Gaming machine

By designing multiple advantageous states and switching display areas within the game console, combined with visual and audio effects, the problem of insufficient commercial value of existing game consoles is solved, enhancing the player experience and the game console's appeal.

JP7830361B2Active Publication Date: 2026-03-16SANKYO CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-01-06
Publication Date
2026-03-16

AI Technical Summary

Technical Problem

There is room for improvement in the commercial value of existing game consoles, especially when game consoles are in a dominant position, they lack effective visual and audio performance to enhance the player experience.

Method used

A game console is designed that can switch between multiple advantageous states, including first and second advantageous states. The ease of access to the game medium is controlled by a variable device, and combined with a performance execution device, the console displays titles, setup information, and error messages. Specific instructions are displayed using different display areas and special states to enhance the visual and audio experience.

Benefits of technology

Through rich visual and audio effects, the commercial value of the game console is enhanced, the player experience is improved, and the appeal and entertainment value of the game console are increased.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of performing suitable customer-waiting control.SOLUTION: A performance control CPU 120 displays a first background display 004SG081 during a first customer-waiting period (first period) after completion of a game (stopping and displaying of a variable display) in a low-base state, and displays a demonstration movie during a second customer-waiting period (second period) after completion of the first customer-waiting period.SELECTED DRAWING: Figure 12-31
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of playing games.

Background Art

[0002] Follow Conventionally, gaming machines have been proposed in which a fanfare effect is executed when controlled to a big win gaming state. For example, Patent Document 1 discloses a gaming machine in which a fanfare effect is executed when a big win occurs.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a gaming machine having functions and configurations, there was room for improving the commercial value. 1

[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine with enhanced commercial value.

Means for Solving the Problems

[0006] The gaming machine according to claim 1 of the present invention is a gaming machine that can be controlled to any of a plurality of types of advantageous states including a first advantageous state and a second advantageous state that are advantageous to a player, variable means that can change between a first state in which game media can easily enter and a second state in which game media cannot enter or has difficulty entering, round game execution means capable of executing a plurality of round games for changing the variable means from the first state to the second state when controlled to the advantageous state A means for executing a performance that can perform a performance, The aforementioned performance execution means is It is possible to display an error message to notify that an error has occurred. When controlled to the aforementioned advantageous state, the title display can be shown. The settings display can be shown in response to the player's settings operations. If an error occurs while the aforementioned title display is being shown, the error display can be superimposed on the aforementioned title display. When a setting operation is performed while the aforementioned title display is displayed, the setting display can be superimposed on the aforementioned title display. The elements of the title display include a first element common to both the first and second advantageous states, and a second element not included when the system is controlled to the first advantageous state but included when it is controlled to the second advantageous state. When the aforementioned performance execution means is controlled to the second advantageous state, The first component of the title display can be displayed in the first display area. The second component of the title display can be displayed in the second display area. Error messages can be displayed in a third display area that spans the first display area and the second display area. The settings can be displayed in a fourth display area that overlaps with the first display area. After the aforementioned advantageous state ends, it is possible to control the system to a special state that is advantageous to the player. The aforementioned performance execution means is In the advantageous state, the variable means is capable of displaying a first special indication corresponding to being controlled to the special state during the special period from when it is controlled to the second state until it is controlled to the special state. In the aforementioned special state, a second special indicator corresponding to being controlled in the aforementioned special state can be displayed. When the aforementioned special state ends, a third special indication corresponding to the termination of the aforementioned special state can be displayed. The first special indication, the second special indication, and the third special indication all contain common characters. The common characters have different display modes in the first special display, the second special display, and the third special display. This is the gist of the invention. According to this feature, in view of the above circumstances, it is possible to provide a gaming machine with enhanced commercial value.

[0007] Note that the present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.

