA3-3-3, RPA3-3-4, RPA3-4-4, and RPA4-4-4 as multiple effect patterns that can be determined as character movement effect patterns. For each of the multiple effect patterns included in the movement effect type RSA, characters that can be displayed are specified corresponding to the target change, which is the variable display that was the subject of the judgment, for the one-before-change, which is the variable display executed one time ago, the two-time-before-change, which is the variable display executed two times ago, the three-time-before-change, which is the variable display executed three times ago, and the four-time-before-change, which is the variable display executed four times ago. Note that the movement effect type RSA corresponds to a second pattern in which the performance mode of the character movement effect is not inherited after the variable display that was the subject of the judgment. Therefore, for each of the multiple effect patterns included in the movement effect type RSA, characters that can be displayed are not specified corresponding to the target change, which is the variable display that was the subject of the judgment.

[0182] 10-16 shows an example of the configuration of the effect patterns included in the movement effect type RSB. In this embodiment, the movement effect type RSB includes the effect patterns RPB1-1-1-1 to RPB1-1-1-4, RPB1-1-2-2 to RPB1-1-2-4, RPB1-1-3-3, RPB1-1-3-4, RPB1-1-4-4, RPB1-2-2-2 to RPB1-2-2-4, RPB1-2-3-3, RPB1-2-3-4, RPB1-2-4-4, RPB1-3 -3-3, RPB1-3-3-4, RPB1-3-4-4, RPB1-4-4-4, RPB2-2-2-2 to RPB2-2-2-4, RPB2-2-3-3, RPB2-2-3-4, RPB2-2-4-4, RPB2-3-3-3, RPB2-3-3-4, RPB2-3-4-4, RPB2-4-4-4, RPB3-3-3-3, RPB3-3-3-4, RPB3-3-4-4, RPB3-4-4-4, RPB4-4-4-4. All of the multiple performance patterns included in the movement performance type RSB specify characters that can be displayed corresponding to the target change, the one-before-change, the two-before-change, the three-before-change, and the four-before-change. The movement effect type RSB corresponds to the first pattern that inherits the character movement effect after the variable display that was the subject of the determination. Therefore, each of the multiple effect patterns included in the movement effect type RSB also specifies characters that can be displayed in response to the target change.

[0183] 10-17 shows an example of the configuration of the effect patterns included in the movement effect type RSC. In this embodiment, the movement effect type RSC includes effect patterns RPC1-1-1 to RPC1-1-4, RPC1-2-2 to RPC1-2-4, RPC1-3-3, RPC1-3-4, RPC1-4-4, RPC2-2-2 to RPC2-2-4, RPC2-3-3, RPC2-3-4, RPC2-4-4, RPC3-3-3, RPC3-3-4, RPC3-4-4, and RPC4-4-4 as multiple effect patterns that can be determined as character movement effect patterns. Each of the multiple effect patterns included in the movement effect type RSC specifies a character that can be displayed corresponding to the one-before-change, two-before-change, three-before-change, and four-before-change for the target change. The movement effect type RSC corresponds to the case where, after starting the character movement effect in the first pattern, the character movement effect is switched to the second pattern and executed. Therefore, none of the multiple effect patterns included in the movement effect type RSC specifies a character that can be displayed in response to the target change.

[0184] 10-18 shows an example of the configuration of the effect patterns included in the movement effect type RSD. In this embodiment, the movement effect type RSD includes the effect patterns RPD1-1-1-1 to RPD1-1-1-4, RPD1-1-2-2 to RPD1-1-2-4, RPD1-1-3-3, RPD1-1-3-4, RPD1-1-4-4, RPD1-2-2-2 to RPD1-2-2-4, RPD1-2-3-3, RPD1-2-3-4, RPD1-2-4-4, RPD1-3-3-3, RPD1-3-3-4, RPD1-3-4-4, RPD1-4-4-4, RPD2-2-2-2 to RPD2-2-2-4, RPD2-3-3-3, RPD2-3-3-4, RPD2-3-4-4, RPD2-4-4-4, RPD3-3-3-3, RPD3-3-3-4, RPD3-3-4-4, RPD3-4-4-4, and RPD4-4-4-4 are included. Each of the multiple performance patterns included in the movement performance type RSD specifies characters that can be displayed corresponding to the target change, the one-before-change, the two-before-change, the three-before-change, and the four-before-change. Note that the movement performance type RSD corresponds to the case where, after starting the execution of a character movement performance in the second pattern, the character movement performance is switched to the first pattern and executed. Therefore, for each of the multiple presentation patterns included in the movement presentation type RSD, characters that can be displayed in accordance with the target change are also specified.

[0185] In the configuration examples shown in Figures 10-14 to 10-18, for all of the presentation patterns, the characters that can be displayed corresponding to the 3-back-before change and the 4-back-before change are the same. Therefore, for example, if the execution of the character movement presentation is started when the number of reserved memories is "4" and characters are displayed corresponding to the 4-back-before change and the 3-back-before change, the common characters will be displayed unchanged. For example, if the execution of the character movement presentation is started when the number of reserved memories is "3," the character specified corresponding to the 4-back-before change will not be displayed, and the display will start with the character specified corresponding to the 3-back-before change. If the execution of the character movement presentation is started when the number of reserved memories is "2," the characters specified corresponding to the 4-back-before change and the 3-back-before change will not be displayed, and the display will start with the character specified corresponding to the 2-back-before change. Presentation patterns in which different characters are specified for the characters that can be displayed corresponding to the 3-back-before change and the 4-back-before change may be provided.

[0186] The multiple effect patterns have different designations for the characters that can be displayed corresponding to each variation. For example, among the multiple effect patterns included in the movement effect type RSA, in effect pattern RPA1-1-1, character CH01 is displayed unchanged from the four-times-ago variation to the one-time-ago variation, and then the execution of the character movement effect ends. In effect pattern RPA1-1-2, character CH01 is displayed unchanged from the four-times-ago variation to the two-times-ago variation, and then changes to character CH02 and can be displayed in the one-time-ago variation, and then the execution of the character movement effect ends. In effect pattern RPA1-2-3, character CH01 is displayed unchanged from the four-times-ago variation and the three-times-ago variation, and then changes to character CH02 and can be displayed in the two-times-ago variation, and can be displayed in the one-time-ago variation, and then the execution of the character movement effect ends.

[0187] Among the multiple effect patterns included in the movement effect type RSB, effect pattern RPB1-1-1-1 displays character CH11 unchanged from the four-times-ago change to the target change, and then the execution of the character movement effect ends. Also, effect pattern RPB1-1-1-2 displays character CH11 unchanged from the four-times-ago change to the one-time-ago change, and then changes to character CH12 and displays it in the target change, and then the execution of the character movement effect ends. In effect pattern RPB1-2-3-4, character CH11 is displayed unchanged from the four-times-ago change and the three-times-ago change, and then changes to character CH12 and displays it in the two-times-ago change, and changes to character CH03 and displays it in the one-time-ago change, and then the execution of the character movement effect ends.

[0188] Among the multiple presentation patterns included in the movement presentation type RSC, presentation pattern RPC1-1-1-1 displays character CH11 unchanged from the fourth previous change to the start of the second previous change, then switches from character CH11 to character CH01 in the second previous change, and character CH01 can be displayed unchanged in the first previous change, after which the character movement presentation ends. Presentation pattern RPC1-1-1-2 displays character CH11 unchanged from the fourth previous change to the start of the second previous change, then switches from character CH11 to character CH01 in the second previous change, and can be displayed as character CH02 in the first previous change, after which the character movement presentation ends.

[0189] Among the multiple effect patterns included in the movement effect type RSD, effect pattern RPD1-1-1-1 displays character CH01 unchanged from the fourth-to-second-before change until the start of the second-to-second-before change, then switches from character CH01 to character CH11 in the second-to-second-before change, and character CH11 can be displayed unchanged in the first-to-second-before change and the target change, after which the character movement effect ends. Effect pattern RPD1-1-1-2 displays character CH01 unchanged from the fourth-to-second-before change until the start of the second-to-second-before change, then switches from character CH01 to character CH11 in the second-to-second-before change, and character CH11 can be displayed unchanged in the first-to-second-before change, and can be displayed as character CH12 in the target change, after which the character movement effect ends. Thus, the effect patterns that serve as character movement effect patterns used to execute character movement effects are effect patterns in which different characters can be displayed, corresponding to the numbers included in the symbols assigned to each.

[0190] In the multiple performance patterns included in the movement performance type RSA, after a variable display that can display character CH01, any of characters CH01 to CH04 can be displayed. After a variable display that can display character CH02, any of characters CH02 to CH04 can be displayed, but character CH01 cannot be displayed. After a variable display that can display character CH03, either character CH03 or CH04 can be displayed, but either character CH01 or CH02 cannot be displayed. After a variable display that can display character CH04, character CH04 can be displayed, but any of characters CH01 to CH03 cannot be displayed.

[0191] In the multiple performance patterns included in the movement performance type RSB, after a variable display that can display character CH11, any of characters CH11 to CH14 can be displayed. After a variable display that can display character CH12, any of characters CH12 to CH14 can be displayed, but character CH11 cannot be displayed. After a variable display that can display character CH13, any of characters CH13 or CH14 can be displayed, but neither of characters CH11 or CH12 can be displayed. After a variable display that can display character CH14, character CH14 can be displayed, but none of characters CH11 to CH13 can be displayed.