Brief Description of the Drawings

[0008] [Figure 1] It is a front view of a pachinko gaming machine. [Figure 2] It is a configuration diagram showing various control boards and the like mounted on a pachinko gaming machine. [Figure 3] It is a flowchart showing an example of the main game control process. [Figure 4] It is a flowchart showing an example of the timer interrupt process for game control. [Figure 5] It is a flowchart showing an example of the special symbol process. [Figure 6] It is a flowchart showing an example of the main effect control process. [Figure 7] It is a flowchart showing an example of the effect control process. <O000087>It is a front view of the pachinko gaming machine 1 in the feature part 02TM. [Figure 8-2] It is an explanatory diagram showing each random number. [Figure 8-3] (A) is an explanatory diagram showing a display result determination table, and (B) is an explanatory diagram showing a jackpot type determination table. [Figure 8-4] It is an explanatory diagram showing a jackpot type detailed information table. <OCO0095>It is an explanatory diagram showing a variation pattern determination table for the normal state. [Figure 8-6]This is an explanatory diagram showing the fluctuation pattern determination table for the time-saving state. [Figure 8-7] This is an explanatory diagram showing the fluctuation pattern determination table for the ST state. [Figure 8-8] (A) is an explanatory diagram showing a list of operation method instruction and animation tables, and (B) is an explanatory diagram showing a list of error notification and animation tables. [Figure 8-9] This flowchart shows an example of the process for determining the instruction and performance of an abnormal operation method. [Figure 8-10] (A) is an explanatory diagram showing a condition table related to instructions for abnormal operation methods, and (B) is an explanatory diagram showing a condition table related to error notification. [Figure 8-11] This flowchart shows an example of the process for determining the end of the animation sequence at the start of a big win. [Figure 8-12] This is an explanatory diagram showing a concrete example of the game flow. [Figure 8-13] (A) is a conceptual diagram schematically showing the layer structure, and (B) is an explanatory diagram of the layer structure. [Figure 8-14] This is an explanatory diagram showing specific examples of the various effects related to the abnormal left-handed shooting instruction in normal mode. [Figure 8-15] This is a time chart showing the execution timing of each effect related to the abnormal left-hand shooting instruction (LV1) in normal mode. [Figure 8-16] This is a time chart showing the execution timing of each effect related to the abnormal left-hand shooting instruction (LV2) in normal mode. [Figure 8-17] This is an explanatory diagram showing specific examples of the various effects related to error notification in normal mode. [Figure 8-18] This is a time chart showing the execution timing of each effect related to error notification in normal mode. [Figure 8-19] This is an explanatory diagram showing specific examples of each effect related to the abnormal left-hand shooting instruction in normal mode and the jackpot FF effect in right-hand shooting mode. [Figure 8-20] This is a time chart showing the execution timing of each effect related to the abnormal left-hand shooting instruction in normal mode and the jackpot FF effect in right-hand shooting mode. [Figure 8-21]This is an explanatory diagram showing specific examples of each effect related to error notifications in normal mode and jackpot FF effects in right-hand play mode. [Figure 8-22] This is a time chart showing the timing of execution for each effect related to error notifications in normal mode and the jackpot FF effect in right-hand play mode. [Figure 8-23] This is an explanatory diagram showing specific examples of the abnormal left-hand shooting instructions and error notifications in normal mode, and the jackpot FF (Final Fantasy) effects in right-hand shooting mode. [Figure 8-24] This is a time chart showing the execution timing of each effect related to the abnormal left-side indication and error notification in normal mode, and the jackpot FF effect in right-side shooting mode. [Figure 8-25] This is an explanatory diagram showing a specific example of a gaming parlor where gaming machines are installed. [Figure 8-26] This is an explanatory diagram showing specific examples of the various effects related to abnormal right-hand shooting instructions in right-hand shooting mode. [Figure 8-27] This is a time chart showing the timing of each effect related to abnormal right-hand shooting instructions in right-hand shooting mode. [Figure 8-28] This is an explanatory diagram showing specific examples of the various effects that occur when abnormal left-handed play is detected during the jackpot FF period in right-handed play mode. [Figure 8-29] This is a time chart showing the timing of the execution of each effect when abnormal left-handed play is detected during the jackpot FF period in right-handed play mode. [Figure 8-30] This is an explanatory diagram showing specific examples of various effects related to abnormal right-hand play instructions during the jackpot RD period in right-hand play mode. [Figure 8-31] This is a time chart showing the timing of the execution of each effect related to abnormal right-hand play instructions during the jackpot RD period in right-hand play mode. [Figure 8-32] This is a flowchart showing an example of the process for determining the volume adjustment effect. [Figure 8-33] This is an explanatory diagram showing specific examples of various effects related to volume control. [Figure 8-34] This is a time chart showing the timing of each effect related to volume adjustment. [Figure 8-35] This is a flowchart showing an example of the process for determining the light intensity adjustment effect. [Figure 8-36] This is an explanatory diagram showing specific examples of various effects related to light intensity adjustment. [Figure 8-37] This is a time chart showing the timing of each effect related to light intensity adjustment. [Figure 8-38] This is an explanatory diagram showing specific examples of each effect related to volume adjustment in normal mode and the jackpot FF effect in right-hand play mode. [Figure 8-39] This is a time chart showing the timing of each effect related to volume adjustment in normal mode and the jackpot FF effect in right-hand play mode. [Figure 8-40] This is an explanatory diagram showing specific examples of each effect related to the light intensity adjustment in normal mode and the jackpot FF effect in right-hand play mode. [Figure 8-41] This is a time chart showing the timing of each effect related to the light intensity adjustment in normal mode and the jackpot FF effect in right-hand play mode. [Figure 8-42] This is a flowchart showing an example of the process for determining the automatic button setting and animation. [Figure 8-43] This is an explanatory diagram showing specific examples of the effects related to the auto button OFF mode. [Figure 8-44] This is an explanatory diagram showing specific examples of the effects related to the auto button ON mode. [Figure 8-45] This is an explanatory diagram showing specific examples of each effect related to the auto-button OFF setting effect in normal mode and the jackpot FF effect in right-hand play mode. [Figure 8-46] This is a time chart showing the execution timing of each effect related to the auto-button OFF setting effect in normal mode and the jackpot FF effect in right-hand play mode. [Figure 8-47] This is an explanatory diagram showing specific examples of each effect related to the auto-button ON setting effect in normal mode and the jackpot FF effect in right-hand play mode. [Figure 8-48] This is a time chart showing the execution timing of each effect related to the auto-button ON / OFF setting effect in normal mode and the jackpot FF effect in right-hand play mode. [Figure 8-49]This is an explanatory diagram showing specific examples of the effects when the volume adjustment display, light intensity adjustment display, and auto button setting display are shown simultaneously. [Figure 8-50] This is an explanatory diagram showing specific examples of the effects when the volume adjustment display, light intensity adjustment display, and auto button setting display are shown simultaneously. [Figure 8-51] This is a time chart showing the timing of the execution of each effect when the volume adjustment display, light intensity adjustment display, and auto button setting display are shown simultaneously. [Figure 8-52] This is an explanatory diagram showing specific examples of each effect related to the jackpot FF effect (Part 1) corresponding to jackpot A and jackpot B. [Figure 8-53] This is an explanatory diagram showing specific examples of each effect related to the Big Win FF effect (Part 1) corresponding to Big Win C. [Figure 8-54] (A) is an explanatory diagram showing specific examples of each effect related to the jackpot FF effect corresponding to jackpot A and jackpot B, and (B) is an explanatory diagram showing specific examples of each effect related to the jackpot FF effect corresponding to jackpot C. [Figure 8-55] This is a time chart showing the execution timing of each effect related to the jackpot FF (Final Fantasy) effects corresponding to jackpot A and jackpot B. [Figure 8-56] This is a time chart showing the execution timing of each effect related to the jackpot FF effect corresponding to jackpot C. [Figure 8-57] (A) is an explanatory diagram showing specific examples of each effect related to error notification during the jackpot FF effect corresponding to jackpot A and jackpot B in right-hand mode, and (B) is an explanatory diagram showing specific examples of each effect related to error notification during the jackpot FF effect corresponding to jackpot C in right-hand mode. [Figure 8-58] This is a time chart showing the execution timing of each effect related to error notification during the jackpot FF effect, corresponding to jackpot A and jackpot B in right-hand mode. [Figure 8-59] This is a time chart showing the execution timing of each effect related to the error notification during the jackpot FF effect, which corresponds to jackpot C in right-hand mode. [Figure 8-60](A) is an explanatory diagram showing specific examples of each effect related to the jackpot ending sequence corresponding to jackpot A, and (B) is an explanatory diagram showing specific examples of each effect related to the jackpot ending sequence corresponding to jackpot B. [Figure 8-61] This is a time chart showing the execution timing of each effect related to the jackpot ending sequence corresponding to jackpot A. [Figure 8-62] This is a time chart showing the execution timing of each effect related to the jackpot ending sequence corresponding to jackpot B. [Figure 8-63] This is an explanatory diagram showing specific examples of each effect related to the jackpot ending sequence corresponding to jackpot C. [Figure 8-64] This is a time chart showing the execution timing of each effect related to the jackpot ending sequence corresponding to jackpot C. [Figure 8-65] This is an explanatory diagram showing specific examples of error notifications during the jackpot ending sequence in right-hand play mode. [Figure 8-66] This is a time chart showing the execution timing of each effect related to error notifications during the jackpot ending sequence in right-hand play mode. [Figure 8-67] This is an explanatory diagram showing specific examples of each animation related to the animation for updating the number of prize balls won. [Figure 8-68] This is a time chart showing the timing of each animation related to the prize ball update animation. [Figure 8-69] This is a front view of the special feature and the image display device. [Figure 8-70] (A) This is an explanatory diagram showing specific examples of each effect related to error notification during the jackpot FF effect (Part 1) in a gaming machine equipped with a special feature, and this is an explanatory diagram showing specific examples of each effect related to error notification during the jackpot FF effect (Part 2) in a gaming machine equipped with a special feature. [Figure 8-71] This is an explanatory diagram showing specific examples of the various effects that occur when the game switches from time-saving mode back to normal mode. [Figure 8-72] This is a time chart showing the execution timing of each effect when the game switches from time-saving mode back to normal mode. [Figure 8-73]This is an explanatory diagram showing specific examples of various effects when the system is controlled back to normal mode after transitioning to ST mode. [Figure 8-74] This is a time chart showing the execution timing of each effect when the game transitions to ST mode and then returns to normal mode. [Figure 8-75] This is an explanatory diagram showing specific examples of each effect related to error notifications in normal mode and jackpot FF effects in right-hand play mode. [Figure 8-76] This is an explanatory diagram showing specific examples of the abnormal left-hand shooting instructions and error notifications in normal mode, and the jackpot FF (Final Fantasy) effects in right-hand shooting mode. [Figure 8-77] This is an explanatory diagram showing specific examples of various effects related to abnormal right-hand play instructions during the jackpot RD period in right-hand play mode. [Figure 9-1] This is a front view of a pachinko game machine. [Figure 9-2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 9-3] This is an explanatory diagram showing the contents of VRAM. [Figure 9-4] This is a diagram explaining each drawing area. [Figure 9-5] This is an explanatory diagram of display priority. [Figure 9-6] (A) and (B) are diagrams illustrating the effects control commands. [Figure 9-7] This is an explanatory diagram showing each random number. [Figure 9-8] This is an explanatory diagram showing the display result determination table. [Figure 9-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 9-10] This is a diagram illustrating the losing fluctuation patterns. [Figure 9-11] This is an explanatory diagram of the jackpot variation patterns. [Figure 9-12] This is an explanatory diagram showing the variation pattern type determination table. [Figure 9-13] This is an explanatory diagram of the table for determining the losing variation pattern. [Figure 9-14]This is an explanatory diagram of the table for determining the losing variation pattern. [Figure 9-15] This is an explanatory diagram of the table for determining the variation pattern for big wins. [Figure 9-16] This is an explanatory diagram of the data storage area for game control. [Figure 9-17] This is an explanatory diagram of the data storage area for performance control. [Figure 9-18] This flowchart shows an example of the main game control process. [Figure 9-19] This flowchart shows an example of timer interrupt processing for game control. [Figure 9-20] This is a flowchart showing an example of the special pattern processing. [Figure 9-21] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 9-22] This is a flowchart showing an example of the random value determination process when winning a prize. [Figure 9-23] This flowchart shows an example of the normal processing of special symbols. [Figure 9-24] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 9-25] This is a flowchart showing an example of the special symbol stopping process. [Figure 9-26] This flowchart shows an example of the processing during a jackpot release. [Figure 9-27] This is a flowchart showing an example of the process that ends after a big win. [Figure 9-28] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 9-29] This flowchart shows an example of the performance control process. [Figure 9-30] This flowchart shows an example of the variable display start setting process. [Figure 9-31] This is a flowchart showing an example of the processing during a jackpot. [Figure 9-32] This is an explanatory diagram of the effects that can be performed while the display is variable. [Figure 9-33] This is an explanatory diagram of the effects that can be performed while the display is variable. [Figure 9-34] This is an explanatory diagram of the effects that can be performed while the display is variable. [Figure 9-35] This is a diagram explaining the game state in which each effect can be performed and the effects that are displayed. [Figure 9-36] This is a diagram explaining the game state in which each effect can be performed and the effects that are displayed. [Figure 9-37] (A) is an explanatory diagram illustrating the determination ratio of whether or not the hold display effect is executed and the effect pattern, and (B) is an explanatory diagram illustrating the determination ratio of the timing of the change in the display pattern of the hold display. [Figure 9-38] This is an explanatory diagram illustrating the determination ratio for whether or not to execute the decorative pattern enlargement effect when the variable display starts. [Figure 9-39] This diagram explains the percentages that determine whether or not to execute the dialogue preview effect and the percentages that determine the dialogue to be displayed. [Figure 9-40] (A) is an explanatory diagram of the pattern determination ratio for weak super reach title effects, and (B) is an explanatory diagram of the pattern determination ratio for strong super reach title effects. [Figure 9-41] This diagram explains whether or not a cut-in animation is performed and the proportion of the animation pattern that is determined. [Figure 9-42] This is a diagram illustrating the display mode at the start of variable display. [Figure 9-43] This is a diagram illustrating the display configuration when the decorative pattern enlargement effect is executed at the start of the variable display. [Figure 9-44] This is a diagram illustrating the display configuration during the enlargement effect when the symbols stop. [Figure 9-45] This is a diagram illustrating the display configuration during the enlargement effect when the symbols stop. [Figure 9-46] This is a diagram showing the display configuration when the first line of dialogue is announced. [Figure 9-47] This is a diagram showing the display configuration when the second line of dialogue preview is executed. [Figure 9-48] This is a diagram showing the display configuration when a pseudo-consecutive win animation is performed. [Figure 9-49] This is a diagram showing the display when the pseudo-consecutive performance is not executed. [Figure 9-50]This is a diagram showing the display configuration when a normal reach animation is performed. [Figure 9-51] This is a diagram showing the display format when the weak super reach title sequence is executed. [Figure 9-52] This is a diagram showing the display configuration when a weak super reach animation is performed. [Figure 9-53] This is a diagram showing the display configuration when an advanced animation sequence is executed. [Figure 9-54] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 9-55] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 9-56] This is a diagram showing the display format when a cut-in animation is executed. [Figure 9-57] This is a diagram showing the display format when a cut-in animation is executed. [Figure 9-58] This is a diagram showing the display configuration when the "Confirm Button" animation is executed. [Figure 9-59] This is a diagram showing the display configuration when the matching symbols animation is performed. [Figure 9-60] This is a diagram illustrating the display behavior when the variable display result is incorrect. [Figure 9-61] This is a diagram showing the display configuration when the first line of dialogue is announced. [Figure 9-62] This is a diagram showing the display configuration when the second line of dialogue preview is executed. [Figure 9-63] This is a diagram showing the display patterns when a reach-indicating animation is performed. [Figure 9-64] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 9-65] This is a diagram showing the display format when the strong super reach title effect is executed. [Figure 9-66] This is a diagram showing the display format when a cut-in animation is executed. [Figure 9-67] This is a diagram showing the display configuration when the "Confirm Button" animation is executed. [Figure 9-68] This is a diagram showing the display configuration when the matching symbols animation is performed. [Figure 9-69] This is a diagram showing the display configuration when a fanfare effect is executed. [Figure 9-70] This is a diagram showing the display configuration when a fanfare effect is executed. [Figure 9-71] This is a diagram showing the display configuration when the first right-hand hit display effect is executed. [Figure 9-72] This is a diagram showing the display actions when the V Challenge sequence is executed. [Figure 9-73] This is a diagram illustrating the display format during the V Challenge sequence and the V Challenge success sequence. [Figure 9-74] This is a diagram showing the display configuration when the V-winning animation is executed. [Figure 9-75] This is a diagram showing the display configuration during the ending sequence. [Figure 9-76] This is a diagram showing the display configuration when the first left-handed hit display effect is executed. [Figure 9-77] This is a diagram showing the display configuration when the second left-handed hit display effect is executed. [Figure 9-78] This is a diagram showing the display format when the first and second prize ball count notification sequences are executed. [Figure 9-79] This is a diagram showing the display format when the pending bonus suggestion effect and the pending bonus notification effect are executed. [Figure 9-80] This is a diagram showing the display format when the pending bonus suggestion effect and the pending bonus notification effect are executed. [Figure 9-81] This is a diagram showing the display format during the execution of a demo. [Figure 9-82] This is a diagram showing the display format during the execution of a demo. [Figure 9-83] This is an explanatory diagram of the magnification effect. [Figure 9-84] This is an explanatory diagram of the magnification effect. [Figure 9-85] This is an explanatory diagram of the magnification effect. [Figure 9-86] This is an explanatory diagram of the magnification effect. [Figure 9-87] This is an explanatory diagram of the magnification effect. [Figure 9-88] This is an explanatory diagram of the magnification effect. [Figure 9-89] This is an explanatory diagram of the magnification effect. [Figure 9-90] This is an explanatory diagram of the magnification effect. [Figure 9-91] This is an explanatory diagram of the magnification effect. [Figure 9-92] This is an explanatory diagram of the magnification effect. [Figure 9-93] This is an explanatory diagram of the magnification effect. [Figure 9-94] This is an explanatory diagram of the magnification effect. [Figure 9-95] This is an explanatory diagram of the magnification effect. [Figure 9-96] This is an explanatory diagram of the magnification effect. [Figure 9-97] This is an explanatory diagram of the magnification effect. [Figure 9-98] This is an explanatory diagram of decorative effects. [Figure 9-99] This is an explanatory diagram of decorative effects. [Figure 9-100] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 9-101] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 9-102] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 9-103] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 9-104] This is a comparison chart showing the difference between displaying decorative effects and displaying magnification effects. [Figure 9-105] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 9-106] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 9-107] This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 9-108]This is an explanatory diagram showing an example of a variable display based on the variation pattern of the Super Reach. [Figure 9-109] This is a timing chart for the decorative pattern enlargement effect at the start of variable display. [Figure 9-110] This is a timing chart for the first line of dialogue preview. [Figure 9-111] This is a timing chart for the second line of dialogue preview sequence. [Figure 9-112] This is a timing chart for the pseudo-consecutive win animation. [Figure 9-113] This is a timing chart for the normal reach animation. [Figure 9-114] This is a timing chart for the title sequence of a powerful super reach. [Figure 9-115] This is a timing chart for the title sequence of a powerful super reach. [Figure 9-116] This is a timing chart for the symbol matching animation. [Figure 9-117] This is a timing chart for the notification button sequence. [Figure 9-118] This is an explanatory diagram of each period in the timing chart. [Figure 9-119] This is an explanatory diagram of each period in the timing chart. [Figure 9-120] This is an explanatory diagram of each period in the timing chart. [Figure 9-121] This is an explanatory diagram illustrating the relationships between each period in a timing chart. [Figure 9-122] This is a comparison diagram of the first and second line preview sequences. [Figure 9-123] This is a comparison chart of the title effects for strong super reach sequences. [Figure 9-124] This is a comparison diagram of the decorative symbol enlargement effect at the start of the variable display and the normal reach effect. [Figure 9-125] This is a comparison diagram of the decorative pattern enlargement effect at the start of variable display and the pattern matching effect. [Figure 9-126] This is a comparison diagram of the reel stopping enlargement effect and the normal reach effect. [Figure 9-127] This is a comparison diagram of the reel stopping enlargement effect and the reel alignment effect. [Figure 9-128] This is a comparison chart of the normal reach animation and the symbol matching animation. [Figure 9-129] This is a timing chart for the normal reach animation in the modified version. [Figure 9-130] This is a diagram showing the display configuration of the second left-handed hit indicator in a modified example. [Figure 9-131] This is a modified example showing a jackpot type determination table and an explanatory diagram of the jackpot types. [Figure 10-1] This is a front view of a gaming machine. [Figure 10-2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 10-3] This is a block diagram showing the circuit configuration of the main board. [Figure 10-4] This is an explanatory diagram showing the contents of VRAM. [Figure 10-5] This is a diagram explaining each drawing area. [Figure 10-6] (A) and (B) are diagrams illustrating the effects control commands. [Figure 10-7] This is an explanatory diagram showing each random number. [Figure 10-8] This is an explanatory diagram showing the display result determination table. [Figure 10-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 10-10] This is an explanatory diagram showing the table for determining whether a performance is a miss. [Figure 10-11] This is an explanatory diagram showing the variation pattern type determination table. [Figure 10-12] (A) is an explanatory diagram of the fluctuation pattern in the normal state, (B) is an explanatory diagram of the fluctuation pattern in the time-saving state, and (C) is an explanatory diagram of the fluctuation pattern in the probability-increasing state. [Figure 10-13] (A) to (F) are explanatory diagrams of the variable pattern determination table for losing outcomes. [Figure 10-14] (A) to (D) are explanatory diagrams of the variable pattern determination table for losing outcomes. [Figure 10-15] (A) to (C) are explanatory diagrams of the variable pattern determination table for when the result is incorrect. [Figure 10-16] (A) to (C) are explanatory diagrams of the variable pattern determination table for jackpots. [Figure 10-17] This is a diagram illustrating each game state. [Figure 10-18] (A) is an explanatory diagram of the special symbol unit, (B) is an explanatory diagram of the variable display of the special symbols, (C) is an explanatory diagram of the display unit for effects, and (D) is an explanatory diagram of the variable display of the sub-symbols. [Figure 10-19] This is an explanatory diagram showing the data storage area for game control. [Figure 10-20] This is an explanatory diagram showing the input ports. [Figure 10-21] This is an explanatory diagram showing the output ports. [Figure 10-22] (A) is an explanatory diagram showing the data storage area for performance control, and (B) is an explanatory diagram showing the command buffer received when a prize is won at the start of the game. [Figure 10-23] This flowchart shows an example of the main game control process. [Figure 10-24] This flowchart shows an example of timer interrupt processing for game control. [Figure 10-25] This is an explanatory diagram showing the 2-byte buffers formed in the RAM used for switch processing. [Figure 10-26] This is a flowchart showing an example of a switch process. [Figure 10-27] This flowchart shows an example of a random number update process. [Figure 10-28] This is a flowchart showing an example of the special pattern processing. [Figure 10-29] This flowchart shows an example of the process of passing through the start switch. [Figure 10-30] This is a flowchart showing an example of the animation process when a prize is awarded. [Figure 10-31] This flowchart shows an example of the normal processing of special symbols. [Figure 10-32]This is a flowchart showing an example of the special symbol detection process. [Figure 10-33] This is a flowchart showing an example of special pattern buffer shift processing. [Figure 10-34] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 10-35] This is a flowchart showing an example of special symbol variation processing. [Figure 10-36] This is a flowchart showing an example of the special symbol stopping process. [Figure 10-37] This is a flowchart showing an example of the process that ends after a big win. [Figure 10-38] This is a flowchart showing an example of the display process. [Figure 10-39] This is an explanatory diagram of the lighting control method for each hold indicator. [Figure 10-40] This flowchart shows an example of a special pattern display control process. [Figure 10-41] This flowchart shows an example of display control processing. [Figure 10-42] (A) is an explanatory diagram of the timing of command transmission due to the occurrence of a starting prize and the timing of the start of light control of the hold indicator; (B) is an explanatory diagram of the timing of command transmission when the variable display starts and the timing of the start of light control of the hold indicator after the number of hold memories has been reduced; and (C) is an explanatory diagram of the timing of the start of light control of the special symbols and the timing of the start of the reduction of the variable display time when the variable display starts. [Figure 10-43] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 10-44] This flowchart shows an example of the performance control process. [Figure 10-45] This is an explanatory diagram of the triggers for changing the performance mode during the performance mode determination process. [Figure 10-46] This diagram explains whether or not the pending change effect is executed and the proportion of the effect pattern that is determined. [Figure 10-47] This is a flowchart showing an example of the flash animation process when a prize is won. [Figure 10-48]This is an explanatory diagram illustrating the factors that determine whether or not a flash animation is performed upon winning a prize. [Figure 10-49] This is a flowchart showing an example of button vibration effect processing. [Figure 10-50] This is an explanatory diagram of the lighting control method for each sub-hold indicator. [Figure 10-51] This flowchart shows an example of the variable display start setting process. [Figure 10-52] (A) is a diagram illustrating the processing cycle of the CPU and the CPU for controlling the effects, and (B) is a diagram illustrating the execution period of animation for each effect mode. [Figure 10-53] (A1) and (A2) are explanatory diagrams of the display mode of the image display device in performance mode A, (B1) and (B2) are explanatory diagrams of the display mode of the image display device in performance mode B, (C1) and (C2) are explanatory diagrams of the display mode of the image display device in performance mode C, and (D1) and (D2) are explanatory diagrams of the display mode of the image display device in performance mode D. [Figure 10-54] This is an explanatory diagram showing the appearance animation in performance mode A. [Figure 10-55] This is an explanatory diagram showing the appearance animation in performance mode A. [Figure 10-56] This is an explanatory diagram showing the movement of the hold display in the appearance animation in performance mode A. [Figure 10-57] This is an explanatory diagram showing a shift animation. [Figure 10-58] This is an explanatory diagram showing the appearance animation in performance mode B. [Figure 10-59] This is an explanatory diagram showing the appearance animation in performance mode B. [Figure 10-60] This is an explanatory diagram showing the appearance animation in performance mode C. [Figure 10-61] This is an explanatory diagram showing the appearance animation in performance mode D. [Figure 10-62] (A) is an explanatory diagram showing the dwell animation in production mode A, and (B) is an explanatory diagram showing the dwell animation in production mode B. [Figure 10-63] (A) is an explanatory diagram showing the ending animation in production mode A, (B) is an explanatory diagram showing the ending animation in production mode B, (C) is an explanatory diagram showing the ending animation in production mode C, and (D) is an explanatory diagram showing the ending animation in production mode D. [Figure 10-64] This is an explanatory diagram showing the shift animation in performance mode A. [Figure 10-65] This is an explanatory diagram showing the shift animation in performance mode A. [Figure 10-66] This is an explanatory diagram showing the shift animation in performance mode B. [Figure 10-67] (A) is an explanatory diagram showing the display of the active display area and the hold display area in each performance mode, and (B) is an explanatory diagram of the animation in each performance mode. [Figure 10-68] This is an explanatory diagram of the animation that appears when a pending memory is created while there is one or more pending memories. [Figure 10-69] This is an explanatory diagram of the animation that appears when a pending memory is created while there is one or more pending memories. [Figure 10-70] This is an explanatory diagram of the animation that appears when a pending memory is generated while the number of pending memories is 0. [Figure 10-71] This is an explanatory diagram of the animation that appears when a pending memory is generated while the number of pending memories is 0. [Figure 10-72] This diagram illustrates the case where a new pending memory is generated during a variable display with 1 to 3 pending memories, and the appearance animation starts at least 660ms before the next variable display begins. [Figure 10-73] This diagram illustrates the case where a new pending memory is generated during a variable display with 1 to 3 pending memories, and the appearance animation starts less than 660ms before the next variable display begins. [Figure 10-74]This diagram illustrates what happens when a new hold memory occurs during a shift animation, after a variable display with 1 to 3 hold memories has finished and the next variable display has started. [Figure 10-75] This diagram illustrates what happens when a hold memory is created within 33ms of the start of the next variable display after the variable display with 1 to 3 hold memories has finished. [Figure 10-76] This diagram illustrates the process when a new hold memory is created less than 33ms after the end of a variable display showing 1 to 3 hold memories, before the start of the next variable display. [Figure 10-77] This is an explanatory diagram showing what happens when a new starting win occurs while the number of reserved memories is displayed as 4 (variable display). [Figure 10-78] This diagram illustrates what happens when a new hold memory is created in the shift animation of the next variable display after the variable display with 4 hold memories has finished. [Figure 10-79] This is an explanatory diagram illustrating what happens when a new starting win occurs during the symbol confirmation period after the variable display of 4 reserved memories has ended. [Figure 10-80] This diagram illustrates what happens when a new hold memory is created within 33ms of the start of the next variable display after the variable display with 4 hold memories has finished. [Figure 10-81] This diagram illustrates the case where a new pending memory is generated during a variable display with zero pending memory counts, and the appearance animation starts at a timing of 660ms or more before the start of the next variable display. [Figure 10-82] This diagram illustrates the case where a new pending memory is generated during a variable display with zero pending memory counts, and the appearance animation starts less than 660ms before the start of the next variable display. [Figure 10-83] This diagram explains what happens when a new hold memory is created less than 33ms after the end of the variable display symbol confirmation period for a hold memory with 0 units. [Figure 10-84] This diagram illustrates what happens when a new hold memory is created at a timing less than 33ms before the end of the symbol confirmation period for a variable display with 0 hold memories. [Figure 10-85]This diagram explains what happens when a new hold memory is created at a timing of 33ms or more after the end of the symbol confirmation period for a variable display with 0 hold memories. [Figure 10-86] This diagram explains the timing of the start of variable display when a new reserved memory is created while the number of reserved memories is 0 and variable display is not being executed. [Figure 10-87] This diagram explains the timing of the start of variable display when a new reserved memory is created while the number of reserved memories is 0 and variable display is not being executed. [Figure 10-88] This diagram illustrates the hold indicator and the timing of the hold indicator display when the number of hold memories is 0 and a new hold memory is created during variable display execution. [Figure 10-89] This is an explanatory diagram regarding the hold indicator and the display timing of the hold indicator when a new hold memory is created during the execution of a variable display with one hold memory. [Figure 10-90] This diagram illustrates the hold indicator and the timing of the hold indicator display when the number of hold memories is 0 and a new hold memory is created during variable display execution. [Figure 10-91] This diagram illustrates the hold indicator and the timing of the hold indicator display when the number of hold memories is 0 and a new hold memory is created during variable display execution. [Figure 10-92] This is a comparison chart of each production style. [Figure 10-93] This is an explanatory diagram for storing random values ​​extracted during the process of passing through the start switch. [Figure 10-94] This is a diagram illustrating the special buffer shift process. [Figure 10-95] This is a diagram illustrating the special buffer shift process. [Figure 10-96] This diagram explains what happens when a new hold memory is created during the shift animation in performance mode C or performance mode D. [Figure 10-97] This diagram explains what happens when a new hold memory is created during the shift animation in performance mode C or performance mode D. [Figure 10-98]This diagram explains what happens when a new hold memory is created during the shift animation in performance mode C or performance mode D. [Figure 10-99] This is an explanatory diagram for when pending memory occurs consecutively. [Figure 10-100] This diagram illustrates what happens when a new reserved memory is created while the number of reserved memories is 0 and the variable display is not being executed. [Figure 10-101] This is an explanatory diagram of the animation that appears when a winning combination is achieved at the start of the game, which occurs when switching from the results screen to the normal screen. [Figure 10-102] This is an explanatory diagram of the transition animation that occurs when switching from the results screen to the normal screen. [Figure 11-1] This is a front view of a gaming machine. [Figure 11-2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 11-3] This is an explanatory diagram showing the contents of VRAM. [Figure 11-4] This is an explanatory diagram showing the contents of VRAM. [Figure 11-5] This is an explanatory diagram showing the layer configuration. [Figure 11-6] (A) and (B) are diagrams illustrating the effects control commands. [Figure 11-7] This is an explanatory diagram showing each random number. [Figure 11-8] This is an explanatory diagram showing the display result determination table. [Figure 11-9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 11-10] (A) is an explanatory diagram of the fluctuation pattern in the normal state, and (B) is an explanatory diagram of the fluctuation pattern in the time-saving state or the probability-increasing state. [Figure 11-11] (A) to (F) are explanatory diagrams of the variation pattern determination table. [Figure 11-12] This is an explanatory diagram showing the data storage area for game control. [Figure 11-13] (A) is an explanatory diagram showing the data storage area for performance control, and (B) is an explanatory diagram showing the command buffer received when a prize is won at the start of the game. [Figure 11-14] This flowchart shows an example of the main game control process. [Figure 11-15] This flowchart shows an example of timer interrupt processing for game control. [Figure 11-16] This is a flowchart showing an example of the special pattern processing. [Figure 11-17] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 11-18] (A) is a flowchart showing an example of the random value determination process when winning an award, and (B) is a diagram showing the fluctuating categories. [Figure 11-19] This flowchart shows an example of the normal processing of special symbols. [Figure 11-20] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 11-21] This is a flowchart showing an example of the special symbol stopping process. [Figure 11-22] This is a flowchart showing an example of the process that ends after a big win. [Figure 11-23] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 11-24] This flowchart shows an example of the performance control process. [Figure 11-25] This diagram explains whether or not the pending display animation is executed and the proportion of the animation pattern that determines it. [Figure 11-26] This flowchart shows an example of the variable display start setting process. [Figure 11-27] (A) is a flowchart showing an example of the variable display start setting process, and (B) is an explanatory diagram of the determination ratio for whether or not to execute the continuous crackle effect in the normal state. [Figure 11-28] (A) is a flowchart showing an example of the dialogue preview effect setting process, (B) is an explanatory diagram of whether or not the dialogue preview effect is executed in the normal state and the effect pattern determination ratio, and (C) is an explanatory diagram of the effect patterns. [Figure 11-29](A) is an explanatory diagram showing whether or not a background change is performed and the proportion of the background change effect pattern that is determined; (B) is an explanatory diagram showing whether or not a reach suggestion effect is performed and the proportion of the effect pattern that is determined; and (C) is an explanatory diagram showing whether or not a cut-in effect is performed and the proportion of the effect pattern that is determined. [Figure 11-30] This diagram explains the types of effects that can be performed under normal conditions and the patterns of the crack effect. [Figure 11-31] This diagram explains the types of effects that can be performed under normal conditions and the patterns of the crack effect. [Figure 11-32] This diagram explains the types of effects that can be performed during the time-saving and probability-changing states, as well as the patterns of the "break" effect. [Figure 11-33] This diagram explains the approximate execution timing and duration for each variation pattern of the performance. [Figure 11-34] This diagram explains the approximate execution timing and duration for each variation pattern of the performance. [Figure 11-35] This diagram explains the approximate execution timing and duration for each variation pattern of the performance. [Figure 11-36] This diagram explains the approximate execution timing and duration for each variation pattern of the performance. [Figure 11-37] This diagram shows the sequence of events in Super Reach α. [Figure 11-38] This diagram shows the sequence of events in Super Reach α. [Figure 11-39] This diagram shows the sequence of events in Super Reach α. [Figure 11-40] This diagram shows the sequence of events in Super Reach β. [Figure 11-41] This diagram shows the sequence of events in Super Reach β. [Figure 11-42] This diagram shows a detailed example of the operation of the first consecutive crack effect. [Figure 11-43] This diagram shows the details of an example of the operation of the second consecutive crack effect. [Figure 11-44] This diagram shows a detailed example of how the dialogue preview effect works. [Figure 11-45]This diagram shows the details of an example of the operation of background change effect A. [Figure 11-46] This diagram shows the details of an example of the operation of background change effect A. [Figure 11-47] This figure shows the details of an example of background change effect B in operation. [Figure 11-48] This diagram shows details of some examples of how the pseudo-consecutive win animation works. [Figure 11-49] This diagram shows a detailed example of how the reach indication effect works. [Figure 11-50] This diagram shows a detailed example of how the reach indication effect works. [Figure 11-51] This diagram shows the details of an example of how a weak development effect works. [Figure 11-52] This diagram shows the details of some of the operational examples of the strong development effect A. [Figure 11-53] This diagram shows the details of an example of the operation of the strong development effect B. [Figure 11-54] This diagram shows the details of an example of the operation of the strong development effect B. [Figure 11-55] This diagram shows a detailed example of how the cut-in animation works. [Figure 11-56] This diagram shows a detailed example of how the result notification animation works when the variable display result is a jackpot. [Figure 11-57] This diagram shows a detailed example of how the result notification animation works when the variable display result is a jackpot. [Figure 11-58] This diagram shows a detailed example of how the result notification animation works when the variable display result is incorrect. [Figure 11-59] This diagram compares the details of each performance. [Figure 11-60] This diagram compares the details of each performance. [Figure 11-61] This is a timing chart showing the details of the first and second consecutive crack effects. [Figure 11-62] This is a timing chart showing the details of the dialogue preview effect. [Figure 11-63] This is a timing chart showing the details of background change effect A. [Figure 11-64] This is a timing chart showing the details of background change effect B. [Figure 11-65] It is a timing chart showing details of a pseudo - continuous performance. [Figure 11-66] It is a timing chart showing details of a reach - suggestion performance. [Figure 11-67] It is a timing chart showing details of a weak - development performance. [Figure 11-68] It is a timing chart showing details of a strong - development performance A. [Figure 11-69] It is a timing chart showing details of a strong - development performance B. [Figure 11-70] It is a timing chart showing details of a cut - in performance. [Figure 11-71] It is a timing chart showing details of a result - notification performance. [Figure 11-72] It is an explanatory diagram showing the speed change of fragment images in each performance. [Figure 11-73] It is a diagram showing the crack pattern in the cracking performance. [Figure 11-74] It is a diagram showing display examples of each crack pattern. [Figure 11-75] It is a diagram showing display examples with and without a white - out image in crack pattern A. [Figure 11-76] It is a diagram showing display examples with and without a white - out image in crack pattern B. [Figure 11-77] It is a diagram showing display examples with and without a white - out image in crack pattern C. [Figure 11-78] It is a diagram showing display examples with and without a white - out image in crack pattern D. [Figure 11-79] It is a diagram showing display examples with and without a white - out image in crack pattern E. [Figure 11-80] It is a diagram showing display examples with and without a white - out image in crack pattern F. [Figure 11-81]It is a diagram showing display examples with and without a whiteout image in the crack pattern G. [Figure 11-82] (A) is a diagram showing a fragment image displayed in a pseudo - continuous production, and (B) is a diagram showing a fragment image displayed in a cut - in production. [Figure 11-83] (A) is a diagram showing a fragment image displayed in a background change production A, and (B) is a diagram showing a fragment image displayed in a strong development production B. [Figure 11-84] It is a diagram showing Modification Example 1 of the present invention. [Figure 11-85] It is a diagram showing Modification Example 2 of the present invention. [Figure 11-86] It is a diagram showing Modification Example 3 of the present invention. [Figure 11-87] It is a diagram showing Modification Example 4 of the present invention. [Figure 11-88] It is a diagram showing Modification Example 5 of the present invention. [Figure 11-89] It is a diagram showing Modification Example 6 of the present invention. [Figure 11-90] It is a diagram showing Modification Example 7 of the present invention. [Figure 11-91] It is a diagram showing Modification Example 8 of the present invention. [[ID=​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​This is an explanatory diagram of the variation pattern determination table. [Figure 12-9] This is an explanatory diagram showing the data storage area for game control. [Figure 12-10] (A) is an explanatory diagram showing the data storage area for performance control, and (B) is an explanatory diagram showing the command buffer received when a prize is won at the start of the game. [Figure 12-11] This flowchart shows an example of the main game control process. [Figure 12-12] This flowchart shows an example of timer interrupt processing for game control. [Figure 12-13] This is a flowchart showing an example of the special pattern processing. [Figure 12-14] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 12-15] This flowchart shows an example of the normal processing of special symbols. [Figure 12-16] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 12-17] This flowchart shows an example of the performance control process. [Figure 12-18] This flowchart shows an example of a demo performance control process. [Figure 12-19] This flowchart shows an example of a demo performance control process. [Figure 12-20] This flowchart shows an example of a demo performance control process. [Figure 12-21] (A1) and (A2) are diagrams showing the first performance mode, (B1) and (B2) are diagrams showing the second performance mode, and (C1) and (C2) are diagrams showing the third performance mode. [Figure 12-22] This diagram shows the variable display flow of decorative symbols in the first performance mode. [Figure 12-23] This diagram shows the flow of variable display of decorative patterns, following Figure 12-22. [Figure 12-24] This diagram shows the variable display flow of decorative symbols in the third performance mode. [Figure 12-25](A) is a timing chart showing the states of each part at the start of variable display in the first presentation mode, and (B) is the states of each part at the start of variable display in the second and third presentation modes. [Figure 12-26] It is a diagram showing the flow of the SP reach effect in the low base state. [Figure 12-27] It is a diagram showing the flow of the SP reach effect in the high base state. [Figure 12-28] (A) shows the start and end conditions of the demo movie display, and (B) is a diagram showing the configuration of the demo movie display. [Figure 12-29] It is a diagram showing an operation example of each part during the demo movie. [[ID=​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​Figures (B1) to (B8) show examples of how the customer waiting demo performance works in a high base state. [Figure 12-42] This is a timing chart showing the flow of the demo performance while waiting for customers in a high base state. [Figure 12-43] This is a timing chart showing the flow of the demo performance while waiting for customers in a high base state. [Figure 12-44] This diagram shows an example of how a pachinko machine operates when it starts up in a cold start state and then a customer waiting demo sequence begins. [Figure 12-45] This is a timing chart showing the sequence of events from when a pachinko machine starts up in a cold start state until the customer waiting demo begins. [Figure 12-46] This diagram shows an example of how a pachinko machine operates when it starts up with a hot start in a low base state, and then a customer waiting demo sequence begins. [Figure 12-47] This timing chart shows the sequence of events from when a pachinko machine starts up with a hot start in a low base state, to when the customer waiting demo performance begins. [Figure 12-48] This diagram shows an example of how a pachinko machine operates when it starts up with a hot start in a high base state, and then the customer waiting demo sequence begins. [Figure 12-49] This timing chart shows the sequence of events from when a pachinko machine starts up with a hot start in a high base state, to when the customer waiting demo performance begins. [Figure 12-50] Figures (A) to (E) show examples of how the demo movie display ends after a certain amount of time has elapsed in a low base state. [Figure 12-51] This timing chart shows the sequence of events that occur when the demo movie display ends over time in a low base state. [Figure 12-52] This timing chart shows the sequence of events that occur when the demo movie display ends after a certain amount of time has elapsed, under high base conditions. [Figure 12-53] Figures (A) to (E) show examples of operation when the demo movie display starts and ends upon winning a prize in a low base state. [Figure 12-54]Figures (A) to (G) show the details of the high base state of the display mode in Figure 12-53. [Figure 12-55] This timing chart shows the sequence in which the demo movie display ends with the first win in a low base state. [Figure 12-56] This timing chart shows the sequence in which the demo movie display ends when the second start is awarded in a low base state. [Figure 12-57] This timing chart shows the sequence in which the demo movie display ends with the second start and winning when the base state is high. [Figure 12-58] This timing chart shows the sequence in which the demo movie display ends with the first win in a high base state. [Figure 12-59] Figures (A) to (C) show examples of operation when the demo movie display is terminated by steering wheel operation in a low base state. [Figure 12-60] This timing chart shows the sequence of events when the demo movie display ends due to steering input in a low base state. [Figure 12-61] Figures (A) to (C) show examples of how the demo movie display can be terminated by menu operation in a low base state. [Figure 12-62] This timing chart shows the sequence of events when a demo movie display ends due to menu operation in a low base state. [Figure 12-63] This timing chart shows the sequence of events when the demo movie display ends via menu operation in a high base state. [Figure 12-64] (A) is a timing chart showing an example of normal operation of the payout device in response to a prize win, and (B) is a timing chart showing an example of erroneous operation of the payout device in response to a prize win. [Figure 12-65] This figure shows an example of how the system works when a bulb failure error occurs during a customer-waiting demo. [Figure 12-66] This is a diagram to explain priority layers. [Figure 12-67] This diagram shows the process when an error occurs during a customer waiting demo performance that starts in a low base state. [Figure 12-68] This diagram shows the process when an error occurs during a customer waiting demo performance that starts in a high base state. [Figure 12-69] This diagram explains the mechanism of output to the LED driver. [Figure 12-70] This diagram illustrates an example of lamp control using a lamp data table. [Figure 12-71] This diagram illustrates an example of lamp control using a grandchild table with timer management in the child table. [Figure 12-72] This figure shows an example of a parent table that makes up a lamp data table. [Figure 12-73] This figure shows an example of a child table that makes up a lamp data table. [Figure 12-74] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 12-75] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 12-76] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 12-77] This diagram shows the lamp data table used when not playing (only the white flashing button and red flashing button are used during gameplay). [Figure 12-78] Lamp Data Table: Background This diagram shows the settings of the normal parent table. [Figure 12-79] Lamp Data Table: Background This diagram shows the settings of a normal child table. [Figure 12-80] Lamp Data Table: Background This diagram shows the settings of a normal grandchild table. [Figure 12-81] Lamp Data Table: Background This diagram shows the settings of a normal grandchild table. [Figure 12-82] Lamp Data Table: This diagram shows the settings of the parent table for background time reduction. [Figure 12-83] Lamp Data Table: This diagram shows the settings of the subtable for background time reduction. [Figure 12-84] Lamp Data Table: This diagram shows the settings of the sub-table for background time reduction. [Figure 12-85] Lamp Data Table: This diagram shows the settings of the sub-table for background time reduction. [Figure 12-86] Lamp Data Table: This diagram shows the settings of the parent table for background probability changes. [Figure 12-87] Lamp Data Table: This diagram shows the settings of the subtable for background probability variation. [Figure 12-88] Lamp Data Table: This diagram shows the settings for the sub-table of background probability changes. [Figure 12-89] Lamp Data Table: This diagram shows the settings for the sub-table of background probability changes. [Figure 12-90] Lamp Data Table: This diagram shows the settings of the parent table for the customer waiting demo. [Figure 12-91] Lamp Data Table: This diagram shows the settings of the child table in the customer waiting demo. [Figure 12-92] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 12-93] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 12-94] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 12-95] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 12-96] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 12-97] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 12-98] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 12-99] Lamp Data Table: This diagram shows the settings of the parent table for the button that lights up white. [Figure 12-100]Lamp Data Table: This diagram shows the settings of the subtable for the button that lights up white. [Figure 12-101] Lamp Data Table: This diagram shows the settings for the sub-table of the button that lights up white. [Figure 12-102] Lamp Data Table: This diagram shows the settings in the parent table for the button that blinks white. [Figure 12-103] Lamp Data Table: This diagram shows the settings of the subtable for the button that blinks white. [Figure 12-104] Lamp Data Table: This diagram shows the settings for the sub-table of the button that blinks white. [Figure 12-105] Lamp Data Table: This diagram shows the settings in the parent table for the red blinking button. [Figure 12-106] Lamp Data Table: This diagram shows the settings of the subtable for the button that blinks red. [Figure 12-107] Lamp Data Table: This diagram shows the settings of the sub-table for the button that blinks red. [Figure 12-108] Lamp Data Table: This diagram shows the settings of the parent table for initialization notifications. [Figure 12-109] Lamp Data Table: This diagram shows the settings of the child table for initialization notification. [Figure 12-110] Lamp Data Table: This diagram shows the settings of the grandchild table for initialization notification. [Figure 12-111] Lamp Data Table: This diagram shows the settings of the parent table for errors. [Figure 12-112] Lamp Data Table: This diagram shows the settings of the error child table. [Figure 12-113] Lamp Data Table: This diagram shows the settings of the grandchild table for errors. [Figure 12-114] This diagram shows the settings for the common table. [Figure 12-115] This diagram shows the settings for the common table. [Figure 12-116] This diagram shows the settings for the common table. [Figure 12-117]This diagram shows the settings for the common table. [Figure 12-118] This diagram shows the settings for the common table. [Figure 12-119] Figures (A1) to (A4) show examples of how text is displayed and how light is emitted in each scene. [Figure 12-120] (A) is a diagram showing examples of actions in the first scene, (B) is in the third scene, and (C) is in the fourth scene. [Figure 12-121] This is a comparison table showing text animation displays. [Figure 12-122] (A) and (B) are diagrams used to explain analogous colors. [Figure 12-123] This diagram illustrates the timing of the demo movie display. [Figure 12-124] Figures (A) to (G) show the details of the high base state of the display mode in Figure 12-53. [Modes for carrying out the invention]