[0192] The multiple effect patterns included in the movement effect type RSC enable a character movement effect to be executed by switching a character that can be displayed corresponding to a first pattern to a character that can be displayed corresponding to a second pattern in a two-previous change. Before the character is switched in the two-previous change, similar to the multiple effect patterns included in the movement effect type RSB, characters that can be displayed in the current variable display corresponding to the characters displayed in the previous variable display and characters that cannot be displayed in the current variable display are provided. After the character is switched in the two-previous change, similar to the multiple effect patterns included in the movement effect type RSA, characters that can be displayed in the current variable display corresponding to the characters displayed in the previous variable display and characters that cannot be displayed in the current variable display are provided. Note that the variable display that switches a character that can be displayed corresponding to a first pattern to a character that can be displayed corresponding to a second pattern is not limited to the variable display that is the two-previous change, and it may also be possible to switch a character that can be displayed corresponding to a first pattern to a character that can be displayed corresponding to a second pattern in any variable display that can execute a character movement effect.

[0193] The multiple effect patterns included in the movement effect type RSD enable a character movement effect to be executed by switching a character that can be displayed corresponding to the second pattern to a character that can be displayed corresponding to the first pattern in a two-previous change. Before the character is switched in the two-previous change, similar to the multiple effect patterns included in the movement effect type RSA, characters that can be displayed in the current variable display corresponding to the characters displayed in the previous variable display and characters that cannot be displayed in the current variable display are provided. After the character is switched in the two-previous change, similar to the multiple effect patterns included in the movement effect type RSB, characters that can be displayed in the current variable display corresponding to the characters displayed in the previous variable display and characters that cannot be displayed in the current variable display are provided. Note that the variable display that switches a character that can be displayed corresponding to the second pattern to a character that can be displayed corresponding to the first pattern is not limited to the variable display that is the two-previous change, and it may be possible to switch a character that can be displayed corresponding to the second pattern to a character that can be displayed corresponding to the first pattern in any variable display that can execute a character movement effect.

[0194] 10-19 and 10-20 include examples of determining a performance pattern that will be used for character movement performance. In these examples, different performance patterns can be determined depending on the result of determining the movement performance type. FIG. 10-19(A) shows a determination example 002AKD13 when the movement performance type is RSA, FIG. 10-19(B) shows a determination example 002AKD14 when the movement performance type is RSB, FIG. 10-20(A) shows a determination example 002AKD15 when the movement performance type is RSC, and FIG. 10-20(B) shows a determination example 002AKD16 when the movement performance type is RSD. In step AKS025 of the character movement performance determination process shown in FIG. 10-13, one of the performance patterns included in the movement performance type determined in step AKS024 can be determined as the character movement performance pattern. In this case, it is sufficient if the presentation pattern can be determined with a probability corresponding to a miss when the winning judgment result is either "general when missing," "reach confirmed when missing," or "super reach confirmed when missing," and a jackpot when the winning judgment result is "jackpot."

[0195] In determination example 002AKD13 when the movement effect type is RSA, the probability of determining effect pattern RPA1-1-1 is the highest when there is a miss, and the probability of determining effect patterns that can display character CH04, such as effect patterns RPA1-1-4, RPA1-2-4, RPA1-3-4, RPA1-4-4, RPA2-2-4, RPA2-3-4, RPA2-4-4, RPA3-3-4, RPA3-4-4, and RPA4-4-4, is the lowest. In determination example 002AKD13 when the movement effect type is RSA, the probability of determining effect pattern RPA1-1-1 is also the highest when there is a jackpot. However, the probability of determining effect pattern RPA1-1-1 is lower when there is a jackpot than when there is a miss. In determination example 002AKD13 when the movement effect type is RSA, even during a jackpot, the probability of determining an effect pattern that can display character CH04, such as effect patterns RPA1-1-4, RPA1-2-4, RPA1-3-4, RPA1-4-4, RPA2-2-4, RPA2-3-4, RPA2-4-4, RPA3-3-4, RPA3-4-4, and RPA4-4-4, is lowest. However, the probability of determining these is higher during a jackpot than during a miss. Therefore, when a character movement effect is executed using an effect pattern included in the movement effect type RSA, the probability of controlling the player into a jackpot game state, which is advantageous to the player, is higher when character CH04 is displayed than when character CH04 is not displayed.

[0196] In decision example 002AKD14 when the movement effect type is RSB, the decision rate of effect pattern RPB1-1-1-1 is the highest when a miss occurs, and effect patterns that can display character CH14, such as effect patterns RPB1-1-1-4, RPB1-1-2-4, RPB1-1-3-4, RPB1-1-4-4, RPB1-2-2-4, RPB1-2-3-4, RPB1-2-4-4, RPB1-3-3-4, RPB1-3-4-4, and RPB1-4-4-4, are included in the effect patterns with the lowest decision rate. In determination example 002AKD14 when the movement presentation type is RSB, the probability of determining presentation patterns in which character CH11 is not displayed but character CH14 is displayed, such as presentation patterns RPB2-2-2-4, RPB2-2-3-4, RPB2-2-4-4, RPB2-3-3-4, RPB2-3-4-4, RPB2-4-4-4, RPB3-3-3-4, RPB3-3-4-4, RPB3-4-4-4, RPB4-4-4-4, etc., corresponding to a jackpot, is highest. In determination example 002AKD14 when the movement presentation type is RSB, the probability of determining presentation pattern RPB1-1-1-1 corresponding to a jackpot. Therefore, when a character movement effect is executed using an effect pattern included in the movement effect type RSB, the probability of being controlled to a jackpot game state, which is an advantageous state for the player, is higher when character CH11 is not displayed but character CH14 is displayed, than when character CH14 is not displayed but character CH11 is displayed.

[0197] In the determination example 002AKD15 when the movement effect type is RSC, the determination rate of the effect pattern corresponding to a miss is the common determination rate of 5%. In the determination example 002AKD15 when the movement effect type is RSC, corresponding to a jackpot, some of the effect patterns that do not display character CH11 when the character movement effect is executed in the first pattern, such as effect patterns RPC2-4-4, RPC3-3-4, RPC3-4-4, and RPC4-4-4, and can display character CH04 when the character movement effect is executed in the second pattern, have the highest determination rate. In determination example 002AKD15 when the movement effect type is RSC, the effect patterns that can display character CH11 when the character movement effect is executed in the first pattern, such as effect patterns RPC1-1-1 to RPC1-1-4, RPC1-2-2 to RPC1-2-4, RPC1-3-3, RPC1-3-4, and RPC1-4-4, corresponding to the jackpot, have the lowest determination rate. Therefore, when the character movement effect is executed in the effect patterns included in the movement effect type RSC, if character CH11 when the character movement effect is executed in the first pattern is not displayed and character CH04 when the character movement effect is executed in the second pattern is displayed, the expectation of being controlled to a jackpot game state that is advantageous to the player is higher than if character CH11 when the character movement effect is executed in the first pattern is displayed.

[0198] In decision example 002AKD16 when the movement effect type is RSD, the decision rate of effect pattern RPD2-2-2-2 corresponding to a miss is highest, and effect patterns such as RPD2-2-2-4, RPD2-3-3-4, RPD2-3-4-4, RPD2-4-4-4, RPD3-3-3-4, RPD3-3-4-4, RPD3-4-4-4, RPD4-4-4-4, etc., which do not display character CH01 when the character movement effect is executed in the second pattern, and can display character CH14 when the character movement effect is executed in the first pattern, have the lowest decision rate. In determination example 002AKD16 when the movement effect type is RSD, the effect pattern that has the highest determination rate is one that does not display characters CH01 and CH02 when the character movement effect is executed in the second pattern, such as effect patterns RPD3-4-4-4, RPD3-3-4-4, RPD3-4-4-4, RPD4-4-4-4, and can display character CH14 when the character movement effect is executed in the first pattern, in response to a jackpot. In determination example 002AKD16 when the movement effect type is RSD, the effect patterns that can display character CH01 when the character movement effect is executed in the second pattern, such as effect patterns RPD1-1-1-1 to RPD1-1-1-4, RPD1-1-2-2 to RPD1-2-2-4, RPD1-1-3-3, RPD1-1-3-4, RPD1-1-4-4, RPD1-2-2-2 to RPD1-2-2-4, RPD1-2-3-3, RPD1-2-3-4, RPD1-2-4-4, RPD1-3-3-3, RPD1-3-3-4, RPD1-3-4-4, RPD1-4-4-4, etc., corresponding to a jackpot, have the lowest determination rate. Therefore, when a character movement effect is executed in an effect pattern included in the movement effect type RSD, if character CH01 is not displayed when the character movement effect is executed in the second pattern and character CH14 is displayed when the character movement effect is executed in the first pattern, the expectation of being controlled to a jackpot game state, which is an advantageous state for the player, is higher than if character CH01 is displayed when the character movement effect is executed in the second pattern.

[0199] The first pattern is a character movement effect execution pattern in which the effect mode of the character movement effect prior to the variable display that was the subject of the determination of whether or not the game will be controlled to a jackpot gaming state is inherited after that variable display. The second pattern is a character movement effect execution pattern in which the effect mode of the character movement effect prior to the variable display that was the subject of the determination of whether or not the game will be controlled to a jackpot gaming state is not inherited after that variable display. When the character movement effect is executed in the second pattern, the probability of determining the effect pattern may be set so that the probability of the jackpot gaming state being controlled is higher when character CH04 is displayed than when character CH01 is displayed. When the character movement effect is executed in the second pattern, the probability of the jackpot being expected is highest when character CH04 is displayed, and the probability of the jackpot being expected decreases as character CH03, character CH02, and character CH01 are displayed. The determination rate of the effect pattern may be set so that when the character movement effect is executed in the first pattern, the probability of being controlled to a jackpot game state is higher when character CH14 is displayed than when character CH11 is displayed. The determination rate of the effect pattern may be set so that when the character movement effect is executed in the first pattern, the probability of being controlled to a jackpot game state is highest when character CH14 is displayed, and the probability of being controlled to a jackpot is lower when character CH13, character CH12, or character CH11 is displayed.

[0200] In the character movement effect determination process shown in FIGS. 10-13, the effect control CPU 120 determines an effect pattern to be used for the character movement effect in step ASK025, and then performs character movement effect start setting in step AKS026, thereby controlling the start of character movement effect execution. For example, a character movement effect control pattern pre-stored and prepared in ROM 121 is read out in correspondence with the effect pattern determined in step AKS025. By sending an effect execution instruction to the display control unit 123 in correspondence with the control data included in this effect control pattern, an effect image showing the character is displayed on the screen of the image display device 5, and the character movement effect execution can be started. When the character movement effect execution is started, a character movement effect flag is set to an ON state. Furthermore, a count initial value of a character display counter is set in correspondence with the number of reserved memories. Data that identifiably indicates the character movement effect flag and the count value of the character display counter, along with data that identifiably indicates the effect pattern to be used for the character movement effect, can be stored in the character movement effect data storage unit 002AKM02 provided in a predetermined area.

[0201] FIG. 10-20(C) shows an example of the configuration of the character movement effect data storage unit 002AKM02. The character movement effect data storage unit 002AKM02 stores a character movement effect flag, an effect pattern, a character display counter, and a concealment effect flag. The effect patterns that can be stored by the character movement effect data storage unit 002AKM02 indicate effect patterns determined as character movement effect patterns. The count value of the character display counter may be set, for example, to the number of reserved memories when the character movement effect starts to be executed, and may be decremented by one each time a variable display is executed, thereby counting the remaining number of times until the variable display that is the subject of the determination is executed. The effect control CPU 120 may identify the character to be displayed in the character movement effect by using data indicating the effect pattern and data indicating the count value of the character display counter, among the data stored in the character movement effect data storage unit 002AKM02. The data stored in the character movement effect data storage unit 002AKM02 includes data that can identify the concealment effect flag. The hiding effect flag is set to an ON state when the execution of the character hiding effect starts, and is cleared to an OFF state when the execution of the character hiding effect ends. Therefore, when the hiding effect flag is ON, it specifies that the character hiding effect is being executed.

[0202] FIG. 10-21 is a flowchart showing an example of a timer effect determination process. The timer effect determination process is included in the processes that can be called from the look-ahead effect setting process shown in FIG. 10-11, and can be executed in step AKS005 after the character movement effect determination process in step AKS004 has been executed. When the timer effect determination process is executed, the effect control CPU 120 determines whether the timer effect flag is on (step AKS031). The timer effect flag is set to the on state when the execution of a timer standby effect starts based on the determination result of executing a timer effect, and is cleared to the off state when the execution of the timer effect executed following the timer standby effect ends. Therefore, when the timer effect flag is on, it specifies that a timer standby effect or a timer effect is being executed.

[0203] If the timer effect in progress flag is on in response to step ASK031 (step AKS031; Yes), the timer effect determination process ends. This imposes a limit on the execution of timer wait effects or timer effects within the scope of their execution. By restricting the execution of multiple timer wait effects or timer effects so that they do not execute simultaneously or overlappingly, it is possible to prevent the effects from becoming complicated and to prevent a decline in interest in the game. In contrast, if the timer effect flag is off (step AKS31; No), it is determined whether or not a timer effect will be executed (step AKS032). At this time, it is determined whether or not a timer effect will be executed, either "no timer effect," in which the timer effect will not be executed, or "timer effect," in which the timer effect will be executed. Then, it is determined whether or not this determination result is "timer effect." (step AKS033)

[0204] If step AKS033 indicates "no timer effect" rather than "with timer effect" (step AKS033; No), the timer effect determination process ends. On the other hand, if "with timer effect" (step AKS033; Yes), a timer effect pattern is determined (step AKS034). A standby effect pattern is also determined (step AKS035). Then, the timer standby effect start setting is performed (step AKS036), and the timer effect determination process ends. Data related to this timer effect determination process only needs to be storable in ROM 121 or RAM 122. Examples of use of data related to the timer effect determination process will be described with reference to Figures 10-22 and 10-23.

[0205] The timer effect determination process shown in Figure 10-21, for example, when determining whether or not to execute a timer effect in step AKS032, makes it possible to refer to a timer effect execution determination table constructed using data stored in ROM 121. The timer effect execution determination table has preset determination values ​​to be compared with the random numbers for timer effect execution determination included in the random numbers for effect. The effect control CPU 120 extracts numerical data that will become the random numbers for timer effect execution determination, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and can determine whether or not to execute a timer effect by referring to the timer effect execution determination table.

[0206] The timer effect determination process shown in FIG. 10-21 makes it possible to refer to a timer effect pattern determination table constructed using data stored in ROM 121 when determining a timer effect pattern, for example, in step AKS034. The timer effect pattern determination table has preset values ​​that are compared with the random numbers for determining timer effect patterns included in the effect random numbers. The effect control CPU 120 extracts numerical data that serves as the random numbers for determining timer effect patterns, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and determines the effect pattern that will be the timer effect pattern by referring to the timer effect pattern determination table. Data that can identify the effect pattern that will be the timer effect pattern can be stored in a timer effect data storage unit 002AKM03 provided in a predetermined area, such as the effect control buffer setting unit of RAM 122.

[0207] The timer effect determination process shown in FIG. 10-21 makes it possible to refer to a standby effect pattern determination table constructed using data stored in ROM 121 when determining a standby effect pattern, for example, in step AKS035. The standby effect pattern determination table has preset values ​​that are compared with the standby effect pattern determination random numbers included in the effect random numbers. The effect control CPU 120 extracts numerical data that serves as the standby effect pattern determination random number, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and determines the standby effect pattern by referring to the standby effect pattern determination table. Data that can identify the standby effect pattern can be stored in a timer effect data storage unit 002AKM03 provided in a predetermined area, such as the effect control buffer setting unit of RAM 122.

[0208] Figure 10-22 shows a determination example 002AKD21 regarding whether or not to perform a timer effect. In the timer effect determination process, step AKS032 determines whether or not to perform a timer effect. It is sufficient if different determinations regarding whether or not to perform a timer effect can be made depending on the number of reserved memories. Furthermore, when the number of reserved memories is equal to or greater than a specific number, it is sufficient if different proportions of whether or not to perform a timer effect can be determined depending on the winning judgment result. Furthermore, even with a common winning judgment result, it is possible to determine whether or not to perform a timer effect depending on the number of reserved memories equal to or greater than a specific number. For example, when the number of reserved memories is "1," the determination rate for "no" (not performing a timer effect) is 100%, and the determination rate for "yes" (executing a timer effect) is 0%. Therefore, if the number of reserved memories is "1" when a start winning occurs, it is determined that the timer effect will not be performed. In this way, a limit is set as a limit for which the timer effect will not be performed when the number of reserved memories is less than a specific number, i.e., when the number of reserved memories is "1" when a start winning occurs. By restricting the timer effect not to be executed when the number of reserved memories is less than a specific number, the execution time of the timer standby effect can be secured, and the entertainment value of the game can be appropriately improved by the effect.

[0209] In the determination example 002AKD21 in Figure 10-22, when the number of reserved memories is between "2" and "4," the probability of determining "no" (not executing the timer effect) and the probability of determining "yes" (executing the timer effect) differ depending on whether the winning judgment result is "general if missing," "reach confirmed if missing," "super reach confirmed if missing," or "jackpot." Even with the same winning judgment result, the probability of determining "no" (not executing the timer effect) and the probability of determining "yes" (executing the timer effect) may differ depending on whether the number of reserved memories is between "2" and "4." For example, when the winning judgment result is "jackpot," the probability of determining "yes" (executing the timer effect) is higher than when the winning judgment result is "super reach confirmed if missing," "reach confirmed if missing," or "general if missing." Furthermore, when the winning judgment result is a "jackpot," the probability of "yes" to execute the timer effect is higher than the probability of "no" to not execute the timer effect. When the winning judgment result is "super reach confirmed if missing," the probability of "yes" to execute the timer effect is lower than when the winning judgment result is a "jackpot," and higher than when the winning judgment result is either "reach confirmed if missing" or "general if missing." When the winning judgment result is "reach confirmed if missing," the probability of "yes" to execute the timer effect is lower than when the winning judgment result is either "jackpot" or "super reach confirmed if missing," and higher than when the winning judgment result is "general if missing." When the winning judgment result is "general if missing," the timer effect is determined to be "yes" with a lower probability of being executed than when the winning judgment result is either "jackpot," "super reach confirmed if missing," or "reach confirmed if missing." Also, when the winning judgment result is either "reach confirmed if missing" or "general if missing," the probability of determining "yes" to execute the timer effect is lower than the probability of determining "no" to not execute the timer effect. With this setting, when the timer effect is executed, the expectation of being controlled to a jackpot gaming state, which is advantageous to the player, is higher than when the timer effect is not executed.In this way, the timer effect in which a specific display is displayed can be appropriately executed so as to increase the player's attention to the execution of the timer effect, thereby increasing the player's interest in the game.