[0009] The following describes the features A of this gaming machine.

[0010] (Basic explanation) First, we will explain the basic configuration and control of Pachinko Gaming Machine 1 (which is also the configuration and control of a typical Pachinko Gaming Machine).

[0011] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.

[0012] A first special symbol display device 4A and a second special symbol display device 4B are provided at a predetermined position on the game board 2 (to the right of the game area in the example shown in Figure 1) to perform variable display (also called special symbol game) of multiple types of special identification information, special symbols (also called special symbols). These each consist of 7-segment LEDs or the like. Special symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Special symbols may also include patterns in which all LEDs are turned off.

[0013] The "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Variations also include the display of a symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derivation or derivation display, etc.) (the same applies to the variable display of other symbols described later). Variable display may also be expressed as variable display or simply variable.

[0014] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.

[0015] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.

[0016] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the special symbol game and the variable display of decorative symbols that are executed in synchronization are collectively referred to simply as variable display.

[0017] The screen of the image display device 5 may be provided with display areas for displaying pending displays corresponding to variable displays whose execution is currently suspended, and active displays corresponding to variable displays that are currently running. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays.

[0018] The number of variable displays that are being held in reserve is also called the reserved memory count. The reserved memory count corresponding to the first special feature game is called the first reserved memory count, and the reserved memory count corresponding to the second special feature game is called the second reserved memory count. The sum of the first reserved memory count and the second reserved memory count is also called the total reserved memory count.

[0019] Furthermore, a first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at predetermined positions on the game board 2. The first reserve indicator 25A displays the first reserve memory count based on the number of lit LEDs, and the second reserve indicator 25B displays the second reserve memory count based on the number of lit LEDs.

[0020] Below the image display device 5, a prize ball device 6A and a variable prize ball device 6B are provided.

[0021] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started.

[0022] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 2). The variable prize ball device 6B includes, for example, an electric tulip-type mechanism having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in a vertical position, so the tips of the movable wing pieces are close to the prize ball device 6A, resulting in a closed state where game balls cannot enter the second starting prize opening (also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable wing pieces of the variable prize ball device 6B are in a tilted position, resulting in an open state where game balls can enter the second starting prize opening (also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B does not need to be one that changes between a closed state and an open state, and is not limited to one equipped with an electric tulip-shaped mechanism.

[0023] General prize slots 10 are provided at predetermined locations on the game board 2 (four locations on the left, right, and lower sides of the game area in the example shown in Figure 1), which are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.

[0024] Below the prize ball device 6A and the variable prize ball device 6B, a special variable prize ball device 7 is provided, which has a large prize opening. The special variable prize ball device 7 is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 2), and the large prize opening door forms a large prize opening as a specific region that changes between an open state and a closed state.

[0025] For example, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0026] When a game ball enters the large prize slot, a predetermined number of game balls (for example, 14) are dispensed as prize balls. When a game ball enters the large prize slot, more prize balls are dispensed than when a game ball enters, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.

[0027] When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a starting prize.

[0028] A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (on the left side of the game area in the example shown in Figure 1). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game.

[0029] To the left of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.

[0030] Above the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs.

[0031] In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the very bottom of the game area is an outlet where game balls that do not enter any of the winning pockets are collected.

[0032] Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3, and a game effect lamp 9 for game effects is provided around the game area. The game effect lamp 9 is composed of LEDs.

[0033] A movable body 32 that operates in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in Figure 1).

[0034] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.

[0035] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the gaming area, which holds (stores) the game balls dispensed as prize balls and the game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.

[0036] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 2).

[0037] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 2).

[0038] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.

[0039] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be immediately executed), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).

[0040] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).

[0041] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.

[0042] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.

[0043] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game, or during the period when the game is controlled to be in a jackpot game state or a minor jackpot game state as described later (i.e., a starting entry occurs, but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined upper limit (for example, 4) is reached.

[0044] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of win described later) stops and is displayed as a confirmed special symbol, it is a "jackpot." If a predetermined special symbol different from the jackpot symbol (a minor win symbol, for example, "2") stops and is displayed, it is a "minor win." Also, if a special symbol different from the jackpot or minor win symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss."

[0045] After the display result in the special game is "Big Win," the game is controlled to a Big Win state, which is advantageous for the player. After the display result in the special game is "Minor Win," the game is controlled to a minor win state.

[0046] In a jackpot state, the large prize slot formed by the special variable prize ball device 7 opens in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize slot reaches a predetermined number (for example, 9 balls). The predetermined period is the maximum period for which the large prize slot can be opened in one round, and is hereinafter also referred to as the maximum opening period. One cycle in which the large prize slot is open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined maximum number of times (15 times or 2 times).

[0047] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.

[0048] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (such as normal state, time-saving state, and probability-changing state, as described later), and the jackpot type may be set according to these. There may also be jackpot types that award a large number of prize balls, and jackpot types that award few or almost no prize balls.

[0049] In the minor win state, the large prize slot formed by the special variable prize ball entry device 7 opens in a predetermined opening pattern. For example, in the minor win state, the large prize slot opens in the same opening pattern as in the jackpot state for some jackpot types (the number of times the large prize slot opens is the same as the number of rounds, and the closing timing of the large prize slot is also the same, etc.). In addition, similar to the jackpot types, there may also be minor win types.

[0050] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.

[0051] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).

[0052] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.

[0053] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).

[0054] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial setting state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).

[0055] The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state.

[0056] After the minor win game state ends, the game state is not changed, and the game continues to be controlled to the state before the special symbol game display result became "minor win" (however, if the special symbol game at the time of the "minor win" is the special symbol game of the predetermined number in the above count cut, the game state will naturally be changed). Note that the special symbol game display result does not have to be "minor win".

[0057] Furthermore, the game state may change based on the fact that the game ball passes through a specific area (for example, a specific area within the jackpot entry point) during a jackpot game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variation state after the jackpot game state.

[0058] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of this display, they may also be performed by sound output from speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, the operation of the movable body 32, etc.

[0059] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).

[0060] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.

[0061] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.

[0062] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.

[0063] In the case of a "probability-increasing jackpot," where the game state is controlled to a probability-increasing state after the jackpot state ends, odd-numbered decorative symbols (for example, "7") may be displayed when the symbols line up. In the case of a "non-probability-increasing jackpot (normal jackpot)," where the game state is not controlled to a probability-increasing state after the jackpot state ends, even-numbered decorative symbols (for example, "6") may be displayed when the symbols line up. In this case, odd-numbered decorative symbols are also called probability-increasing symbols, and even-numbered decorative symbols are also called non-probability-increasing symbols (normal symbols). After a reach-out sequence with non-probability-increasing symbols, an upgrade sequence that ultimately results in a "probability-increasing jackpot" may be performed.

[0064] When the display result of the special feature game is a "minor win," a predetermined combination of confirmed decorative symbols (for example, "1 3 5") is derived as the display result of the variable display of decorative symbols on the screen of the image display device 5 (the display result of the variable display of decorative symbols is a "minor win"). As an example, decorative symbols that constitute a chance combination are stopped and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. In addition, a common confirmed decorative symbol may be derived and displayed when the display result of the special feature game is a "jackpot" of a certain type of jackpot (a type of jackpot game state that is similar in nature to a minor win game state) and when it is a "minor win."

[0065] If the display result of the special game is "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called "non-reach miss") (the display result of the variable display of the decorative symbols will be "non-reach miss"). In addition, if the display result is "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a jackpot combination (also called "reach miss") (the display result of the variable display of the decorative symbols will be "reach miss").

[0066] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement prediction effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.

[0067] Furthermore, the image display device 5 may perform a pseudo-consecutive display effect by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.

[0068] Even during a big win, a special animation is performed to inform the player of the big win state. This animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the big win state. Similarly, during a minor win, a special animation is performed to inform the player of the minor win state. It is also possible to perform the same animation during a minor win and during certain types of big wins (types of big wins that have a similar nature to the minor win state, for example, a type of big win that makes the subsequent game state a high probability state) so that the player does not know whether they are currently in a minor win state or a big win state. In such cases, it is also possible to perform the same animation at the end of both the minor win state and the big win state so that the player cannot distinguish between a high probability state and a low probability state.

[0069] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).

[0070] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figure 2. In addition, various other boards are located on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a launch control board, and a power supply board.

[0071] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), big win game state, small win game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0072] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes 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.

[0073] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped, in part or in whole. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.

[0074] The random number circuit 104 keeps an updatable count of numerical data representing various random values ​​(game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0075] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).

[0076] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.

[0077] The solenoid circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoid 81 and solenoid 82) to solenoid 81 for the regular electric mechanism and solenoid 82 for the large prize door.

[0078] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.

[0079] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.

[0080] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.

[0081] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.

[0082] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).

[0083] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.

[0084] The display control unit 123 displays the performance image on the image display device 5 by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on the performance control CPU 120's instruction to execute the performance. Furthermore, the display control unit 123 supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn the game effect lamp 9 on / off. In addition, the display control unit 123 supplies a signal to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32.

[0085] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.

[0086] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.

[0087] Furthermore, the control of audio output, lamp on / off (supply of sound specification signals and lamp signals, etc.), and control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120.

[0088] The random number circuit 124 keeps an updatable count of numerical data representing various random values ​​(random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).

[0089] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals).

[0090] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions.

[0091] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.

[0092] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 3 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.

[0093] In the main game control process shown in Figure 3, the CPU 103 first sets interrupts to disabled (step S1). Next, it performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.

[0094] Next, it is determined whether the output signal from the clear switch is ON or OFF (step S3). The clear switch is mounted, for example, on the power supply board. When the power is turned on with the clear switch ON, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is ON (step S3; Yes), the initialization process (step S8) is executed. In the initialization process, the CPU 103 performs a RAM clear process to clear the flags, counters, and buffers stored in the RAM 102, and sets initial values ​​in the work area.

[0095] Furthermore, the CPU 103 sends a performance control command to the performance control board 12 to instruct initialization (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen, for example on the image display device 5, to inform the user that the game machine's control has been initialized.

[0096] If the output signal from the clear switch is not on (step S3; No), it is determined whether or not backup data is stored in RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage, etc., the CPU 103 executes power supply stoppage processing immediately before it becomes inoperable due to the power supply stoppage. In this power supply stoppage processing, a backup flag indicating that data should be backed up in RAM 102 is turned on, and data protection processing for RAM 102 is performed. Data protection processing includes adding error detection codes (checksum, parity bit, etc.) and backing up various data. The data to be backed up includes various data for advancing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and error detection codes. In step S4, it is determined whether or not the backup flag is on. If the backup flag is off and no backup data is stored in RAM 102 (step S4; No), initialization processing (step S8) is executed.

[0097] If backup data is stored in RAM102 (Step S4; Yes), CPU103 performs a data check on the backed-up data (using an error detection code) and determines whether the data is normal or not (Step S5). In Step S5, for example, parity bits or checksums are used to determine whether the data in RAM102 matches the data at the time of power supply interruption. If these are determined to match, it is determined that the data in RAM102 is normal.

[0098] If the data in RAM102 is determined to be abnormal (step S5; No), the internal state cannot be restored to the state it was in when the power supply was cut off, so the initialization process (step S8) is executed.

[0099] If the data in RAM102 is determined to be normal (step S5; Yes), the CPU103 performs a recovery process (step S6) to restore the internal state of the main board 11 to the state it was in when the power supply was cut off. In the recovery process, the CPU103 sets the working area based on the contents of RAM102 (the contents of the backed-up data). This restores the game state to what it was in when the power supply was cut off, and if the special symbols were changing, the special symbols will resume changing from the state before the recovery by executing the game control timer interrupt process described later.

[0100] Then, the CPU 103 sends a performance control command to the performance control board 12 instructing it to restore power from the power outage (step S7). In conjunction with this, it may also send a performance control command that specifies the game state before the power outage, which is backed up, or, if a special symbol game was in progress, a performance control command that specifies the display result of the special symbol game being played. These commands can be the same as the commands that are set to be sent in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command that specifies when power has been restored from the power outage, it displays a screen, for example, on the image display device 5, to indicate that power has been restored or that power restoration is in progress. The performance control CPU 120 may also display an appropriate screen based on the performance control command.

[0101] After completing the recovery or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, it sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2ms) (step S11), and enables the interrupt (step S12). After that, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2ms), and the CPU 103 can periodically execute timer interrupt processing.

[0102] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 4. When the game control timer interrupt processing shown in Figure 4 is started, the CPU 103 first executes a predetermined switch processing to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, it performs a predetermined main-side error processing to diagnose an abnormality in the pachinko game machine 1, and if necessary, makes it possible to generate a warning according to the diagnosis result (step S22). After this, it executes a predetermined information output processing to output data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start entries, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0103] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the game random numbers used by the game via software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of jackpot game states and minor jackpot game states, and control of the game state are realized (details will be described later).

[0104] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.

[0105] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to pay out prize balls, etc. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set to send performance control commands in each of the above processes. In the command control processing of step S27, the process of transmitting the set performance control commands to a sub-control board such as the performance control board 12 is performed. After executing the command control processing, interrupts are enabled and then the game control timer interrupt processing is terminated.

[0106] Figure 5 is a flowchart showing an example of the process performed in step S25 shown in Figure 4 as part of the special symbol process. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).

[0107] In the start-up prize determination process, the occurrence of a start-up prize is detected, and a process is executed to store the reserved information in a predetermined area of ​​RAM 102 and update the number of reserved items. When a start-up prize occurs, a random value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as reserved information. Alternatively, a process may be executed to predict the display result and variation pattern based on the extracted random value. After storing the reserved information and the number of reserved items, a transmission setting is made to send a performance control command to the performance control board 12 to specify the occurrence of a start-up prize, the number of reserved items, and the judgment result such as the predictive judgment. The performance control command for a start-up prize, which has been set for transmission, is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process in step S27 shown in Figure 4.

[0108] After executing the start-up prize determination process in S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special symbol process flag set in RAM 102. In each of the special symbol process processes (steps S110 to S120), transmission settings are made to send the corresponding performance control command to the performance control board 12.

[0109] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game, based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on a random value for determining the display result, it is determined (pre-determined) whether or not the display result of the special symbol or decorative symbol will be a "jackpot" or a "minor win," and if it is a "jackpot," the type of jackpot. Furthermore, in the special symbol normal processing, a confirmed special symbol (either a jackpot symbol, a minor win symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1," and the special symbol normal processing ends. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority processing). Alternatively, the system may store the order in which the game balls enter the first and second starting prize slots, and set the conditions for starting the special feature game to be met in that order (also known as "sequential execution").

[0110] When making various decisions based on random values, the various tables stored in ROM 101 (tables in which the decision values ​​compared with the random values ​​are assigned to the decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. On the performance control board 12, the various tables are stored in ROM 121.

[0111] The variable pattern setting process in step S111 is executed when the value of the special feature process flag is "1". This variable pattern setting process includes determining one of several variable patterns using a random value for variable pattern determination, based on a prior decision result such as whether the display result should be "big win" or "small win". When a variable pattern is determined in the variable pattern setting process, the value of the special feature process flag is updated to "2", and the variable pattern setting process ends.

[0112] The variation pattern specifies the execution time of the special feature game (special feature variation time) (which is also the execution time of the variable display of the decorative symbols), the manner of the variable display of the decorative symbols (whether or not there is a reach, etc.), and the content of the performance during the variable display of the decorative symbols (type of reach performance, etc.), and is also called the variation display pattern.

[0113] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbols, and measuring the elapsed time since the special symbols started to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbols started to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.

[0114] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbols and to stop displaying (derive) the confirmed special symbol that will be the display result of the special symbols. If the display result is "Big Win", the value of the special symbol process flag is updated to "4". On the other hand, if the Big Win flag is off and the display result is "Minor Win", the value of the special symbol process flag is updated to "8". If the display result is "Miss", the value of the special symbol process flag is updated to "0". If the display result is "Minor Win" or "Miss", and the game is controlled to be in a time-saving state or a probability change state, and the end of the number of spins is established, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.

[0115] Step S114, the pre-jackpot opening process, is executed when the value of the special feature process flag is "4". This pre-jackpot opening process includes settings to start the round execution and open the jackpot opening in the jackpot game state, based on the display result being "jackpot". When opening the jackpot opening, a solenoid drive signal is supplied to the solenoid 82 for the jackpot opening door. At this time, for example, the maximum period for keeping the jackpot opening open and the maximum number of rounds to be executed are set, corresponding to the type of jackpot. Once these settings are completed, the value of the special feature process flag is updated to "5", and the pre-jackpot opening process ends.

[0116] Step S115, the jackpot opening process, is executed when the value of the special feature process flag is "5". This jackpot opening process includes measuring the elapsed time since the jackpot opening was opened, and determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When returning the jackpot opening to the closed state, the process includes stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door, then updating the value of the special feature process flag to "6", and ending the jackpot opening process.

[0117] Step S116, the post-jackpot opening processing, is executed when the value of the special symbol process flag is "6". This post-jackpot opening processing includes processes to determine whether the number of rounds in which the jackpot opening is kept open has reached the set upper limit, and processes to set the jackpot game state to end if the upper limit has been reached. If the number of rounds has not reached the upper limit, the value of the special symbol process flag is updated to "5", while if the number of rounds has reached the upper limit, the value of the special symbol process flag is updated to "7". Once the value of the special symbol process flag is updated, the post-jackpot opening processing ends.

[0118] The jackpot termination process in step S117 is executed when the value of the special feature process flag is "7". This jackpot termination process includes waiting until a waiting period corresponding to the duration of the ending sequence, which is a performance action that signals the end of the jackpot game state, has elapsed, and various settings to start probability variation control or time reduction control in response to the end of the jackpot game state. When these settings are made, the value of the special feature process flag is updated to "0", and the jackpot termination process ends.

[0119] Step S118, the pre-opening of the minor win, is executed when the value of the special symbol process flag is "8". This pre-opening of the minor win includes processing to set the major prize winning slot to open in the minor win game state, based on the display result being "minor win". At this time, the value of the special symbol process flag is updated to "9", and the pre-opening of the minor win ends.

[0120] The minor win opening process in step S119 is executed when the value of the special symbol process flag is "9". This minor win opening process includes measuring the elapsed time since the large prize opening was opened, and determining whether it is time to return the large prize opening from the open state to the closed state based on the measured elapsed time. When the large prize opening is returned to the closed state and it is time to end the minor win game state, the value of the special symbol process flag is updated to "10", and the minor win opening process ends.

[0121] The minor win termination process in step S120 is executed when the value of the special feature process flag is "10". This minor win termination process includes a process that waits until a waiting time corresponding to the period during which a performance action that notifies the end of the minor win game state is executed has elapsed. Here, when the minor win game state ends, the game state of the pachinko machine 1 that was in place before the minor win game state began is continued. When the waiting time at the end of the minor win game state has elapsed, the value of the special feature process flag is updated to "0", and the minor win termination process ends.

[0122] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control process as shown in the flowchart of Figure 6. When the main performance control process shown in Figure 6 starts, the performance control CPU 120 first performs a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, controls are executed to perform the initial operations of the movable body 32, such as controls to drive the movable body 32 back to its initial position and controls to perform predetermined operation checks.

[0123] Next, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every predetermined time (e.g., 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (step S73; No), the process in step S73 is repeatedly executed and the system waits.