[0210] In the example 002AKD21 in Figure 10-22, when the winning judgment result is "general when losing," the probability of "yes" to execute the timer effect is higher when the number of reserved memories is "3" than when it is "4," and also higher when the number of reserved memories is "2" than when it is "3." Even when the winning judgment result is "reach confirmed when losing," the probability of "yes" to execute the timer effect is higher when the number of reserved memories is "3" than when it is "4," and also higher when the number of reserved memories is "2" than when it is "3." When the winning judgment result is "super reach confirmed when losing," the probability of "yes" to execute the timer effect is higher when the number of reserved memories is "3" than when it is "4," and also the probability is 50%, which is the same for both "3" and "2." In contrast, when the winning judgment result is a "jackpot," the probability of determining "yes" to execute the timer effect is highest when the number of reserved memories is "4," lower when the number of reserved memories is "3" than when the number of reserved memories is "4," and lower when the number of reserved memories is "2" than when the number of reserved memories is "3." With this setting, when the number of reserved memories is large when it is determined that the timer effect should be executed, the player's expectation of being controlled to a jackpot game state, which is an advantageous state for the player, is higher than when the number of reserved memories is small. Alternatively, any setting may be used to increase the expectation of being controlled to a jackpot game state, which is an advantageous state for the player, when the number of reserved memories is large when it is determined that the timer effect should be executed, compared to when the number of reserved memories is small. The timer effect begins execution in response to the start of the variable display that was the subject of the judgment. The timer standby effect can be executed over multiple variable displays before the timing at which the timer effect starts to be executed. Furthermore, when the number of reserved memories is large and the execution time of the timer standby effect is long, the expectation of being controlled to a jackpot game state, which is an advantageous state for the player, is higher than when the execution time of the timer standby effect is short and the execution time of the timer standby effect is low. In this way, the timer standby effect and the timer effect can be appropriately executed so that the player's attention to the execution time of the timer standby effect can be increased, thereby improving the enjoyment of the game.

[0211] FIG. 10-23(A) shows an example 002AKD22 of determining a timer effect pattern. In this embodiment, four effect patterns TPA1 to TPA4 are pre-prepared as multiple effect patterns that can be determined as timer effect patterns. The number of effect patterns that can be determined as timer effect patterns may be any number of patterns based on any design. The execution times of the timer effects are set to differ for each of the effect patterns TPA1 to TPA4. For example, the execution time of the timer effect for effect pattern TPA1 is 5 seconds, the execution time of the timer effect for effect pattern TPA2 is 10 seconds, the execution time of the timer effect for effect pattern TPA3 is 15 seconds, and the execution time of the timer effect for effect pattern TPA4 is 20 seconds. In response to the different execution times of the timer effects, the period during which a specific display can be displayed in the timer effect can also be different. For example, the specific display can be displayed for a longer period when the timer effect is executed using effect pattern TPA2 than when the timer effect is executed using effect pattern TPA1. When the timer effect is executed in effect pattern TPA3, the specific display can be displayed for a longer period of time than when the timer effect is executed in effect pattern TPA2. When the timer effect is executed in effect pattern TPA4, the specific display can be displayed for a longer period of time than when the timer effect is executed in effect pattern TPA3.

[0212] In step AKS034 of the timer effect determination process shown in FIG. 10-21, one of the multiple pre-prepared effect patterns TPA1 to TPA4 can be selected as the timer effect pattern. Different effect patterns can be selected depending on the winning determination result: "general if no win," "reach confirmed if no win," "super reach confirmed if no win," or "jackpot." Different effect patterns may also be selected depending on the winning determination result. For example, if the winning determination result is "general if no win," the timer effect pattern TPA1 is selected 100% of the time, and the timer effect patterns TPA2 to TPA4 are selected 0% of the time. Therefore, if the winning determination result is "general if no win," the timer effect pattern TPA1 is selected, and the timer effect patterns TPA2 to TPA4 are not selected. In this way, a limitation is set as a limit that the timer effect is not executed in a specific effect pattern when the winning determination result is "general when losing," which is the most unfavorable determination result for the player among cases where the game state is not controlled to a jackpot state. Furthermore, if the winning determination result is "reach confirmed when losing," the effect patterns TPA1 to TPA3 can be determined as the timer effect pattern, but effect pattern TPA4 cannot be determined. In this way, a limitation is set as a limit that the timer effect is not executed in a special effect pattern when the winning determination result is "reach confirmed when losing." By restricting the timer effect from being executed in a specific effect pattern or a special effect pattern when the determination result is unfavorable to the player, the timer effect can be appropriately executed to prevent the player's excitement, which was heightened by the timer effect, from waning, thereby enhancing the game's enjoyment.

[0213] In determination example 002AKD22 of FIG. 10-23(A), for example, when the winning judgment result is "jackpot," presentation pattern TPA4 is determined as the timer presentation pattern with a higher probability of determination than when the winning judgment result is "super reach confirmed when losing," "reach confirmed when losing," or "general when losing." Also, when the winning judgment result is "jackpot," the determination probability of presentation pattern TPA4 is higher than the determination probability of the other presentation patterns TPA1 to TPA3. When the winning judgment result is "super reach confirmed when losing," presentation pattern TPA4 is determined with a lower probability of determination than when the winning judgment result is "jackpot," and also with a lower probability than presentation patterns TPA1 to TPA3. With this setting, when the timer effect is executed in the effect pattern TPA4, the expectation of being controlled to a jackpot gaming state, which is an advantageous state for the player, is higher than when the timer effect is executed in any of the effect patterns TPA1 to TPA3. Alternatively, any setting may be used to make it possible to make the expectation of being controlled to a jackpot gaming state, which is an advantageous state for the player, higher than when the timer effect is executed in any of the effect patterns TPA1 to TPA3. The effect pattern TPA4 is the effect pattern with the longest timer effect execution time among the effect patterns TPA1 to TPA4, and is the effect pattern that can display a specific display for the longest period of time. When the winning judgment result is a "jackpot," the probability of success for the effect patterns TPA1 to TPA3 is a common probability of 20%. In contrast, when the winning judgment result is either "general if lost," "reach confirmed if lost," or "super reach confirmed if lost," the probability of the effect pattern TPA1 being the highest, the probability of the effect pattern TPA2 being the next highest, and the probability of the effect pattern TPA3 being the lowest. The effect pattern TPA3 is a presentation pattern in which the execution time of the timer effect is shorter than the effect pattern TPA4, the effect pattern TPA2 is a presentation pattern in which the execution time of the timer effect is shorter than the effect pattern TPA1, and the effect pattern TPA1 is the presentation pattern in which the execution time of the timer effect is the shortest.Therefore, in a variable display in which a timer effect is executed, the expectation of being controlled to a jackpot game state, which is an advantageous state for the player, is higher when the specific display is displayed for a long period of time than when the specific display is displayed for a short period of time.In this way, the timer effect in which a specific display is displayed can be appropriately executed so as to increase the player's attention to the execution of the timer effect in a special effect pattern and the display of the specific display for a long period of time, thereby increasing the interest in the game.

[0214] FIG. 10-23(B) shows an example 002AKD23 of determining a presentation pattern to be used as a standby presentation pattern. In this embodiment, five presentation patterns TPB0, TPB1-1, TPB1-2, TPB2-1, and TPB2-2 are pre-prepared as a plurality of presentation patterns that can be determined as standby presentation patterns. The number of presentation patterns that can be determined as standby presentation patterns may be any number of patterns based on any design. Presentation modes of the timer standby presentation are set to differ depending on the presentation patterns TPB0, TPB1-1, TPB1-2, TPB2-1, and TPB2-2. For example, presentation pattern TPB0 executes a timer standby presentation in a continuous presentation mode in which the specific display using display image AKJ0 does not change. Presentation pattern TPB1-1 executes a timer standby presentation in a change display mode in which the specific display using display image AKJ0 changes to a first change display using display image AKJ1. In effect pattern TPB1-1, a timer standby effect is executed in a change display mode in which a specific display using display image AKJ0 changes to a second change display using display image AKJ2. In effect pattern TPB2-1, a timer standby effect is executed in a continuation effect mode, and a pre-stage effect is executed by displaying display image AKJ11 separately from the specific display using display image AKJ0. In effect pattern TPB2-2, a timer standby effect is executed in a continuation effect mode, and a pre-stage effect is executed by displaying display image AKJ12 separately from the specific display using display image AKJ0.

[0215] In step AKS035 of the timer effect determination process shown in FIG. 10-21, one of the multiple pre-prepared effect patterns TPB0, TPB1-1, TPB1-2, TPB2-1, and TPB2-2 can be selected as the standby effect pattern. In this case, it is sufficient if different effect patterns can be selected depending on the determination result of the timer effect pattern selected in step AKS034. Furthermore, different proportions of standby effect patterns can be selected depending on the determination result of the timer effect pattern. For example, if effect pattern TPA1 is selected as the timer effect pattern, one of effect patterns TPB0, TPB1-1, and TPB2-1 can be selected as the standby effect pattern, and effect patterns TPB1-2 and TPB2-2 are not selected. When presentation pattern TPA2 is determined as the timer presentation pattern, any one of presentation patterns TPB0, TPB1-1, or TPB2-1 can be determined as the standby presentation pattern, and presentation patterns TPB1-2 and TPB2-2 are not determined. When presentation pattern TPA3 is determined as the timer presentation pattern, any one of presentation patterns TPB1-2 or TPB2-1 can be determined as the standby presentation pattern, and presentation patterns TPB0, TPB1-1, or TPB2-2 are not determined. When presentation pattern TPA4 is determined as the timer presentation pattern, any one of presentation patterns TPB2-1 or TPB2-2 can be determined as the standby presentation pattern, and presentation patterns TPB0, TPB1-1, or TPB1-2 are not determined.

[0216] When the timer performance pattern is performance pattern TPA1, performance pattern TPB0 is determined as the standby performance pattern with the highest probability, and is determined as the standby performance pattern with a higher probability than when the timer performance pattern is any of performance patterns TPA2 to TPA4. When the timer performance pattern is performance pattern TPA2, performance pattern TPB1-1 is determined as the standby performance pattern with a higher probability than when the timer performance pattern is performance pattern TPA1, but is not determined as the standby performance pattern when the timer performance pattern is any of performance patterns TPA3 or TPA4. When the timer performance pattern is performance pattern TPA3, performance pattern TPB1-2 is determined as the standby performance pattern with the highest probability, but is not determined as the standby performance pattern when the timer performance pattern is any of performance patterns TPA1, TPA2, or TPA4. When the timer effect pattern is effect pattern TPA2, effect pattern TPB2-1 is determined as the standby effect pattern with the highest probability, and is determined as the standby effect pattern with a higher probability than when the timer effect pattern is any of effect patterns TPA1, TPA3, or TPA4. When the timer effect pattern is effect pattern TPA4, effect pattern TPB2-2 is determined as the standby effect pattern with the highest probability, but is not determined as the standby effect pattern when the timer effect pattern is any of effect patterns TPA1 to TPA3. With this setting, when a timer standby effect is executed with either effect pattern TPB1-1 or TPB1-2, the execution time of the timer effect is likely to be longer than when a timer standby effect is executed with effect pattern TPB0. Therefore, a specific display in the timer effect can be displayed for a longer period of time when a timer standby effect is executed in a change effect mode and a change effect is executed, compared to when a timer standby effect is executed in a continuation effect mode and a change effect is not executed. In addition, when a timer standby effect is executed in the continuation effect mode and a previous stage effect is executed without executing a change effect, it may be possible to display a specific effect in the timer effect for a longer period of time than when a timer standby effect is executed in the change effect mode and a change effect is executed.In this way, even if the timer standby presentation is not executed in a change presentation mode and the specific display does not change, the expectation for the timer presentation is increased by executing the previous stage presentation, so that the change presentation and the previous stage presentation can be appropriately executed to increase the sense of surprise when the specific display does not change, thereby improving the interest in the game.

[0217] In the timer effect determination process shown in FIG. 10-21, the effect control CPU 120 determines the effect pattern to be used for the timer effect in step AKS035, and then performs timer standby effect start setting in step AKS036, thereby enabling execution of the timer standby effect to begin. For example, a timer standby effect control pattern stored in advance in ROM 121 is read out in correspondence with the effect pattern determined in step AKS035. By sending an effect execution instruction to the display control unit 123 in correspondence with the control data included in this effect control pattern, a display image AKJ1 or the like is displayed as a specific display including a specific character on the screen of the image display device 5, thereby starting execution of the timer standby effect. When execution of the timer standby effect begins, a timer effect flag is set to the ON state. Furthermore, a count initial value of the remaining count counter is set in correspondence with the number of reserved memories. Data that identifiably indicates the timer effect flag and the count value of the remaining count counter can be stored in the timer effect data storage unit 002AKM03 provided in a predetermined area, along with data that identifiably indicates the timer effect pattern and the effect pattern to be used for the standby effect.

[0218] FIG. 10-23(C) shows an example of the configuration of the timer effect data storage unit 002AKM03. The timer effect data storage unit 002AKM03 has a storage area reserved for storing data that identifiably indicates a timer effect flag, a timer effect pattern, a standby effect pattern, and a remaining number counter. The timer effect patterns that can be stored by the timer effect data storage unit 002AKM03 indicate effect patterns determined as timer effect patterns. The standby effect patterns that can be stored by the timer effect data storage unit 002AKM03 indicate effect patterns determined as standby effect patterns. The count value of the remaining number counter may be set, for example, to the number of reserved memories when the timer standby effect starts to be executed, and may be decremented by one each time a variable display is executed, so long as it is possible to count the remaining number of times until the variable display that is the subject of judgment is executed.

[0219] Fig. 10-24 is a flowchart showing an example of character movement effect execution processing. The character movement effect execution processing is included in processing that can be called from the look-ahead effect setting processing shown in Fig. 10-11, and can be executed in step ASK009 when it is shift timing corresponding to step AKS008. When the character movement effect execution processing is executed, the performance control CPU 120 determines whether the character movement effect flag is on or not (step ASK041). If the character movement effect flag is off (step ASK041; No), the character movement effect is not being executed, and the character movement effect execution processing ends.

[0220] If the character movement effect flag is on in response to step AKS041 (step AKS041; Yes), it is determined whether the concealment effect flag is on (step ASK042). If the concealment effect flag is off (step AKS042; No), it is determined whether or not to perform a character concealment effect (step AKS043). At this time, either "no character concealment effect" in which the character concealment effect is not performed, or "character concealment effect" in which the character concealment effect is performed, is determined. It is then determined whether or not this determination result is "character concealment effect" (step ASK044). If "character concealment effect is performed" (step AKS044; Yes), a character concealment effect start setting is performed (step AKS045), and the character movement effect execution processing ends. The character concealment effect start setting includes a setting to start the concealment display CK01 in the character concealment effect, overlapping with the display position of the character in the character movement effect. This makes it possible to start the character concealment effect as a special effect that makes the character movement effect, which is a specific effect, invisible.

[0221] If the hiding effect flag is on in response to step AKS042 (step AKS042; Yes), a character hiding time control is determined (step ASK046). At this time, one of the following is determined: "continue hiding," which continues the character hiding effect; "resume display," which ends the character hiding effect and resumes display in the character movement effect; or "end display," which ends the character hiding effect and also ends display in the character movement effect. Then, it is determined whether this determination result is "continue hiding" (step AKS047). If the result is "continue hiding" (step AKS047; Yes), the character movement effect execution processing ends.

[0222] If the result of step AKS047 is not "continue hiding" (step AKS047; No), it is determined whether the result of the determination in step AKS046 is "resume display" (step AKS048). If the result is "resume display" (step AKS048; Yes), a character movement effect resumption setting is made (step AKS049). The character movement effect resumption setting includes a setting to end the concealment display CK01 in the character hiding effect that was performed overlapping with the display position of the character in the character movement effect. This makes it possible to end the execution of the character hiding effect as a special effect that makes the character movement effect, which is a specific effect, invisible, and resume the character movement effect, which is a specific effect.

[0223] If the answer in step AKS048 is not "resume display" (step AKS048; No), the determination result in step AKS046 corresponds to "end display," and a character movement effect end setting is made (step AKS050), ending the character movement effect execution processing. The character movement effect end setting includes a setting to end the hidden display CK01 in the character hiding effect as well as a setting to end the execution of the character movement effect. For example, the stored data in the character movement effect data storage unit 002AKM02 is cleared and initialized. This ends the execution of the character hiding effect as a special effect that makes the character movement effect, which is a specific effect, invisible, and allows the character movement effect, which is a specific effect, to be ended without being resumed.

[0224] In the case where "character hiding effect is not present" but "character hiding effect is not present" (step AKS044) in response to step AKS044, after the character movement effect resumption setting is performed in step AKS049, a decision is made as to whether or not a switching suggestion effect will be present (step AKS051). At this time, either "switching suggestion effect is not present" in which the switching suggestion effect will not be performed, or "switching suggestion effect is present" in which the switching suggestion effect will be performed is decided. Then, it is determined whether or not this decision result is "switching suggestion effect present" (step AKS052). In the case where "switching suggestion effect is not present" but "switching suggestion effect is not present" (step AKS052; No), the character movement effect execution processing ends. In contrast, in the case where "switching suggestion effect is present" (step AKS052; Yes), a switching suggestion effect execution setting is performed (step AKS053), and the character movement effect execution processing ends. An example of the use of stored data related to the character movement effect execution processing will be described with reference to FIG. 10-25.

[0225] 10-24, when determining whether or not to execute a character hiding effect in step AKS043, for example, the character hiding effect execution processing shown in FIG. 10-24 can refer to a character hiding effect execution determination table constructed using data stored in ROM 121. The character hiding effect execution determination table has preset determination values ​​that are compared with the random numbers for character hiding effect execution determination included in the effect random numbers. The effect control CPU 120 can extract numerical data that becomes the random numbers for character hiding effect execution determination, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and refer to the character hiding effect execution determination table to determine whether or not to execute a character hiding effect.