[0124] Furthermore, on the performance control board 12, in addition to the timer interrupt that occurs at predetermined intervals, an interrupt occurs to receive performance control commands from the main board 11. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns ON. When an interrupt occurs due to the performance control INT signal turning ON, the performance control CPU 120 automatically sets the interrupt to disabled. However, if a CPU that does not automatically set the interrupt to disabled is used, it is desirable to issue an interrupt disable instruction (DI instruction). In response to the interrupt caused by the performance control INT signal turning ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is received from a predetermined input port among the input ports included in I / O 125 that receives control signals transmitted from the main board 11 via the relay board 15. The performance control command received at this time is stored, for example, in a performance control command reception buffer provided in RAM 122. After that, the performance control CPU 120 sets the interrupt to enabled and then terminates the command reception interrupt process.

[0125] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and the command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, to allow the performance control process to confirm which performance control command was received and what the performance control command identifies, the read performance control command is stored in a predetermined area of ​​RAM 122, or a reception flag provided in RAM 122 is turned on. Also, if the performance control command identifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0126] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, various performance devices are controlled, such as the display operation of performance images in the display area of ​​the image display device 5, the sound output operation from speakers 8L and 8R, the lighting operation of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, judgments, decisions, and settings are made regarding the control content of performance operations using various performance devices, according to performance control commands transmitted from the main board 11.

[0127] Following the performance control process in step S76, the random number update process for performances is executed (step S77), and at least a portion of the random numbers used for performances on the performance control board 12 are updated by software. Then, the process returns to step S73. Other processes may be executed before returning to step S73.

[0128] Figure 7 is a flowchart showing an example of the process executed in step S76 of Figure 6 as part of the performance control process. In the performance control process shown in Figure 7, the performance control CPU 120 first executes the pre-read notification setting process (step S161). In the pre-read notification setting process, for example, judgments, decisions, and settings are made to execute the pre-read notification performance based on the performance control command transmitted from the main board 11 at the time of starting and winning. In addition, processing is performed to display the hold display based on the number of hold memories identified from the performance control command.

[0129] After executing the process in step S161, the CPU 120 for performance control selects and executes one of the processes in steps S170 to S177, for example, according to the value of the performance process flag provided in RAM 122.

[0130] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process is terminated.

[0131] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, the mode thereof, the execution start timing, etc. are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result, etc. is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.

[0132] The variable display effect processing in step S172 is executed when the value of the effect process flag is "2". In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and turn on / off / flashe the game effect lamp 9 and decorative LEDs by outputting a command (lighting signal) to the lamp control board 14, and performs various effect controls during the variable display of decorative symbols. After performing these effect controls, the CPU 120 stops displaying the confirmed decorative symbols, which are the display result of the decorative symbols, in response to, for example, when an exit code indicating the end of the variable display of decorative symbols is read from the effect control pattern, or when a command is received from the main board 11 specifying that the confirmed decorative symbols should be stopped displaying. When the confirmed decorative symbols are displayed in a stopped state, the value of the performance process flag is updated to "3", and the variable display performance processing ends.

[0133] The special feature win waiting process in step S173 is executed when the value of the performance process flag is "3". In this special feature win waiting process, the performance control CPU 120 determines whether or not it has received a performance control command from the main board 11 that specifies the start of a big win game state or a small win game state. When it receives a performance control command that specifies the start of a big win game state, if the command specifies the start of a big win game state, it updates the value of the performance process flag to "6". On the other hand, if the command specifies the start of a small win game state, it updates the value of the performance process flag to "4", which is the value corresponding to the performance processing during a small win. Furthermore, if the waiting time for receiving a command that specifies the start of a big win game state or a small win game state has elapsed without such a command being received, it is determined that the display result in the special feature game was "miss", and the value of the performance process flag is updated to its initial value of "0". Updating the value of the production process flag terminates the special feature win waiting process.

[0134] The mini-bonus animation processing in step S174 is executed when the value of the animation control process flag is "4". In this mini-bonus animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the mini-bonus game state, and executes various animation controls in the mini-bonus game state based on that setting. Also, in the mini-bonus animation processing, in response to receiving, for example, a command from the main board 11 specifying the termination of the mini-bonus game state, the value of the animation process flag is updated to "5", which is the value corresponding to the mini-bonus termination animation, and the mini-bonus animation processing is terminated.

[0135] The minor win termination animation process in step S175 is executed when the value of the animation control process flag is "5". In this minor win termination animation process, the animation control CPU 120 sets an animation control pattern corresponding to, for example, the end of the minor win game state, and executes various animation controls at the end of the minor win game state based on that setting. After that, the value of the animation process flag is updated to the initial value of "0", and the minor win termination animation process ends.

[0136] The jackpot animation processing in step S176 is executed when the value of the animation process flag is "6". In this jackpot animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the jackpot game state, and executes various animation controls in the jackpot game state based on that setting. Also, in the jackpot animation processing, in response to receiving, for example, a command from the main board 11 specifying the termination of the jackpot game state, the value of the animation control process flag is updated to "7", which is the value corresponding to the ending animation processing, and the jackpot animation processing is terminated.

[0137] The ending sequence processing in step S177 is executed when the value of the sequence process flag is "7". In this ending sequence processing, the sequence control CPU 120 sets sequence control patterns corresponding to, for example, the end of a jackpot game state, and executes various sequence controls for the ending sequence at the end of the jackpot game state based on these settings. After that, the value of the sequence process flag is updated to its initial value of "0", and the ending sequence processing ends.

[0138] (A variation of the basic explanation) This invention is not limited to the pachinko game machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.

[0139] The pachinko game machine 1 described above was a payout-type game machine that dispensed a predetermined number of game media as prizes based on the occurrence of winnings. However, it may also be a sealed-type game machine that encloses game media and awards points based on the occurrence of winnings.

[0140] During the variable display of special symbols, only one type of symbol (for example, a symbol representing "-") may be displayed, and the variable display may be achieved by repeatedly displaying and extinguishing that symbol. Furthermore, even if the symbol is displayed during the variable display, it does not have to be displayed when the variable display stops (the display result does not have to be the "-" symbol).

[0141] In the basic description above, a pachinko game machine 1 was shown as the game machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of the following: Big Bonus, Regular Bonus, RT, AT, ART, CZ (hereinafter referred to as Bonus, etc.)) that can execute a game in which a medal is inserted, a predetermined number of bets is set, multiple types of symbols are rotated in response to the operation of the lever by the player, and when the symbols are stopped in response to the operation of the stop button by the player, a predetermined number of medals are paid out to the player if the combination of stopped symbols is a specific combination of symbols.

[0142] The program and data for realizing the present invention are not limited to being distributed and provided to a computer device included in the pachinko game machine 1 via a removable recording medium, but may also be distributed by being pre-installed on a storage device of the computer device. Furthermore, the program and data for realizing the present invention may also be distributed by being downloaded from other devices on a network connected via a communication line, etc., by providing a communication processing unit.

[0143] Furthermore, the execution method of the game is not limited to execution by attaching a removable recording medium. It may also be a form in which programs and data downloaded via a communication line are temporarily stored in internal memory and then made executable, or a form in which the game is executed directly using the hardware resources of other devices on a network connected via a communication line. Moreover, it is also possible to execute the game by exchanging data with other computer devices via a network.

[0144] In this specification, expressions comparing various percentages, such as the percentage of performance execution (expressions such as "high," "low," and "different") may include cases where one of the percentages is "0%." For example, this includes cases where one is "0%" and the other is "100%" or less than "100%."

[0145] [Feature section 02TM] Next, the [Feature Section 02TM] will be explained using Figures 8-1 to 8-74. When the game state is controlled to the normal state where left-handed play is required, if the player accidentally plays to the right, an abnormal left-handed play instruction can be executed to instruct the player to play to the left. If the game state is controlled to a jackpot state and the jackpot fanfare is played while this abnormal left-handed play instruction is executed, the execution of the abnormal left-handed play instruction can be terminated.

[0146] [Board composition] Figure 8-1 is a front view of a pachinko game machine. As shown in Figure 8-1, in the pachinko game machine 1, in the game area, the first flow path for the game balls is mainly provided in the area to the left of the image display device 5 when viewed from the front, and the second flow path for the game balls, which is different from the first path, is mainly provided in the area to the right of the image display device 5 when viewed from the front.

[0147] Shooting a game ball into the left area (left game area) of the image display device 5 to make it flow down the first path is called left-handed shooting. Shooting a game ball into the right area (right game area) of the image display device 5 to make it flow down the second path is called right-handed shooting. The first path is a path through which the game ball can flow down by shooting it into the left side of the game area, so it may also be called a left-handed shooting path. The second path is a path through which the game ball can flow down by shooting it into the right side of the game area, so it may also be called a right-handed shooting path.

[0148] The first and second paths may be composed of different paths, or they may be paths that share a portion of each other. The left game area and the right game area may be separated, for example, by the end face of the image display device 5 or the arrangement of the game pins within the game area.

[0149] When a game ball is launched from the ball launching device in response to the operation of the ball launching handle 30 and hit into the game area, if it is guided to the left game area, for example, by following the arrangement of the game pins, it becomes impossible or difficult to guide it to the right game area. Also, if the game ball is guided to the right game area, for example, by following the arrangement of the game pins, it becomes impossible or difficult to guide it to the left game area.

[0150] A prize ball entry device 6A, which constitutes the first starting prize entry point, is provided as a structure into which game balls that have been hit into the left game area of ​​the game area can enter.

[0151] The structure into which game balls that have been hit into the right-hand game area of ​​the game area can enter includes a passage gate 41, a variable prize ball device 6B that constitutes the second starting prize entry point, and a special variable prize ball device 7 that constitutes the main prize entry point.

[0152] In the left play area, the game pins are positioned to guide the game balls into the prize ball entry device 6A within the prize entry structure. Therefore, when aiming to get the game balls into the prize ball entry device 6A, the player should shoot the game balls to the left. In the right play area, the game pins are positioned to guide the game balls into the variable prize ball entry device 6B, the passage gate 41, and the special variable prize ball entry device 7 within the prize entry structure. Therefore, when aiming to get the game balls into the variable prize ball entry device 6B, the passage gate 41, and the special variable prize ball entry device 7, the player should shoot the game balls to the right.

[0153] Furthermore, it is possible that game balls hit into the right game area may enter the prize ball device 6A, but from the standpoint of gameplay, it is desirable that this possibility be extremely low compared to the possibility of game balls hit into the left game area entering them. Conversely, it is possible that game balls hit into the left game area may enter the passage gate 41 and the variable prize ball device 6B, but from the standpoint of gameplay, it is desirable that this possibility be extremely low compared to the possibility of game balls hit into the right game area entering them.

[0154] A special variable prize ball device 7 with a large prize opening is provided in the lower right part of the image display device 5 (between the prize ball device 6A and the variable prize ball device 6B). The special variable prize ball device 7 is equipped with a large prize opening door that is opened and closed by a solenoid (not shown), and the large prize opening door forms a large prize opening as a specific area that changes between an open state and a closed state.

[0155] For example, in the special variable prize ball device 7, when the solenoid for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable prize ball device 7, when the solenoid for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0156] When a game ball enters the large prize slot, a predetermined number of game balls (for example, 10) are dispensed as prize balls. When a game ball enters the large prize slot, more prize balls are dispensed than when a game ball enters, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.

[0157] (Big win round control) When the CPU 103 is controlling the game to be in a jackpot state, (A) when a command to specify the start of a jackpot round is sent, the special variable prize ball device 7 is opened from a closed state, and the CPU 103 controls the opening of the special variable prize ball device 7 so that game balls can easily enter the big prize slot. (B) when a command to specify the end of a jackpot round is sent, the CPU 103 is closed from an open state, and the CPU 103 controls the closing of the special variable prize ball device 7 so that game balls cannot easily enter the big prize slot. This series of controls (A) and (B) is called "jackpot RD control" (jackpot round control). The opening control of the special variable prize ball device 7 in (A) is appropriately called "attacker opening control", and the closing control of the special variable prize ball device 7 in (B) is appropriately called "attacker closing control". The jackpot RD control is executed the same number of times as the number of jackpot rounds.

[0158] In the nth round of the jackpot RD control (hereinafter referred to as "jackpot RD control (nth round)"), the attacker closing control for the nth round is executed, and the jackpot RD control (nth round) ends. Then, the next attacker opening control is executed, and the jackpot RD control (n+1th round) begins.

[0159] In the jackpot RD control, when a predetermined amount (for example, 10 balls) of game balls enters the large prize entry opening, or when the special variable prize ball entry device 7 is controlled to be in an open state and a predetermined period of time (for example, 60 seconds) has elapsed, the special variable prize ball entry device 7 is controlled from an open state to a closed state.

[0160] Furthermore, in the jackpot RD control, when a predetermined amount (for example, 10 balls) of game balls enters the large prize slot, and the special variable prize ball device 7 is controlled from an open state to a closed state, it is rare, but sometimes more than the predetermined amount (for example, 10 balls) of game balls may enter the large prize slot. In this way, in the jackpot RD control, when more than the predetermined amount of game balls enters the large prize slot and more prize balls are awarded than the number that was expected to be awarded in advance, this is called "over-winning". In the design of the game board in this embodiment, the occurrence of over-winning is extremely rare, and even if over-winning occurs, the number of game balls that can be over-winning in one jackpot RD control is assumed to be "1 ball".

[0161] The main prize opening is equipped with a V-prize opening and an outlet located downstream of the V-prize opening. Upstream of the V-prize opening is a variable V-prize ball device (V-lid). The variable V-prize ball device changes between a closed state and an open state by a solenoid. In other words, when the variable V-prize ball device is in the open state, the game balls flowing down the main prize opening can pass through the V-prize opening, and when the variable V-prize ball device is in the closed state, they cannot pass through the V-prize opening and flow down to the outlet.

[0162] The main board 11 is equipped with a V switch (not shown) via a switch circuit 110 that can detect when a game ball has passed through the V prize slot located downstream of the big prize slot, and a discharge switch (not shown) that can detect when a game ball has passed through the discharge slot.

[0163] The special variable prize ball device 7 is made of a transparent material, and the movement of the game balls through it is visible. The special variable prize ball device 7 may be equipped with a display device such as an LED lamp, and a lighting effect may be performed in which the LED lamp lights up (flashes) at a predetermined timing (for example, when a game ball enters the large prize opening). In this case, when a game ball enters the large prize opening, the lighting effect is performed in the special variable prize ball device 7, and the prize ball acquisition update effect described later is performed in the image display device 5, which further enhances the enjoyment of the jackpot game.

[0164] Although not shown in Figure 8-1, the image display device 5 is equipped with two special features, a first special feature and a second special feature. The installation positions and whether or not the first and second special features are movable will be explained later in Figure 8-69.

[0165] [Normal state, reduced time state, probability change state] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).

[0166] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.

[0167] The time-saving mode and the probability variation mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has started. When the termination condition is the execution of a predetermined number of special symbol games, it is called a "count-cut time-saving mode" (count-cut time-saving mode, count-cut probability variation mode, etc.), and in this example, such a game state is called the "ST state".

[0168] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial setting state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).

[0169] The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state.

[0170] The game state when it is in a low probability / low base state is called the "normal state," the game state when it is in a low probability / high base state is called the "time-saving state," and the game state when it is in a high probability / high base state is called the "ST state." In addition, there is a "game mode" that corresponds to the game state, and the details will be explained in the game flow shown in Figure 8-12 below.

[0171] [Random value] Figure 8-2 is an explanatory diagram illustrating the random values ​​counted on the main board 11. As shown in Figure 8-2, on the main board 11, numerical data representing the random values ​​MR1 ​​for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the variation pattern, MR4 for determining the normal display result, and MR5 for determining the initial value of MR4 are controlled to be countable.

[0172] Furthermore, other random values ​​may be used to enhance the game's effectiveness. These random values ​​MR1 ​​to MR5 may be counted by the CPU 103 using different random counters and updated by software, or they may be updated by the random number circuit 104. The random number circuit 104 may be built into the game control microcomputer 100, or it may be configured as a separate random number circuit chip from the game control microcomputer 100. Random numbers used to control the progress of the game are also called game random numbers.

[0173] In this embodiment, the random values ​​MR1 ​​to MR5 are exemplified as being within the ranges shown in Figure 8-2. However, the present invention is not limited to this, and the ranges of these random values ​​MR1 ​​to MR5 may differ depending on the setting values ​​set in the pachinko game machine 1.

[0174] In the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101 and uses the RAM 102 as a work area to perform various processes for controlling the progress of the game in the pachinko game machine 1. In addition, the CPU 103 is capable of generating all types of random numbers used on the main board 11 by executing a random number generation program.

[0175] [Table data] The ROM 101 of the game control microcomputer 100 stores not only game control programs but also various table data used to control the progress of the game. For example, the ROM 101 stores table data that constitutes multiple judgment tables prepared for the CPU 103 to perform various judgments and decisions. The ROM 101 also stores table data that constitutes multiple control pattern tables used by the CPU 103 to output various control signals from the main board 11, as well as a variable pattern table that stores multiple types of variable display patterns for each symbol in variable displays such as special symbols and regular symbols.

[0176] The judgment tables stored in ROM101 include a display result judgment table, a jackpot type judgment table, a jackpot type detailed information table (not shown), a variation pattern judgment table, a normal display result judgment table (not shown), a normal variation pattern determination table (not shown), and so on.

[0177] <Display Result Determination Table> Figure 8-3(A) is an explanatory diagram showing the display result determination table for the [first special symbol] and the display result determination table for the [second special symbol] stored in ROM 101. Of these, Figure 8-3(A1) is the table used when determining the display result using the reserved memory based on the game ball entering the first starting prize slot (i.e., when the variable display of the first special symbol is performed). Figure 8-3(A2) is the table used when determining the display result using the reserved memory based on the game ball entering the second starting prize slot (i.e., when the variable display of the second special symbol is performed).

[0178] When the CPU 103 detects an entry into the first entry slot (first entry) or an entry into the second entry slot (second entry), it extracts a count value (MR1) from the random number circuit 124 at a predetermined timing. For the first entry, the extracted value is compared with the jackpot judgment value set in the [for first special symbol] display result judgment table, and if the extracted value matches any of the jackpot judgment values, it is decided to award a jackpot for the first special symbol. For the second entry, the extracted value is compared with the jackpot judgment value set in the [for second special symbol] display result judgment table, and if the extracted value matches any of the jackpot judgment values, it is decided to award a jackpot for the second special symbol.