[0226] The character movement effect execution process shown in FIG. 10-24 makes it possible to refer to a character hiding control determination table constructed using data stored in ROM 121 when determining character hiding control, for example, in step AKS046. The character hiding control determination table has preset determination values ​​that are compared with the character hiding control determination random numbers included in the effect random numbers. The effect control CPU 120 can determine the control content for character hiding control by extracting numerical data that becomes the character hiding control determination random number, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and referring to the character hiding control determination table.

[0227] The character movement effect execution process shown in FIG. 10-24 , for example, when determining whether or not to execute a switch suggestion effect in step AKS051, can reference a switch suggestion effect execution determination table constructed using data stored in ROM 121. The switch suggestion effect execution determination table contains preset values ​​for comparison with the random numbers for determining the execution of switch suggestion effects included in the effect random numbers. The effect control CPU 120 extracts numerical data that serves as the random numbers for determining the execution of switch suggestion effects, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and references the switch suggestion effect execution determination table to determine whether or not to execute a switch suggestion effect. Note that when the movement effect type is either RSC or RSD, it may be determined that a switch suggestion effect is always executed in response to the execution of a variable display that changes two times before. On the other hand, when the movement effect type is either RSA or RSB, it may be determined at a predetermined rate whether or not to execute a switch suggestion effect in response to the execution of a variable display that changes two times before. With this setting, when a character movement effect is executed in the first pattern and when a character movement effect is executed in the second pattern, a switch suggestion effect is executed in response to switching and executing the character movement effect, and a false effect or switch failure effect can be executed in which a switch suggestion effect is executed in response to executing the character movement effect without switching.

[0228] FIG. 10-25(A) shows a determination example 002AKD31 regarding whether or not to perform a character hiding effect. In the character movement effect execution process, step AKS043 can determine whether or not to perform a character hiding effect. At this time, it is sufficient if the presence or absence of a character hiding effect can be determined at different rates depending on the currently displayed character, which is the character displayed in the character movement effect. In determination example 002AKD31, when the currently displayed character is one of characters CH01 to CH04, the determination rate of "no" (not performing a character hiding effect) is 80%, and the determination rate of "yes" (executing a character hiding effect) is 20%. Also, when the currently displayed character is one of characters CH11 to CH14, the determination rate of "no" (not performing a character hiding effect) is 70%, and the determination rate of "yes" (executing a character hiding effect) is 30%.

[0229] The display images of characters CH01 to CH04 are applicable when executing a character movement effect in a presentation pattern that serves as a second pattern when there is no inheritance, in which the presentation mode of the character movement effect is not inherited after the variable display that is the subject of the determination. The display images of characters CH11 to CH14 are applicable when executing a character movement effect in a presentation pattern that serves as a first pattern when there is inheritance, in which the presentation mode of the character movement effect is inherited after the variable display that is the subject of the determination. Therefore, when executing a character movement effect in the first pattern, a character hiding effect is executed at a higher rate than when executing a character movement effect in the second pattern. When executing a character movement effect in the second pattern, if a switching suggestion effect is executed, there is a possibility that the character movement effect will be switched to the first pattern and executed. Therefore, when executing a character movement effect in the second pattern, a player is likely to expect that a switching suggestion effect will be executed, and the expectation is likely to be heightened when the switching suggestion effect is executed. Therefore, when executing a character movement effect in the second pattern, a character hiding effect can be executed at a lower rate, which increases attention and expectation for the switching suggestion effect and improves game enjoyment.

[0230] The character hiding effect may be enabled when a preset hiding permission condition is met, and may not be enabled when the hiding permission condition is not met. For example, a limit may be set so that the hiding permission condition is not met and the character hiding effect is not enabled within a range in which the count value of the character display counter corresponds to "2" and a variable display with a two-step previous change is executed. During the execution of a variable display with a two-step previous change corresponding to the count value of the character display counter of "2," a switch suggestion effect may be executed, switching between the first pattern and the second pattern. In this case, if the character hiding effect is executed simultaneously with or overlapping the switch suggestion effect, it may be difficult to attract the player's attention to the switch suggestion effect. Therefore, a limit may be set so that the character hiding effect is not executed simultaneously or overlapping within a range in which the variable display is enabled to execute the switch suggestion effect. By limiting the character hiding effect to not be executed simultaneously with or overlapping the switch suggestion effect, the player's attention to the switch suggestion effect can be increased, thereby improving the player's interest in the game.

[0231] The presence or absence of a character hiding effect may be determined at a different determination rate depending on whether the displayed character is one of characters CH01 to CH04. The presence or absence of a character hiding effect may be determined at a different determination rate depending on whether the displayed character is one of characters CH11 to CH14. For example, the determination rate may be set so that when the displayed character is character CH01 or character CH11, the character hiding effect is executed at a higher rate than when the displayed character is character CH04 or character CH14. In the character movement effect, the determination rate of the effect pattern may be set so that when character CH04 or character CH14 is displayed, the expectation of being controlled to a jackpot gaming state is higher than when character CH01 or character CH11 is displayed. Furthermore, the display of character CH04 or character CH14 does not change to the display of another character in the character movement effect. Therefore, the determination rate may be set so that when the displayed character is a character that is difficult to change, such as character CH04 or character CH14, the probability of executing a character hiding effect is lower than when the displayed character is a character that is easy to change, such as character CH01 or character CH11. In this way, a limit may be set to reduce the probability of the character hiding effect being executed and becoming invisible in a range where the presentation mode of the character movement effect is a specific mode where it is difficult to change, compared to when the presentation mode of the character movement effect is other than the specific mode. Alternatively, a limit may be set to prevent the character hiding effect from becoming invisible in a range where the presentation mode of the character movement effect does not change. This increases the player's attention to the change in the presentation mode of the character movement effect when a character hiding effect is executed, thereby improving the enjoyment of the game.

[0232] When it is determined in step AKS043 of the character movement effect execution processing that a character hiding effect is to be executed, the effect control CPU 120 performs a character hiding effect start setting in step AKS045 in response to the determination result of step AKS044 that "character hiding effect is executed," thereby controlling the execution of the character hiding effect to be started. For example, in response to the character hiding effect, a character hiding effect control pattern stored and prepared in ROM 121 is read out. In response to control data included in this effect control pattern, an effect execution instruction is sent to the display control unit 123, whereby a hiding display CK01 is performed on the screen of the image display device 5, and the execution of the character hiding effect is started. When the execution of the character hiding effect is started, a hiding effect flag is set to an ON state. Data that identifiably indicates the hiding effect flag can be stored in the character movement effect data storage unit 002AKM02.

[0233] Figure 10-25(B) shows an example 002AKD32 of determining control when a character is hidden. In the processing during execution of the character movement effect, the control when a character is hidden can be determined in step AKS046. At this time, it is sufficient if it is possible to determine whether or not to perform the character hiding effect at different rates depending on the hidden character, which is the character that is hidden in the character hiding effect. The hidden character, like the character displayed in the character movement effect, can be identified by using data indicating the effect pattern and data indicating the count value of the character display counter from the data stored in the character movement effect data storage unit 002AKM02. In determination example 002AKD32, in response to the fact that the currently hidden character is any of CH01 to CH04, the decision rate for "continue hiding" to continue the character hiding effect is 30%, the decision rate for "resume display" to end the character hiding effect and resume display of the character in the character movement effect is 20%, and the decision rate for "end display" to end the display of the character in the character movement effect upon the end of the character hiding effect is 50%. Also, in response to the currently hidden character being any of characters CH11 to CH14, the decision rate for "continue hiding" to continue the character hiding effect is 20%, the decision rate for "resume display" to end the character hiding effect and resume display of the character in the character movement effect is 70%, and the decision rate for "end display" to end the display of the character in the character movement effect upon the end of the character hiding effect is 10%.

[0234] The display images of characters CH01 to CH04 are applicable when a character movement effect is executed in a performance pattern that is a second pattern when there is no inheritance, in which the performance mode of the character movement effect is not inherited after the variable display that is the subject of the determination. The display images of characters CH11 to CH14 are applicable when a character movement effect is executed in a performance pattern that is a first pattern when there is inheritance, in which the performance mode of the character movement effect is inherited after the variable display that is the subject of the determination. Therefore, when a character hiding effect is executed and the character becomes invisible while a character movement effect is being executed in the first pattern, the character hiding effect is terminated and the display of the character in the character movement effect is resumed more frequently than when a character hiding effect is executed and the character becomes invisible while a character movement effect is being executed in the second pattern. Also, when a character hiding effect is executed and the character becomes invisible while a character movement effect is being executed in the second pattern, the display of the character in the character movement effect is terminated together with the end of the character hiding effect more frequently than when a character hiding effect is executed and the character becomes invisible while a character movement effect is being executed in the first pattern. In this way, if a character hiding effect as a special effect is executed and the character becomes invisible after the execution of a character movement effect as a specific effect has started in the first pattern, the character movement effect as a specific effect can be resumed. On the other hand, if a character hiding effect as a special effect is executed and the character becomes invisible after the execution of a character movement effect as a special effect has started in the second pattern, the character movement effect as a specific effect can be ended without being resumed.

[0235] When the character hiding control is determined to be "display resume" in step AKS046 of the character movement effect execution processing, the effect control CPU 120 performs a character movement effect resume setting in step AKS049 in response to the determination result of step AKS048, thereby terminating the hidden display CK01 in the character hiding effect and controlling the character display to be resumed in the character movement effect. For example, the character hiding control may send an execution instruction for a pre-prepared effect corresponding to "display resume" to the display control unit 123, thereby erasing the hidden display CK01 on the screen of the image display device 5 and resuming the display of the character in the character movement effect. The character to be displayed in the character movement effect may be identified using data indicating the effect pattern and data indicating the count value of the character display counter among the data stored in the character movement effect data storage unit 002AKM02. Furthermore, when the execution of the character hiding effect is terminated, the hidden effect flag is cleared to the off state. The character displayed in the character movement effect when the execution of the character hiding effect ends may be a different character from the character that became invisible when the character hiding effect was executed after the execution of the character movement effect began. For example, after the execution of the character movement effect begins in the effect pattern RPB1-2-3-4 included in the movement effect type RSB shown in FIG. 10-16, if a character hiding effect is executed in response to the start of a variable display that is three changes back, the display of character CH11 becomes invisible. In this case, when the execution of the character hiding effect ends in response to the start of a variable display that is two changes back and the display of the character in the character movement effect resumes, the display of character CH12, which is different from character CH11, resumes. In this way, if a character hiding effect that is a special effect is executed after the execution of a character movement effect that is a specific effect in the first pattern begins and the character becomes invisible, the character movement effect that is a specific effect in the first pattern, which has a different effect, may be resumed.

[0236] The character hiding effect may be controlled to end when a preset hiding end condition is met, independently of the determination rate of the character hiding control. For example, if a character movement effect is initiated using an effect pattern included in either the RSC or RSD movement effect type, and the character becomes invisible after the character hiding effect is executed, a limit may be set so that the hiding end condition is met and the execution of the character hiding effect is terminated within a range in which the count value of the character display counter corresponds to "2" and a variable display with a two-step previous change is executed. During the execution of a variable display with a two-step previous change corresponding to "2," a switching suggestion effect may be executed, switching between the first and second patterns. In this case, if the character hiding effect is executed simultaneously or overlapping with the switching suggestion effect, it may be difficult to attract the player's attention to the switching suggestion effect. Therefore, a limit may be set so that the character hiding effect is terminated so that it is not executed simultaneously or overlapping within a range in which the switching suggestion effect is executed and the variable display switches between the first and second patterns. By restricting the character hiding effect so that it is not executed simultaneously or overlapping with the switching suggestion effect, the player's attention to the switching suggestion effect can be increased, and interest in the game can be improved.

[0237] The concealment end condition may be met when the count value of the character display counter corresponds to "1" and a variable display that is one change back is executed. In this way, if a character hiding effect is executed after the execution of a character movement effect has started and the character becomes invisible, a limit may be set so that the concealment end condition is met and the execution of the character hiding effect is terminated within a range in which the count value of the character display counter corresponds to "1" and a variable display that is one change back is executed. The variable display that is one change back, in which the count value of the character display counter corresponds to "1," is a branching point that determines whether or not to inherit the character movement effect's presentation mode from the next variable display onward in the first pattern, or whether or not to inherit the character movement effect's presentation mode from the next variable display onward in the second pattern. In this case, if a character hiding effect is executed and the character movement effect becomes invisible, it may be difficult to attract the player's attention to the character movement effect. Therefore, a limitation may be set as a limit that terminates the character hiding effect so that it is not executed within the range of variable display that branches into whether or not the presentation mode of the character movement effect is inherited. By limiting the character hiding effect to not be executed within variable display that branches into whether or not the presentation mode of the character movement effect is inherited, it is possible to increase the player's attention to the character movement effect and improve the enjoyment of the game.

[0238] When the character hiding control is determined to be "display end" in step AKS046 of the character movement effect execution processing, the effect control CPU 120 performs character movement effect end setting in step AKS050 in response to the determination result of step AKS048, thereby ending the hidden display CK01 in the character hiding effect and controlling the display of the character in the character movement effect to be able to end. For example, by sending a prepared effect end instruction to the display control unit 123 in response to the character hiding control being "display end," the hidden display CK01 can be erased on the screen of the image display device 5 and the display of the character in the character movement effect can also be erased. When the character hiding effect and the character movement effect execution are ended, the stored data in the character movement effect data storage unit 002AKM02 can be cleared and initialized.

[0239] Figure 10-25(C) shows a determination example 002AKD33 regarding whether or not to display a switch suggestion effect. During character movement effect execution processing, step AKS051 can determine whether or not to display a switch suggestion effect. At this time, it is sufficient if the presence or absence of a switch suggestion effect can be determined at different rates depending on the currently displayed character, which is the character displayed in the character movement effect. In determination example 002AKD33, when the currently displayed character is character CH01, the decision rate for "no" to not execute a switch suggestion effect is 90%, and the decision rate for "yes" to execute a switch suggestion effect is 10%. When the currently displayed character is character CH02, the decision rate for "no" to not execute a switch suggestion effect is 85%, and the decision rate for "yes" to execute a switch suggestion effect is 15%. When the currently displayed character is character CH03, the decision rate for "no" to not execute a switch suggestion effect is 75%, and the decision rate for "yes" to execute a switch suggestion effect is 25%. Corresponding to the character CH04 being displayed, the decision rate for "No" which does not execute the switching suggestion effect is 60%, and the decision rate for "Yes" which executes the switching suggestion effect is 40%.

[0240] In addition, if the currently displayed character is one of characters CH11 to CH14, the setting may be set to "none," which means that no switching suggestion effect is executed. The display images of characters CH01 to CH04 are applicable when executing a character movement effect in a presentation pattern that serves as a second pattern when there is no inheritance, in which the presentation mode of the character movement effect is not inherited after the variable display that is the subject of the determination. The display images of characters CH11 to CH14 are applicable when executing a character movement effect in a presentation pattern that serves as a first pattern when there is inheritance, in which the presentation mode of the character movement effect is inherited after the variable display that is the subject of the determination. Therefore, by executing a switching suggestion effect at a predetermined rate when a character movement effect is being executed in the second pattern, it is possible to suggest that the character movement effect will be switched to the first pattern. When a character movement effect is being executed in the second pattern, if a switching suggestion effect is executed, there is a possibility that the character movement effect will be switched to the first pattern and executed. Therefore, a player is likely to expect a switching suggestion effect to be executed when a character movement effect is being executed in the second pattern, and the sense of anticipation is likely to be heightened when a switching suggestion effect is executed. Therefore, when the character movement effect is being executed in the second pattern, the switching suggestion effect can be executed at a predetermined rate, thereby increasing attention and anticipation towards the switching suggestion effect and improving interest in the game.

[0241] The switch suggestion effect may be executable when a preset switch suggestion condition is met. For example, the switch suggestion condition may be met and the switch suggestion effect may be executable within a range in which the count value of the character display counter corresponds to "2" and a variable display with a two-step previous change is executed. During the execution of the variable display with a two-step previous change corresponding to the count value of the character display counter of "2," the first pattern and the second pattern may be switched. In this case, by executing the switch suggestion effect, the player's attention is heightened to the switch in the presentation mode of the character movement effect, thereby increasing the player's interest in the game.

[0242] The switch suggestion condition may be satisfied when, after the character movement effect is started with a display pattern included in either the RSC or RSD movement effect, the count value of the character display counter corresponds to "2," resulting in a variable display with a two-step back change. After the character movement effect is started with a display pattern included in either the RSC or RSD movement effect, the count value of the character display counter corresponds to "2," resulting in a variable display with a two-step back change. During this process, the first and second patterns are switched. In this case, executing the switch suggestion effect can increase the player's attention to the change in the character movement effect, thereby enhancing the player's interest in the game. In contrast, when, after the character movement effect is started with a display pattern included in either the RSA or RSB movement effect, the count value of the character display counter corresponds to "2," resulting in a variable display with a two-step back change, the switch suggestion effect may be executed at a predetermined rate, such as by determining whether or not to execute the switch suggestion effect with a determination rate such as determination example 002AKD33. In this way, when the first pattern and the second pattern can be switched after the execution of the character movement effect has started, the switching suggestion effect can always be executed, and when the first pattern and the second pattern cannot be switched, the switching suggestion effect may or may not be executed at a predetermined rate. This increases the player's interest in whether the character movement effect can be switched when the switching suggestion effect is executed, thereby increasing the player's interest in the game.

[0243] Figure 10-26 is a flowchart showing an example of the timer effect execution processing. The timer effect execution processing is included in the processing that can be called from the look-ahead effect setting processing shown in Figure 10-11, and can be executed in step AKS010 after the character movement effect execution processing in step AKS009 is executed. When the performance control CPU 120 executes the timer effect execution processing, it determines whether the timer effect flag is on (step AKS061). If the timer effect flag is off (step AKS061; No), the timer effect execution processing ends, corresponding to the fact that neither the timer effect nor the timer standby effect is being executed.

[0244] If the timer effect flag is on in response to step AKS061 (step AKS061; Yes), it is determined whether or not the timer effect target change has started (step AKS062). In step AKS062, for example, the count value of the remaining number counter stored in the timer effect data storage unit 002AKM03 is updated so as to subtract 1. At this time, if the count value of the remaining number counter after the update is "0", it is determined that the timer effect target change has started. On the other hand, if the count value of the remaining number counter after the update is other than "0", it is determined that the timer effect target change has not started.