[0179] Figure 8-3(A) shows an example of the configuration of the display result determination table. Figure 8-3(A1) shows an example of the configuration of the display result determination table [for the first special symbol] used when the variable display special symbol is the first special symbol, and Figure 8-3(A2) shows an example of the configuration of the display result determination table [for the second special symbol] used when the variable display special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM101. In the display result determination table, the winning determination value compared with the random value MR1 is assigned to the special symbol display result, which is the variable display result of the special symbol. The random value MR1 is a random value used to determine the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for both the first and second special symbols.

[0180] As shown in Figure 8-3(A1), when the special symbol displayed in the variable display is the first special symbol, if the game state is a low probability state (normal state or time-saving state), the value can take on a value in the range of 0 to 65535. Of the winning judgment values ​​that are compared with the random value MR1 used for determining the special symbol display result, values ​​from 1020 to 1224 are assigned to "Big Win", and the other numerical ranges are assigned to "Miss". Furthermore, if the game is in a high-probability state (probability variation state), the aforementioned winning judgment values ​​from 1020 to 1680 are assigned to "jackpot," while the other numerical ranges are assigned to "miss."

[0181] As shown in Figure 8-3(A2), when the special symbol displayed in the variable display is the second special symbol, if the game state is a low probability state (normal state or time-saving state), the value can take on a value in the range of 0 to 65535. Of the winning judgment values ​​that are compared with the random value MR1 used for determining the special symbol display result, values ​​from 1020 to 1224 are assigned to "Big Win", and the other numerical ranges are assigned to "Miss". Furthermore, if the game is in a high-probability state (probability variation state), the aforementioned winning judgment values ​​from 1020 to 1680 are assigned to "jackpot," while the other numerical ranges are assigned to "miss."

[0182] (Big Win Type Determination Table) Figure 8-3(B) is an explanatory diagram showing the jackpot type determination table for the first special symbol and the jackpot type determination table for the second special symbol stored in ROM 101. Of these, Figure 8-3(B1) is the table used when determining the jackpot type using the reserved memory based on the game ball entering the first starting prize slot (i.e., when the variable display of the first special symbol is performed). Figure 8-3(B2) is the table used when determining the jackpot type using the reserved memory based on the game ball entering the second starting prize slot (i.e., when the variable display of the second special symbol is performed).

[0183] The jackpot type determination table is a table that is referenced when a determination is made to make the variable display result a jackpot symbol, in order to determine the type of jackpot to be one of "jackpot A", "jackpot B", or "jackpot C" (see Figure 8-4) based on a random number (MR2) for jackpot type determination.

[0184] Here, the types of jackpots in this embodiment will be explained using Figures 8-4(1) and (2). The types of jackpots include "Jackpot A," in which time-saving control is performed for a maximum of 100 variable displays after the jackpot game state ends, and "Jackpot B" and "Jackpot C," in which time-saving control is performed for a maximum of 154 variable displays after the jackpot game state ends. Furthermore, control states in which time-saving control is not performed will be appropriately referred to as "non-time-saving control," etc.

[0185] Furthermore, "Big Win A," "Big Win B," and "Big Win C" are also big wins in which, after the first round of the big win state, the game ball enters the big prize slot and then enters the V prize slot, resulting in a probability variation control being executed for up to 154 variable displays after the end of the big win game. The control state in which the probability variation control is not executed will be appropriately referred to as "non-probability variation control" or "low probability control," etc.

[0186] The variable V-entry ball device (V-lid) has two open states: a short open state (e.g., 0.1 seconds) and a long open state (e.g., 15 seconds). In "Big Win A," the variable V-entry ball device is in a short open state during the first round of the big win game state, while in "Big Win B" and "Big Win C," the variable V-entry ball device is in a long open state during the first round of the big win game state.

[0187] The jackpot game state resulting from "Jackpot A" is a normal opening jackpot where the large prize slot changes to an advantageous opening state for the player during rounds 1 to 3. Furthermore, in "Jackpot A," the variable V prize ball device is in a short-open state during round 1, making it extremely difficult to get the game ball into the V prize slot, and thus the probability variation control cannot be expected to be executed, making it effectively a "normal jackpot." Hereafter, "Jackpot A" will be referred to as "3R Normal Jackpot," "Normal Jackpot," "3R Jackpot," etc., as appropriate.

[0188] In this "Big Win A," although irregular, if the game ball enters the V-entry slot, the probability variation control is executed for a maximum of 154 variable displays. Therefore, in this case, the probability variation control and time reduction control are executed for a maximum of 100 variable displays, and then the probability variation control and non-time reduction control are executed for a maximum of 54 variable displays.

[0189] The jackpot game state resulting from "Jackpot B" is a normal open jackpot where the large prize slot changes to an advantageous open state for the player from the 1st to the 10th round. Furthermore, in "Jackpot B," the variable V prize ball device is in a long open state in the 1st round, making it extremely easy to get the game ball into the V prize slot, and it can be expected that the probability change control will be executed, thus effectively making it a probability change jackpot. Hereafter, "Jackpot B" will be referred to as "3R probability change jackpot," "probability change jackpot," and "10R jackpot" as appropriate.

[0190] The jackpot game state resulting from "Jackpot C" is a normal open jackpot where the large prize slot changes to an advantageous open state for the player from the 1st to the 10th round. Furthermore, in "Jackpot C," the variable V prize ball device is in a long open state in the 1st round, making it extremely easy to get the game ball into the V prize slot, and it can be expected that the probability change control will be executed, thus effectively making it a probability change jackpot. Hereafter, "Jackpot C" will be referred to as "10R probability change jackpot," "probability change jackpot," or "10R jackpot" as appropriate.

[0191] In this embodiment, an example is given in which there are three types of jackpots: "Jackpot A," "Jackpot B," and "Jackpot C." However, the present invention is not limited to this, and there may be three or fewer types of jackpots, or three or more types.

[0192] As shown in Figure 8-3(B1), in the jackpot type determination table for the first special symbol, values ​​from 0 to 149 within the range of MR2 determination values ​​from 0 to 299 are assigned to "jackpot A," and values ​​from 150 to 299 are assigned to "jackpot B." On the other hand, as shown in Figure 8-3(B2), in the jackpot type determination table for the second special symbol, all determination values ​​within the range of MR2 determination values ​​from 0 to 299 are assigned to "jackpot C."

[0193] In other words, if the variable special symbol is the first special symbol, there is a 50% chance that the game ball will be in a state where it is easier to enter the V-entry slot in the first round of the jackpot game, and both probability variation control and time reduction control will be implemented after the jackpot game ends. Furthermore, if the variable special symbol is the second special symbol, there is a 100% chance that the game ball will be in a state where it is easier to enter the V-entry slot in the first round of the jackpot game, and both probability variation control and time reduction control will be implemented after the jackpot game ends.

[0194] In this example, even if "Big Win A" occurs, it is extremely rare for the ball to enter the V-zone when the V-lid is in a short-open state. Therefore, in the case of "Big Win A," it will be explained that the ball will not enter the V-zone and the probability variation control will not be executed. Similarly, even if "Big Win B" or "Big Win C" occurs, it is extremely rare for the ball to not enter the V-zone when the V-lid is in a long-open state. Therefore, in the case of "Big Win B" or "Big Win C," it will be explained that the ball will enter the V-zone and the probability variation control will be executed.

[0195] In the above embodiment, as shown in the explanation of the types of jackpots in Figure 8-4, the number of times the probability variation control and the time reduction control are the same regardless of the game state. However, the embodiment is not limited to this form, and the number of times the probability variation control and the time reduction control may be different depending on the game state.

[0196] For example, as mentioned above, when the system is controlled to a low base state where the variation display of the first special symbol should be primarily executed, and the variation display of the first special symbol is executed, if the display result of that variation display is "Big Win A", then after the end of the big win game state, low probability control and time reduction control will be executed for up to 100 variable displays. On the other hand, when the system is controlled to a high base state where the variation display of the second special symbol should be primarily executed, and the variation display of the first special symbol is executed, if the display result of that variation display is "Big Win A", then a configuration may be adopted in which low probability control and time reduction control will be executed for up to 450 variable displays after the end of the big win game state.

[0197] With this configuration, even if the first special symbol is displayed as a variation when the machine is controlled to a high base state, and the result of that variation display is a "jackpot," the number of time-saving control rounds will be increased to more than the usual "maximum of 100 rounds" (maximum of 450 rounds), preventing the player from being at too much of a disadvantage.

[0198] In this invention, the type of jackpot is determined using MR2, a random value used for determining the type of jackpot. However, the invention is not limited to this, and the type of jackpot may also be determined using MR1, a random value used for determining the result of the special display.

[0199] [Variation Pattern] Figures 8-5 to 8-7 are explanatory diagrams showing specific examples of the variation pattern determination table in this embodiment. Figure 8-5 shows a specific example of a variation pattern determination table for the normal state (normal mode, which will be described later) (hereinafter referred to as the "[Normal State (Normal Mode)] Variation Pattern Determination Table" as appropriate). Figure 8-6 shows a specific example of the variation pattern determination table for the time-saving state (right-hand shooting mode: time-saving mode, described later) (hereinafter referred to as the "[Time-saving state (right-hand shooting mode: time-saving mode)] variation pattern determination table"). Figure 8-7 shows a specific example of a variation pattern determination table for the ST state (the right-hand shooting mode described later: ST mode) (hereinafter referred to as the "[ST state (right-hand shooting mode: ST mode)] variation pattern determination table" as appropriate). Of these, Figures 8-5 to 8-7 (1) show a specific example of a variation pattern determination table for losing (hereinafter referred to as "[Losing] Variation Pattern Determination Table" as appropriate), and Figures 8-5 to 8-7 (2) show a specific example of a variation pattern determination table for winning (hereinafter referred to as "[Winning] Variation Pattern Determination Table" as appropriate).

[0200] <Variation patterns without a reach> In this embodiment, a variation pattern that does not involve a reach (such as "non-reach miss," "high-speed B miss," "high-speed C miss," "high-speed C miss result display") is a variation pattern in which a combination of decorative symbols indicating that a reach is not achieved after the variation display has started and the variation display result is a "miss" is displayed at the stop.

[0201] In this embodiment, among the fluctuation patterns that do not involve a reach, the fluctuation display period when determined to be a "non-reach miss" fluctuation pattern is 5000ms, the fluctuation display period when determined to be a "high-speed B miss" fluctuation pattern is 3000ms, the fluctuation display period when determined to be a "high-speed C miss" fluctuation pattern is 2000ms, and the fluctuation display period when determined to be a "high-speed C miss result display" fluctuation pattern is 6000ms.

[0202] The "High-Speed ​​C Miss Result Display" variation pattern is a variation pattern that is executed only in the final variation of the ST state, and after the "High-Speed ​​C Miss" variation pattern is executed, a result display is shown that includes information related to the number of prize balls awarded to the player and the number of big wins.

[0203] <Variation patterns accompanied by normal reach> In this embodiment, for the variable patterns with normal reach ("Normal Reach A deviation", "Normal Reach A big win", "Normal Reach B deviation", "Normal Reach B big win", "Normal Reach C deviation", "Normal Reach C big win"), after the reach state is established, the final display result is determined and stopped without executing the super reach effect described later.

[0204] In this embodiment, among the variable patterns with normal reach, when it is determined as the variable pattern of "Normal Reach A deviation", the variable display period is 30000 ms; when it is determined as the variable pattern of "Normal Reach A big win", the variable display period is 35000 ms; when it is determined as the variable pattern of "Normal Reach B deviation", the variable display period is 20000 ms; when it is determined as the variable pattern of "Normal Reach B big win", the variable display period is 22000 ms; when it is determined as the variable pattern of "Normal Reach C deviation", the variable display period is 15000 ms; when it is determined as the variable pattern of "Normal Reach C big win", the variable display period is 17000 ms.

[0205] <Variable Patterns with Super Reach> In this embodiment, for the variable patterns with super reach ("SP Reach A deviation", "SP Reach A big win", "SP Reach B deviation", "SP Reach B big win", "SP Reach C deviation", "SP Reach C big win"), the final display result is determined and stopped by executing a super reach effect that notifies whether a big win has been won.

[0206] (Super Reach Effect (Battle Effect)) In this embodiment, in a variation pattern accompanied by a super reach, a reach state is established when the variation display starts, and a super reach performance (hereinafter referred to as the "battle performance") is executed, in which an ally character and an enemy character battle to announce whether or not a jackpot has been won. If the final display result is a "miss," a performance in which the ally character is defeated by the enemy character (defeat performance) is executed. On the other hand, if the final display result is a "jackpot," a performance in which the ally character is victorious against the enemy character (victory performance) is executed.

[0207] In this embodiment, among the variation patterns accompanied by a super reach, the variation display period when it is determined to be the "SP Reach A Miss" variation pattern is 90,000 ms, the variation display period when it is determined to be the "SP Reach A Jackpot" variation pattern is 100,000 ms, the variation display period when it is determined to be the "SP Reach B Miss" variation pattern is 60,000 ms, the variation display period when it is determined to be the "SP Reach B Jackpot" variation pattern is 62,000 ms, the variation display period when it is determined to be the "SP Reach C Miss" variation pattern is 45,000 ms, and the variation display period when it is determined to be the "SP Reach C Jackpot" variation pattern is 47,000 ms.

[0208] <[For Normal State (Normal Mode)] Fluctuation Pattern Determination Table> Figure 8-5 shows a specific example of the variation pattern determination table for the [normal state (normal mode)] in this embodiment.

[0209] As shown in Figure 8-5(1), in the [miss] variation pattern determination table, of the range of MR3 determination values ​​from 1 to 997, 1 to 950 are assigned to the variation pattern for "non-reach miss", 951 to 990 to the variation pattern for "normal reach A miss", and 991 to 997 to the variation pattern for "SP reach A miss".

[0210] As shown in Figure 8-5(2), in the [jackpot] variation pattern determination table, of the range of MR3 determination values ​​from 1 to 997, values ​​from 1 to 100 are assigned to the variation pattern for "Normal Reach A Jackpot", and values ​​from 101 to 997 are assigned to the variation pattern for "SP Reach A Jackpot".

[0211] <[Time-saving mode (right-hand shooting mode: time-saving mode)] Variation pattern determination table> Figure 8-6 shows a specific example of the fluctuation pattern determination table for the [time-saving state (right-hand shooting mode: time-saving mode)] in this embodiment.

[0212] As shown in Figure 8-6(1), in the [miss] variation pattern determination table, of the range of MR3 determination values ​​from 1 to 997, 1 to 950 are assigned to the variation pattern for "high-speed B miss", 951 to 990 to the variation pattern for "normal reach B miss", and 991 to 997 to the variation pattern for "SP reach B miss".

[0213] As shown in Figure 8-6(2), in the [Big Win] variation pattern determination table, of the range of MR3 determination values ​​from 1 to 997, values ​​from 1 to 50 are assigned to the variation pattern for "High-Speed ​​B Big Win", values ​​from 51 to 150 are assigned to the variation pattern for "Normal Reach B Big Win", and values ​​from 151 to 997 are assigned to the variation pattern for "SP Reach B Big Win".

[0214] <[For ST state (right-hand shooting mode: ST mode)] Variation pattern determination table> Figure 8-7 shows a specific example of the fluctuation pattern determination table for the [ST state (right-hand shooting mode: ST mode)] in this embodiment. Figure 8-7(A) is a specific example of the variation pattern determination table for [ST state (right-handed mode: ST mode) <1st to 153rd rotation>] in this embodiment, and Figure 8-7(B) is a specific example of the variation pattern determination table for [ST state (right-handed mode: ST mode) <154th rotation>] in this embodiment.

[0215] As shown in Figure 8-7(A):(1), in the [miss] variation pattern determination table, of the range of MR3 determination values ​​from 1 to 997, values ​​from 1 to 970 are assigned to the variation pattern for "high-speed C miss", values ​​from 971 to 993 are assigned to the variation pattern for "normal reach C miss", and values ​​from 994 to 997 are assigned to the variation pattern for "SP reach C miss".

[0216] As shown in Figure 8-7(A):(2), in the [Big Win] variation pattern determination table, of the range of determination values ​​for MR3 from 1 to 997, 1 to 300 are assigned to the variation pattern for "High-Speed ​​C Big Win", 301 to 600 are assigned to the variation pattern for "Normal Reach C Big Win", and 601 to 997 are assigned to the variation pattern for "SP Reach C Big Win".

[0217] As shown in Figure 8-7(B):(1), in the [for misses] variation pattern determination table, all determination values ​​within the range of 1 to 997 for MR3 are assigned to the variation pattern of "fast C miss + result display".

[0218] The table shown in Figure 8-7(B):(2) is the same as the table in Figure 8-7(A):(2) mentioned above, so its explanation is omitted.

[0219] [Operation instructions] When the game is controlled to a state where it should be played using a specific method, it is possible to execute an instruction animation that guides the player to play using the correct method. This instruction animation includes both a normal instruction animation and an abnormal instruction animation. Hereafter, the instruction animation will be referred to as "instruction animation" as appropriate.

[0220] (Normal operation instructions) When the game is controlled to a state where it should be played using a specific method, it is possible to execute a normal operation method instruction animation that instructs the player to play using the correct method. This normal operation method instruction animation is executed at a predetermined timing, regardless of whether the player is playing using the correct method or using an incorrect method.

[0221] When the game is controlled from the right-handed shooting mode (where the game should be played with the right hand) to the normal mode (left-handed shooting mode) (in this example, immediately after being controlled to the normal mode), it is possible to execute a normal left-handed shooting instruction animation that instructs the player to play using the correct method, which is left-handed shooting. This normal left-handed shooting instruction animation is executed regardless of whether the player is playing using the correct method, left-handed shooting, or the incorrect method, right-handed shooting.

[0222] Furthermore, when the machine is controlled to a right-hand shooting mode (jackpot game state, time-saving state, ST state) where right-hand shooting is required (in this example, immediately after being controlled to a right-hand shooting mode), it is possible to execute a normal right-hand shooting instruction animation that instructs the player to play using the correct method, which is right-hand shooting. This normal right-hand shooting instruction animation is executed regardless of whether the player is playing using the correct method, right-hand shooting, or the incorrect method, left-hand shooting.

[0223] (Abnormal operation method instruction performance) When the game is controlled to a state where it should be played using a specific method, it is possible to execute an abnormal operation instruction animation that instructs the player to play using the correct method. This abnormal operation instruction animation is executed when a predetermined condition (see Figure 8-10(A)) is met due to the player playing using an incorrect method.

[0224] When the machine is controlled to the normal mode (left-handed shooting mode) where the player should be playing with their left hand, if a predetermined condition is met (for example, the gate switch detects the passage of a game ball five times in a row) due to the player playing with their right hand, an abnormal left-handed shooting instruction animation can be executed, instructing the player to play with their left hand, which is the correct operating method. This abnormal left-handed shooting instruction animation is not executed when the player is playing with their left hand, which is the correct operating method.

[0225] Furthermore, when the machine is controlled to right-handed shooting mode, and the player plays using the incorrect left-handed shooting method, if a predetermined condition (for example, detection of a game ball entering the first start slot switch) is met, an abnormal right-handed shooting instruction animation can be executed, instructing the player to play using the correct right-handed shooting method. This abnormal right-handed shooting instruction animation is not executed if the player is playing using the correct right-handed shooting method.

[0226] [List of Operation Instructions and Presentations] Figure 8-8(A) is an explanatory diagram of a specific example of the operation method instruction and effect list table in this embodiment. Figure 8-8(A) includes "Operation Method Instruction and Effect" which shows the name and type of each operation method instruction and effect, "Execution Timing" which shows when each operation method instruction and effect is executed, "Effect Device" which shows the effect device used in each operation method instruction and effect, "Example Effect Content" which shows an example of the effect content of each operation method instruction and effect, and "Effect Execution Period" which shows the period during which each operation method instruction and effect is executed. Effects and modes that are not explained in detail in the explanation of Figure 8-8(A) will be described later.

[0227] As shown in Figure 8-8(A), when the operation method instruction animation is the "first operation method instruction animation," it is the "normal right-hand shooting instruction" among the "normal operation method instructions," the execution timing is "at the start of a jackpot," the animation devices are the "image display device 5" and "speakers 8L and 8R," and an example of the animation content is that the "first instruction image" is displayed on the image display device 5, and the "first instruction voice (shoot left)" is played back from speakers 8L and 8R, and the animation execution period is "1500ms" and "3000ms." In this example, the animation execution period of the first operation method instruction animation differs depending on the type of jackpot (see Figures 8-54, 8-55, and 8-56).

[0228] Furthermore, if the operation method instruction animation is the "second operation method instruction animation," it is the "normal right-hand shooting instruction" from the "normal operation method instructions," the execution timing is "when the time-saving feature starts," the animation devices are the "image display device 5" and "speakers 8L and 8R," an example of the animation content is that the "second instruction image" is displayed on the image display device 5, the "second instruction voice (shoot to the right)" is played back from speakers 8L and 8R, and the animation execution period is "3000ms."

[0229] Furthermore, if the operation method instruction animation is the "third operation method instruction animation," it is the "normal left-hand shooting instruction" among the "normal operation method instructions," the execution timing is "when the time-saving control ends," the animation devices are the "image display device 5" and "speakers 8L, 8R," and an example of the animation content is that the "third instruction image" is displayed on the image display device 5, and the "third instruction voice (shoot left)" is played back from speakers 8L, 8R, and the animation execution period is "5000ms." Specifically, the execution timing of this third operation method instruction animation, "when the time-saving control ends," is the timing when the control of the right-hand shooting mode (time-saving state, ST state) ends and the control of the left-hand shooting mode (normal state) begins.

[0230] Furthermore, if the operation method instruction animation is the "fourth operation method instruction animation," it is the "abnormal right-hand shooting instruction" among the "abnormal operation method instructions," the execution timing is "when abnormal left-hand shooting is detected in right-hand shooting mode," the animation devices are the "image display device 5" and "speakers 8L, 8R," and an example of the animation content is that the "fourth instruction image" is displayed on the image display device 5, and the "fourth instruction voice (shoot to the right)" is played back from speakers 8L, 8R, and the animation execution period is "5000ms." Specifically, the execution timing of this fourth operation method instruction animation, "when abnormal left-hand shooting is detected in right-hand shooting mode," is the timing when the abnormal left-hand shooting detection condition (see Figure 8-10(A)) is met while the machine is controlled in right-hand shooting mode (time-saving state, ST state).

[0231] Furthermore, if the operation method instruction presentation is the "5th operation method instruction presentation," it is the "abnormal left-handed shooting instruction" among the "abnormal operation method instructions," the execution timing is "when abnormal right-handed shooting is detected in left-handed shooting mode," the presentation devices are the "image display device 5" and "speakers 8L, 8R," and an example of the presentation content is that the "5th instruction image" is displayed on the image display device 5, and the "5th instruction voice (shoot left)" is played back from speakers 8L and 8R.

[0232] There are two types of fifth operation method instruction effects: fifth operation method instruction effect (LV1: short) and fifth operation method instruction effect (LV2: long). The fifth operation method instruction effect (LV1: short) is executed when the abnormal right-hand hit detection condition (LV1: short) (see Figure 8-10(A)) is met, and the fifth operation method instruction effect (LV2: long) is executed when the abnormal right-hand hit detection condition (LV2: long) (see Figure 8-10(A)) is met. Hereafter, the fifth operation method instruction effect (LV1: short) will be referred to as "fifth operation method instruction effect (LV1)" or "fifth operation method instruction effect (short)" as appropriate, and the fifth operation method instruction effect (LV2: long) will be referred to as "fifth operation method instruction effect (LV2)" or "fifth operation method instruction effect (long)" as appropriate.

[0233] When the operation instruction animation is "5th Operation Instruction Animation (LV1)", the animation execution period is "5000ms", and when the operation instruction animation is "5th Operation Instruction Animation (LV2)", the animation execution period is "10000ms". Thus, because the execution period of the 5th Operation Instruction Animation (LV2) is longer than that of the 5th Operation Instruction Animation (LV1), the 5th Operation Instruction Animation (LV2) is emphasized more than the 5th Operation Instruction Animation (LV1).

[0234] In the above embodiment, an example was shown in which the execution period of the fifth operation method instruction and performance (LV1) and the fifth operation method instruction and performance (LV2) differs. However, the system is not limited to this example, and elements other than the execution period of the fifth operation method instruction and performance (LV1) and the fifth operation method instruction and performance (LV2) may differ.

[0235] For example, in the fifth operation method instruction performance (LV1), the "fifth A instruction image" is displayed on the image display device 5 and the "fifth A instruction sound" is played back from speakers 8L and 8R. In the fifth operation method instruction performance (LV2), the "fifth B instruction image" is displayed on the image display device 5 and the "fifth B instruction sound" is played back from speakers 8L and 8R.

[0236] In this case, the 5B instruction image may be an image that is more emphasized than the 5A instruction image. An emphasized image is one that has a larger display area, uses more display colors, etc. Also, the 5B instruction audio may be an audio that is more emphasized than the 5A instruction audio. An emphasized audio is one that has a louder volume, more characters in the audio, or a higher pitch.

[0237] [Error notification effect] When an error occurs, an error notification animation can be executed to inform the system that an error has occurred. Depending on the type of error, there are four types of error notification animations: the first, second, third, and fourth error notification animations. Hereafter, these error notification animations will be referred to simply as "error notification."

[0238] (First error notification sequence) When a ball depletion error occurs, a first error notification sequence (ball depletion error notification) can be executed to inform the player that a ball depletion error has occurred. This first error notification sequence is executed when the first error detection condition (see Figure 8-10(B)) is met (a ball depletion error is detected).

[0239] (Second error notification sequence) When a full-tank error occurs based on the upper tray of the pachinko game machine 1 becoming full of game balls, a second error notification sequence (full-tank error notification) can be executed to inform the player that a full-tank error has occurred. This second error notification sequence is executed when the second error detection condition (see Figure 8-10(B)) is met (a full-tank error is detected).

[0240] (Third error notification sequence) When a door opening error occurs, a third error notification sequence (door opening error notification) can be executed to inform the player that a door opening error has occurred. This third error notification sequence is executed when the third error detection condition (see Figure 8-10(B)) is met (a door opening error is detected).

[0241] (Fourth error notification sequence) When a magnetic error occurs, a fourth error notification sequence (magnetic error notification) can be executed to inform the player that a magnetic error has occurred. This fourth error notification sequence is executed when the fourth error detection condition (see Figure 8-10(B)) is met (a magnetic error is detected).

[0242] [List of Operation Instructions and Presentations] Figure 8-8(B) is an explanatory diagram of a specific example of the error notification effect list table in this embodiment. Figure 8-8(B) includes "Error Notification Effect" which shows the name and type of each error notification effect, "Execution Timing" which shows when each error notification effect is executed, "Effect Device" which shows the effect device used in each error notification effect, "Example Effect Content" which shows an example of the effect content of each error notification effect, and "Effect Execution Period" which shows the period during which each error notification effect is executed. Effects and modes that are not explained in detail in the explanation of Figure 8-8(B) will be described later.

[0243] As shown in Figure 8-8(B), when the error notification effect is the "first error notification effect," it is a "ball out error notification" among the "error notifications," the execution timing is "when a ball out error is detected," the effect devices are the "image display device 5" and the "game effect lamp 9," an example of the effect content is that the "first error image" (an image containing the words "ball out error") is displayed on the image display device 5, the game effect lamp 9 lights up in a "red flashing" state, and the effect execution period is "until the error is resolved."

[0244] Furthermore, if the error notification effect is the "second error notification effect," it is a "full tank error notification" among the "error notifications," the execution timing is "when a full tank error is detected," the effect devices are the "image display device 5" and the "game effect lamp 9," an example of the effect content is that the "second error image" (an image containing the words "full tank error") is displayed on the image display device 5, the game effect lamp 9 lights up in a "red flashing" state, and the effect is executed "until the error is resolved."

[0245] Furthermore, if the error notification effect is the "third error notification effect," it is a "door open error notification" among the "error notifications," the execution timing is "when a door open error is detected," the effect devices are the "image display device 5" and the "game effect lamp 9," an example of the effect content is that the "third error image" (an image containing the words "door open error") is displayed on the image display device 5, the game effect lamp 9 lights up in a "red flashing" state, and the effect is executed "until the error is resolved."

[0246] Furthermore, if the error notification effect is the "fourth error notification effect," it is a "magnetic error notification" among the "error notifications," the execution timing is "when a magnetic error is detected," the effect devices are the "image display device 5" and the "game effect lamp 9," an example of the effect content is that the "fourth error image" (an image containing the words "magnetic error") is displayed on the image display device 5, the game effect lamp 9 lights up in a "red flashing" state, and the effect is executed "until the error is resolved."

[0247] Thus, instructions on how to operate the machine are conveyed through a visual presentation using the image display device 5 and speakers 8L and 8R, appealing to the player's sight and hearing. On the other hand, error notifications are conveyed through a visual presentation using the image display device 5 and game effect lamps 9, appealing to the player's sight to inform them that an error has occurred.

[0248] [Abnormal Operation Method Instruction and Performance Determination Process] Figure 8-9 is a flowchart showing the abnormal operation method instruction and performance determination process that is executed when waiting for the start of a variation, when the variation starts, during a variation, when the variation ends, and during a jackpot. The performance control CPU 120 executes the abnormal operation method instruction and performance determination process shown in Figure 8-9 during the variable display start waiting process (step S170), variable display start setting process (step S171), variable display performance process (step S172), jackpot performance process (step S176), and ending process (step S177) of the performance control process processing shown in Figure 7.

[0249] First, the CPU 120 for controlling the game's presentation determines whether the game mode is the normal mode (step S02TM1010). If the game mode is not the normal mode (step S02TM1010: NO), the CPU 120 for controlling the game's presentation proceeds to step S02TM1200.

[0250] If the game mode is normal mode (step S02TM1010: YES), the CPU 120 for performance control determines whether the second abnormal left-hand play instruction flag, described later, is set (step S02TM1020). If the second abnormal left-hand play instruction flag is set (step S02TM1020: YES), the CPU 120 for performance control proceeds to step S02TM1200.

[0251] If the second abnormal left-hit instruction flag is not set (step S02TM1020: NO), the performance control CPU 120 determines whether or not the abnormal right-hit detection condition (LV2) is met (step S02TM1030).

[0252] The CPU 103 determines whether the abnormal right-hand hit detection condition (LV2) is met based on the condition table related to the abnormal operation method instruction described later (see Figure 8-10(A)), and sends a performance command including the determination result to the performance control CPU 120, so that the performance control CPU 120 can grasp the determination result.

[0253] If the abnormal right-hand hit detection condition (LV2) is not met (step S02TM1030: NO), the CPU 120 for performance control proceeds to step S02TM1080.

[0254] If the abnormal right-handed shot detection condition (LV2) is met (step S02TM1030: YES), the performance control CPU 120 decides to execute the abnormal left-handed shot instruction performance (LV2) (step S02TM1040) and sets the second abnormal left-handed shot instruction flag (step S02TM1050).

[0255] The second abnormal left-handed shot instruction flag is a type of performance flag that is set based on the decision that the abnormal left-handed shot instruction performance (LV2) will be executed. When the second abnormal left-handed shot instruction flag is set, it becomes possible to determine that the abnormal left-handed shot instruction performance (LV2) has already been executed in the abnormal operation method instruction performance determination process and the jackpot start performance end determination process described later. This second abnormal left-handed shot instruction flag is cleared when the abnormal left-handed shot instruction performance (LV2) that was the target of the second abnormal left-handed shot instruction flag is finished.

[0256] After step S02TM1050, the performance control CPU 120 determines whether the first abnormal left-hit instruction flag, described later, is set (S02TM1060). If the first abnormal left-hit instruction flag is not set (S02TM1060: NO), the performance control CPU 120 proceeds to step S02TM1210.

[0257] If the first abnormal left-handed hit instruction flag is set (S02TM1060:YES), the performance control CPU 120 clears the first abnormal left-handed hit instruction flag (step S02TM1070) and proceeds to step S02TM1210.

[0258] If step S02TM1030:NO, the performance control CPU 120 determines whether the first abnormal left-hit instruction flag is set (S02TM1080). If the first abnormal left-hit instruction flag is set (S02TM1080:YES), the performance control CPU 120 proceeds to step S02TM1210.

[0259] If the first abnormal left-hitting instruction flag is not set (S02TM1080:NO), the performance control CPU 120 determines whether the abnormal right-hitting detection condition (LV1) is met based on the condition table related to abnormal operation method instructions (see Figure 8-10(A)) (step S02TM1090).

[0260] The CPU 103 determines whether the abnormal right-hand hit detection condition (LV1) is met based on a condition table related to the abnormal operation method instruction (see Figure 8-10(A)), and sends a performance command including the determination result to the performance control CPU 120, so that the performance control CPU 120 can grasp the determination result.

[0261] If the abnormal right-hand hit detection condition (LV1) is not met (step S02TM1090: NO), the CPU 120 for performance control proceeds to step S02TM1210.

[0262] If the abnormal right-hand hit detection condition (LV1) is met (step S02TM1090: YES), the performance control CPU 120 decides to execute the abnormal left-hand hit instruction performance (LV1) (step S02TM1100), sets the first abnormal left-hand hit instruction flag (step S02TM1110), and proceeds to step S02TM1210.

[0263] The first abnormal left-handed shot instruction flag is a type of performance flag that is set based on the decision that the abnormal left-handed shot instruction performance (LV1) will be executed. When the first abnormal left-handed shot instruction flag is set, it becomes possible to determine that the abnormal left-handed shot instruction performance (LV1) has already been executed in the abnormal operation method instruction performance determination process and the jackpot start performance end determination process described later. This first abnormal left-handed shot instruction flag is cleared when the abnormal left-handed shot instruction performance (LV2) that was the target of the first abnormal left-handed shot instruction flag being set has finished, or when the second abnormal left-handed shot instruction flag is set.

[0264] Next, the CPU 120 for controlling the game's presentation determines whether the game mode is the right-hand play mode (step S02TM1210). That is, it determines whether the game mode is controlled to either the jackpot mode, the time-saving mode, or the ST mode. If the game mode is not the right-hand play mode (step S02TM1210: NO), the CPU 120 for controlling the game's presentation terminates processing.

[0265] If the game mode is set to right-hand play mode (step S02TM1210: YES), the CPU 120 for performance control determines whether the abnormal right-hand play instruction flag, described later, is set (step S02TM1220). If the abnormal right-hand play instruction flag is set (step S02TM1220: YES), the CPU 120 for performance control terminates processing.

[0266] If the abnormal right-handed shot instruction flag is not set (step S02TM1220: NO), the performance control CPU 120 determines whether the abnormal left-handed shot detection condition is met based on the condition table related to the abnormal operation method instruction (see Figure 8-10(A)) (step S02TM1230).

[0267] The CPU 103 determines whether the abnormal left-handed hit detection condition is met based on a condition table related to the abnormal operation method instruction (see Figure 8-10(A)), and sends a performance command including the determination result to the performance control CPU 120, so that the performance control CPU 120 can grasp the determination result.

[0268] If the abnormal left-handed hit detection condition is not met (step S02TM1230:NO), the CPU 120 for performance control terminates processing.

[0269] If the abnormal left-handed shooting detection condition is met (step S02TM1230: YES), the performance control CPU 120 determines whether the abnormal operation method instruction performance determination process is being executed during the jackpot fanfare period (hereinafter referred to as the "jackpot FF period" as appropriate) (S02TM1240). If the abnormal operation method instruction performance determination process is being executed during the jackpot FF period (S02TM1240: YES), the performance control CPU 120 terminates the process.

[0270] If the abnormal operation method instruction performance determination process is not executed during the jackpot FF period (S02TM1240: NO), the performance control CPU 120 decides to execute the abnormal right-hand shooting instruction performance (step S02TM1250), sets the abnormal right-hand shooting instruction flag (S02TM1260), and then terminates the process.