[0245] If the timer effect target change has started in response to step AKS062 (step AKS062; Yes), the timer effect execution setting is performed (step AKS063), and the timer effect execution processing ends.

[0246] If the timer effect target change has not started in response to step AKS062 (step AKS062; No), the timer standby effect is set to be in execution (step AKS064), and the timer effect execution processing ends.

[0247] Fig. 10-27 is a flowchart showing an example of the effect pattern variation start processing. The effect pattern variation start processing is included in the processing that can be called from the effect control process processing S_CPROC shown in Fig. 9(A), and can be executed in step S155 when the effect control process code loaded in step S153 is 01[H]. When the effect pattern variation start processing is executed, the effect control CPU 120 determines the final stop pattern, etc. (step ASK101). The effect control CPU 120 may determine the final stop pattern based on the variable display content, such as the variable pattern indicated by the variable pattern designation command transmitted from the main board 11 and the variable display result indicated by the variable display result notification command. The variable pattern designation command and the variable display result notification command are transmitted from the main board 11 to the performance control board 12 when the variable pattern setting process included in the special pattern normal processing P_TNORMAL, whose special pattern process code corresponds to 00[H], is executed in step S112 of the special pattern process processing shown in FIG. 6, and the command transmission setting is performed when the special pattern starts to change. The variable pattern designation command is a performance control command that designates the variable pattern determined as the usage pattern. The variable display result notification command is a performance control command that designates the variable display result determined using the random number MR1-1 for determining the special pattern and the random number MR2-1 for the winning pattern. As an example, the variable display contents corresponding to the combination of the variable pattern and the variable display result may be "non-reach (miss)", "reach (miss)", "non-probability variable (jackpot)", and "probability variable (jackpot)".

[0248] When the variable display content is "non-reach (miss)", different (mismatched) effect patterns are determined as the final stop pattern in the "left" and "right" effect pattern display areas 5L, 5R. When the variable display content is "reach (miss)", the same (matched) effect patterns are determined as the final stop pattern in the "left" and "right" effect pattern display areas 5L, 5R. In this case, of the confirmed effect patterns, the middle confirmed effect pattern stopped and displayed in the "middle" effect pattern display area 5C on the screen of the image display device 5 is determined as a different effect pattern from the confirmed effect patterns on the left and right. When the variable display content is "non-probability variable (jackpot)" or "probability variable (jackpot)", the same (matched) effect patterns are determined as the final stop pattern in the "left", "middle", and "right" effect pattern display areas 5L, 5C, 5R. In this case, it is sufficient to determine whether the fixed effect symbol will be a normal symbol (for example, a symbol showing an even number) or a variable effect symbol (for example, a symbol showing an odd number) depending on whether the variable display content is "non-variable effect (jackpot)" or "variable effect (jackpot)" and whether a jackpot promotion effect will be executed. The jackpot promotion effect is an effect in which a combination of effect symbols (non-variable effect jackpot combination) that evokes a jackpot but does not evoke a variable effect state is temporarily displayed on the image display device 5, and then an indication is given as to whether a variable effect state will be entered during or at the end of the jackpot game state. When the variable display content is "non-variable effect (jackpot)," a fixed effect symbol is determined from among multiple types of normal symbols. Also, when the variable display content is "variable effect (jackpot)" and it is determined not to execute a jackpot promotion effect, a fixed effect symbol is determined from among multiple types of variable effect symbols. On the other hand, when it is decided to execute the promotion effect during the jackpot even if the variable display content is "probability variable (jackpot)", a fixed effect pattern is selected from among a plurality of types of normal patterns. This prevents the promotion effect during the jackpot from being executed even when the probability variable patterns are aligned and derived and displayed as the fixed effect patterns, and prevents the player from feeling distrustful.

[0249] If the variable display content is "non-probability variable (jackpot)" or "probability variable (jackpot)", a decision may be made as to whether or not to execute a probability variable promotion effect such as a re-lottery effect or a promotion effect during a jackpot. In the re-lottery effect, if the variable display content is "non-probability variable (jackpot)" or "probability variable (jackpot)", a decision may be made as to whether or not to execute a probability variable promotion effect such as a re-lottery effect or a promotion effect during a jackpot. In the re-lottery effect, a performance pattern of a non-probability variable jackpot combination consisting of the same normal patterns is displayed once during the variable display of the performance patterns, making it difficult or impossible to recognize that the game has been controlled to the probability variable state, and the performance patterns are again variably displayed (re-varied) and a performance pattern of a probability variable jackpot combination consisting of the same probability variable patterns is displayed in a stopped state, thereby notifying the player in a recognizable manner that the game has been controlled to the probability variable state. In addition, there are cases where the fact that the game will be controlled to the probability variable state is not notified by the fact that the performance symbols of a non-probability variable jackpot combination are stopped and displayed after the performance symbols are changed again in the re-lottery effect. When it is decided to execute the re-lottery effect, the combination of performance symbols to be temporarily stopped and displayed is temporarily difficult or unrecognizable before the execution of the re-lottery effect, and the performance symbols are again variably displayed (re-changed) to display the performance symbols of a probability variable jackpot combination consisting of the same probability variable patterns, thereby notifying the player that the game will be controlled to the probability variable state. In addition, there are cases where the fact that the game will be controlled to the probability variable state is not notified by the fact that the performance symbols of a non-probability variable jackpot combination are stopped and displayed after the performance symbols are changed again in the re-lottery effect. When it is decided to execute the re-lottery effect, the combination of performance symbols to be temporarily stopped and displayed can be decided before the execution of the re-lottery effect.

[0250] After determining the final stop symbol and the like in step AKS101, it is determined whether or not to perform an active display change effect (step AKS102). At this time, it is determined whether or not to perform an active display change effect, i.e., "no active display change effect," in which the active display change effect is not performed, or "active display change effect," in which the active display change effect is performed. Then, it is determined whether or not this determination result is "active display change effect" (step AKS103). If "active display change effect is performed" (step AKS103; Yes), a pattern for the active display change effect is determined (step AKS104).

[0251] If step AKS103 indicates "active display change presentation not available" but "active display change presentation not available" (step AKS103; No), after determining the pattern for the active display change presentation in step AKS104, it is determined whether or not "super reach available" will be executed, in which case a reach presentation that will result in a super reach will be executed (step AKS105). Whether or not a reach presentation that will result in a super reach will be executed can be determined in accordance with the variation pattern specified by the variation pattern specification command. In step AKS105, it is determined whether or not the result is "super reach available" in which a reach presentation that will result in a super reach will be executed, or "super reach not available" in which a reach presentation that will result in a super reach will not be executed. Then, if "super reach available" (step AKS105; Yes), the post-reach presentation is determined (step AKS106).

[0252] In cases where step AKS105 indicates "Super Reach Available" but not "Super Reach Not Available" (step AKS105; No), after determining the post-reach performance in step AKS106, the performance control pattern is determined to be one of a plurality of pre-prepared patterns (step AKS107). For example, the performance control CPU 120 selects one of a plurality of pre-prepared performance control patterns as a special symbol variation performance control pattern in response to the variation pattern indicated by the variation pattern designation command, and sets it as the pattern to be used. Furthermore, the performance control CPU 120 may select one of a plurality of pre-prepared performance control patterns as an active display change performance control pattern in response to the determination result of the active display change performance pattern in step AKS104, and set it as the pattern to be used. In response to the determination result of the post-reach performance in step AKS106, it may select one of a plurality of pre-prepared performance control patterns as a post-reach performance control pattern in response to the determination result of the post-reach performance in step AKS106, and set it as the pattern to be used. In addition, separate presentation control patterns may be set as presentation control patterns corresponding to the special chart change presentation control pattern, the active display change presentation control pattern, the post-reach presentation control pattern, and other various presentations, or one presentation control pattern may be set corresponding to the combination of...

Claims

[Claim 1] A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, a specific display means capable of displaying a specific display corresponding to the variable display; a determination means for determining that the variable display will be controlled to the advantageous state before the variable display is executed; and a change effect execution means for executing a change effect that changes the display mode of the specific display before the variable display that is the subject of the determination based on the determination of the determination means, the specific display means is capable of displaying the specific display in a variable display corresponding to the specific display that is the target of the change performance for a longer period of time in a specific pattern in which the change performance is executed than in a predetermined pattern in which the change performance is not executed; The expectation of being controlled to the advantageous state is higher when the specific display is displayed for a long period of time than when the specific display is displayed for a short period of time, When the change effect is not executed but a previous stage effect is executed before the variable display that is the object of the determination, the specific display can be displayed for a longer period of time in the variable display that is the object of the determination than when the change effect is executed before the variable display that is the object of the determination and the previous stage effect is not executed, A first corresponding effect including a display of a first color as an effect corresponding to a first character, and a second corresponding effect including a display of a second color as an effect corresponding to a second character, are executable; The first corresponding effect can be executed when a first character is displayed in the first effect, and the second corresponding effect can be executed when a second character is displayed in the second effect, Before switching from the first effect to the second effect, execution of the second corresponding effect can be started when the first character is displayed in the first effect. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2016165395A

  • Game machine

    JP2017086785A

  • Game machine

    JP2017148377A

  • Game machine

    JP2019081075A