[0271] The abnormal right-hand shot instruction flag is a type of performance flag that is set based on the decision that an abnormal right-hand shot instruction performance will be executed. When the abnormal right-hand shot instruction flag is set, it becomes possible to determine that an abnormal right-hand shot instruction performance has already been executed in the abnormal operation method instruction performance determination process and the jackpot start performance end determination process described later. This abnormal right-hand shot instruction flag is cleared when the abnormal right-hand shot instruction performance that the abnormal right-hand shot instruction flag was set for has finished.

[0272] [Table referenced in the abnormal operation method instruction and performance determination process] <Condition table related to instructions for abnormal operation methods> Figure 8-10(A) is an explanatory diagram showing a specific example of a condition table related to abnormal operation method instructions. As shown in Figure 8-10(A), in this embodiment, conditions are set corresponding to each abnormal operation method instruction display.

[0273] (Conditions for detecting abnormal left-handed swings) As a condition for responding to an abnormal right-handed hitting instruction, an abnormal left-handed hitting detection condition is defined. Specifically, the abnormal left-handed hitting detection condition is defined as "detection of a signal from the first start port switch in right-handed hitting mode."

[0274] For example, this abnormal left-handed shooting detection condition is met if, during the time-saving mode, the player shoots left-handed and the game ball enters the first starting prize entry point, or if, during the ST mode, the player shoots left-handed and the game ball enters the first starting prize entry point, or if, during the jackpot mode, the player shoots left-handed and the game ball enters the first starting prize entry point.

[0275] (Abnormal right-handed hit detection condition LV1: Short) As a condition for responding to an abnormal left-handed hit instruction, an abnormal right-handed hit detection condition (LV1: Short) is defined. Specifically, the abnormal right-handed hit detection condition (LV1: Short) is defined as "detection of a signal from the gate switch five times consecutively in normal mode (left-handed hit mode)."

[0276] For example, this abnormal right-handed shooting detection condition (LV1: Short) is met when, during normal mode, a player plays by shooting to the right, causing five consecutive game balls to pass through the gate 41. Note that "consecutive" in the case of five consecutive game balls passing through the gate 41 is assumed to be when the next game ball passes within 1.5 seconds, but it is not limited to this form, and may be within a time shorter than 1.5 seconds or within a time longer than 1.5 seconds.

[0277] (Abnormal right-handed hit detection condition LV2: Long) As a condition for responding to an abnormal left-handed hitting instruction, an abnormal right-handed hitting detection condition (LV2: Long) is defined. Specifically, the abnormal right-handed hitting detection condition (LV2: Long) is defined as "detection of a signal from the gate switch six or more times consecutively in normal mode (left-handed hitting mode)" or "detection of a signal from the second start port switch in normal mode".

[0278] For example, this abnormal right-handed shooting detection condition (LV2: Long) is met if, during normal mode, the player shoots to the right, causing six or more game balls to pass through the passage gate 41 in succession, or if, during normal mode, the player shoots to the right, causing a game ball to enter the second starting prize entry point.

[0279] <Condition table related to error notification> Figure 8-10(B) is an explanatory diagram showing a specific example of a condition table related to error notification. As shown in Figure 8-10(B), in this embodiment, a condition and a performance flag that are set when the condition is met are set for each error notification effect.

[0280] (First error detection condition) The conditions for the first error notification (bulb failure error notification) are defined as the conditions for the first error detection. Specifically, the first error detection condition is defined as "bulb failure error detection," and the performance flag that is set when this condition is met is defined as the "first error designation flag."

[0281] (Second error detection condition) A second error detection condition is defined as the condition for responding to the second error notification (full tank error notification). Specifically, the second error detection condition is defined as "full tank error detection," and the "second error designation flag" is defined as the performance flag that is set when this condition is met.

[0282] (Third error detection condition) As a condition for responding to the third error notification (door open error notification), a third error detection condition is defined. Specifically, the third error detection condition is defined as "door open error detection," and the performance flag that is set when this condition is met is defined as the "third error designation flag."

[0283] (Fourth error detection condition) As a condition for responding to the fourth error notification (magnetic error notification), a fourth error detection condition is defined. Specifically, the fourth error detection condition is defined as "magnetic error detection," and the "fourth error designation flag" is defined as a performance flag that is set when this condition is met.

[0284] [Determination process for determining the end of the bonus round's start animation] Figure 8-11 is a flowchart showing the process for determining the end of the jackpot start animation, which is executed at the start of a jackpot. The animation control CPU 120 executes the jackpot start animation end determination process shown in Figure 8-11 during the jackpot animation processing (step S176) of the animation control process shown in Figure 7.

[0285] First, the CPU 120 for performance control determines whether or not the abnormal left-hit instruction flag is set (S02TM2010). That is, it determines whether or not either the first abnormal left-hit instruction flag or the second abnormal left-hit instruction flag is set. If the abnormal left-hit instruction flag is not set (S02TM2010: NO), the CPU 120 for performance control proceeds to step S02TM2030.

[0286] If the abnormal left-hitting instruction flag is set (S02TM2010:YES), the performance control CPU 120 terminates the currently running abnormal left-hitting instruction performance (step S02TM2020) and proceeds to step S02TM2030.

[0287] Next, the CPU 120 for performance control determines whether or not the abnormal right-hand hit instruction flag is set (S02TM2030). If the abnormal right-hand hit instruction flag is not set (S02TM2030: NO), the CPU 120 for performance control terminates processing.

[0288] If the abnormal right-hand hit instruction flag is set (S02TM2030:YES), the performance control CPU 120 terminates the currently running abnormal right-hand hit instruction performance (step S02TM2040) and then terminates processing.

[0289] Thus, in the process of determining the jackpot start animation, which is executed when the jackpot FF animation begins, a process is executed to terminate the abnormal operation method instruction (abnormal left-hit instruction, abnormal right-hit instruction). Therefore, when the jackpot FF animation is executed, the abnormal operation method instruction (abnormal left-hit instruction, abnormal right-hit instruction) that was being executed up to that point is terminated.

[0290] On the other hand, in the process of determining the jackpot start animation, which is executed when the jackpot FF animation begins, no processes are executed to terminate error notifications, volume adjustment animations, light intensity adjustment animations, or auto button setting animations, which will be described later. Therefore, even when the jackpot FF animation is executed, the error notifications, volume adjustment animations, light intensity adjustment animations, and auto button setting animations that were being executed up to that point will continue to run without terminating.

[0291] [Game Flow] Next, the game flow in this embodiment will be explained. In this example, the game mode when the game state is controlled to the normal state (low probability / low base state) is called [Normal Mode], the game mode when the game state is controlled to the time-saving state (low probability / high base state) and the number of times this time-saving state is controlled is a maximum of 100 is called [Time-Saving Mode], the game mode when the game state is controlled to the probability variation state (high probability / high base state) and the number of times this probability variation state is controlled is a maximum of 154 is called [ST Mode], and the game mode when the game state is controlled to the jackpot game state is called [Jackpot Mode].

[0292] [Normal Mode] is a game mode in which the player primarily plays by shooting with their left hand, and will be referred to as "Left-Handed Mode" as appropriate. [Shortened Time Mode], [ST Mode], and [Big Win Mode] are game modes in which the player primarily plays by shooting with their right hand, and will be referred to as "Right-Handed Mode" as appropriate.

[0293] When a jackpot occurs and a game ball enters the probability variation area, the game state in which (1) time reduction control is performed a specified number of times, and (2) probability variation control is performed a specified number of times, is called the "probability variation state." Hereinafter, it will be referred to as the "ST state" or "ST" as appropriate.

[0294] In the example game flow shown in Figure 8-12, (1) when the game mode is [Normal Mode], (2) a jackpot (first win) occurs, and after the jackpot game state ends, the game is controlled to a time-saving state (low probability / high base state), (3) transitioning to [Time-Saving Mode] (Chance Time) (100 time-saving spins), or (4) [ST Mode] (Powerful Rush) (ST 154 spins), and when controlled to one of these game modes, (5) if a jackpot occurs, the game transitions to (4) [ST Mode] (Powerful Rush) (ST 154 spins), and if no jackpot occurs, the game transitions to (1) [Normal Mode]. The following explains the game modes (1) to (5) in the game flow.

[0295] (1) When the game state is controlled to the normal state (low probability / low base state), the game mode is set to [Normal Mode].

[0296] (2) In the state described in (1) above, if a variable display is executed that results in a "jackpot", the game is controlled to a jackpot state. There are two types of jackpots for the first special symbol: "jackpot A" and "jackpot B". As an example of the presentation when the jackpot type is "jackpot A" or "jackpot B", the word "BONUS" is displayed on the image display device 5 to indicate that it is a "3R jackpot" or a "10R jackpot".

[0297] In this example, during the jackpot rounds (1R to 3R) of (2), an animation is performed to inform the player of which type of jackpot it is (for example, an animation indicating whether or not an icon with the words "Powerful Rush" can be obtained), and the player is then informed of which game mode will be controlled after the jackpot game state ends.

[0298] (3) When the jackpot, in the case where the jackpot type described in (2) above is "Jackpot A", ends, the performance control CPU 120 controls the game state to a time-saving state (low probability / high base state) and sets the game mode to [Time-Saving Mode] (Chance Time) when 100 variable displays are executed. As an example of the performance when the game mode is [Time-Saving Mode], the words "Chance Time" are displayed on the image display device 5 to notify that the game mode has transitioned to [Time-Saving Mode].

[0299] In state (3), if 100 variable displays in the time-saving state are executed and all display results are "misses", the system is controlled to state (1).

[0300] (4) When the jackpot in the case of the aforementioned (2) jackpot type being "jackpot B" ends, the performance control CPU 120 controls the game state to a probability variation state (high probability / high base state) and sets the game mode to [ST mode] (Powerful Rush) when 154 variable displays are executed. As an example of the performance when the game mode is [ST mode], the words "Powerful Rush" are displayed on the image display device 5 to notify that the game mode has transitioned to [ST mode].

[0301] When the game mode is set to [ST Mode], there are three different presentation modes available within ST Mode, and the player can choose which of these presentation modes to use. In the following, when the game mode is set to [ST Mode] and one of the presentation modes is selected, it will be referred to as "ST Mode [Presentation Mode Name]" as appropriate.

[0302] In this example, three performance modes are set within ST mode: [Yumeyume Mode], [Nana Mode], and [Jam Mode]. [Yumeyume Mode] is a performance mode in which character A mainly appears in reach sequences, etc. [Nana Mode] is a performance mode in which character B mainly appears in reach sequences, etc. [Yumeyume Mode] is a performance mode in which character C mainly appears in reach sequences, etc. However, the embodiment is not limited to the above, and the background image and corresponding display (active display, hold display) interface may be different depending on the performance mode.

[0303] In this example, as a method for selecting the performance mode in ST mode, if the ST mode is controlled from "Big Win B", it is possible to select the performance mode within that big win game (see Figure 8-60(B)), and if the ST mode is controlled from "Big Win C", it is possible to select the performance mode within that big win game (not shown).

[0304] In state (4), if all display results are "misses" and 154 variable displays in the probability variation state are executed, the system is controlled to state (1).

[0305] (5) When the game mode is [Short Time Mode] (see (3)) or [ST Mode] (see (4)), if the display result of any of the fluctuation displays is "Big Win", the game is controlled to a big win state. When the display result is "Big Win", the type of big win for the second special symbol is "Big Win C".

[0306] (5) As an example of the presentation when the type of jackpot is "Jackpot C", the words "Yume Yume BONUS" which indicates that it is a "10R jackpot" are displayed on the image display device 5.

[0307] [Decorative patterns, small patterns] In response to the start of the special symbol variation display, the CPU 120 for performance control starts the variation display of decorative symbols in the central area of ​​the screen (hereinafter referred to as the "symbol display area" as appropriate) and starts the variation display of small symbols in the upper left area of ​​the screen (hereinafter referred to as the "small symbol display area" as appropriate).

[0308] Then, in response to the end of the special symbol variation display and the derived display result being displayed, the combination of decorative symbols that constitute the display result is fixed and stopped in the symbol display area, and the combination of small symbols that constitute the display result is fixed and stopped in the small symbol display area.

[0309] [Layer structure] Figure 8-13(A) is a conceptual diagram schematically representing the layer structure of various images in the image display device 5, and Figure 8-13(B) is an explanatory diagram of the layer structure of various images in the image display device 5. As shown in Figures 8-13(A) and (B), the layer structure consists of four types of layers: the first layer, the second layer, the third layer, and the fourth layer.

[0310] As shown in Figure 8-13(A), the first layer is displayed as the foremost layer, the second layer as the layer behind the first layer, the third layer as the layer behind the second layer, and the fourth layer as the layer behind the third layer, i.e., the backmost layer. Therefore, in terms of display priority of the layers, the first layer has the highest display priority, followed by the second and third layers in decreasing order, with the fourth layer having the lowest display priority. That is, the display priority increases in the order of fourth layer < third layer < second layer < first layer. Information displayed in the designated display area of ​​a layer with a high display priority will be more visible (appear to be displayed closer to the player) than information displayed in the designated display area of ​​a layer with a low display priority.

[0311] Furthermore, as shown in Figure 8-13(B), the first layer displays small symbols and the like. The second layer displays error notification images related to error notification (first error image, second error image, third error image, fourth error image), etc. The third layer displays instruction images related to operation instructions (first instruction image, second instruction image, third instruction image, fourth instruction image) and system right-hand pressing images, which will be described later. The fourth layer displays decorative symbols, background images, characters, corresponding displays (active display, held display), etc.

[0312] In the following explanation, when a predetermined image is placed on the nth layer, that predetermined image may be referred to as "predetermined image [nth layer]". For example, if a decorative pattern, which is a predetermined image, is placed on the fourth layer, the decorative pattern will be referred to as "decorative pattern [fourth layer]".

[0313] Furthermore, a layer structure with different display priorities may be provided for a specific layer. For example, as mentioned above, decorative patterns, background images, corresponding displays (hold displays, active displays), characters, etc., can be placed on the fourth layer. Here, the fourth layer may consist of the 4-1 layer, the 4-2 layer, and the 4-3 layer, with the corresponding displays placed on the 4-1 layer, the decorative patterns and characters on the 4-2 layer, and the background image on the 4-3 layer. In this case, the display priority should be in the order of 4-3 layer < 4-2 layer < 4-1 layer.

[0314] [Normal Mode: Example of an abnormal left-handed hitting instruction animation] Figure 8-14 is an explanatory diagram showing examples of the image and sound effects for each effect related to the abnormal left-hand shooting instruction (LV1, LV2) during normal mode. Figure 8-15 is a time chart showing the execution timing of each effect related to the abnormal left-hand shooting instruction (LV1) during normal mode. Figure 8-16 is a time chart showing the execution timing of each effect related to the abnormal left-hand shooting instruction (LV2) during normal mode. "T" in the figures indicates timing.

[0315] In the diagram in [Feature Section 02TM], for the purpose of explaining the example of presentation, the sound effects output from speakers 8L and 8R and the light effects from the game effect lamp 9 are shown near the image display device 5 (to the right, etc.). The actual positional relationship of each device (image display device 5, speakers 8L and 8R, game effect lamp 9) is as shown in Figure 8-1.

[0316] Furthermore, in the diagram in [Feature Section 02TM], the sound effects output from speakers 8L and 8R near the image display device 5 are illustrated in order to clearly show the features of the example effects. However, the sound effects illustrated here represent only a portion of the sound effects actually output from speakers 8L and 8R, and other sound effects may also be output. For example, even if at least two or more types of sound effects (music, dialogue, message sounds (instruction voices), sound effects) are output from speakers 8L and 8R, if it is important to clearly show that instruction voices are being output, only the output of instruction voices from speakers 8L and 8R may be illustrated. The same applies to the effect lights of the game effect lamp 9.

[0317] Furthermore, when illustrating a situation where two or more types of sound effects are output from speakers 8L and 8R, sound effects indicated only with the text "Sound Effects" will be given a higher output priority than sound effects indicated with the text "(Sound Effects)" in parentheses.

[0318] The following method will be used to play and output sound effects with a high playback output priority. The channel setting ratio, which is the volume value assigned to the channel for each sound effect, can be set between "1", the maximum volume which is 100% of the reference output volume, and "0", which is completely muted and represents 0%. By setting the channel setting ratio of sound effects that you want to play back with high playback output priority to "1", and setting the channel setting ratio of sound effects that you want to play back with low playback output priority to a value lower than "1" (for example, "0.3"), you can differentiate the playback output priority. These principles are also applicable to the following diagrams, so we will omit further explanation below.

[0319] (Example of the animation for the abnormal left-handed hitting instruction (LV1)) First, as shown in Figure 8-14(1), while the CPU 103 is executing the variable display of the first special symbol (Figure 8-15: T1), the performance control CPU 120 is executing the variable display of decorative symbols in the symbol display area of ​​the image display device 5. At this time, the variable display of small symbols is started in the small symbol display area of ​​the image display device 5. At this time, an active display (a circular object in this example) is displayed in the active display area at the bottom center of the screen of the image display device 5.

[0320] At this time, the CPU 120 for performance control plays back the normal mode performance sounds associated with the normal mode from speakers 8L and 8R.

[0321] Next, as shown in Figure 8-14(2), when the CPU 103 detects an abnormal right-handed hit (LV1) (Figure 8-15:T2), the performance control CPU 120 executes an abnormal left-handed hit instruction performance (LV1), displaying the fifth instruction image IP5 (in this example, an image containing a left-pointing arrow object and the words "hit left") in the center of the image display device 5 screen, and playing the fifth instruction sound (in this example, the sound "hit left") from speakers 8L and 8R. At this time, although the normal mode performance sound is played back from speakers 8L and 8R, the playback output priority is normal mode performance sound < fifth instruction sound.

[0322] In this example, when the abnormal left-hitting instruction animation (LV1) is executed, the fifth instruction image IP5, which includes a left-pointing arrow object and the words "left-hitting", is a video that performs display control by entering the frame from the right edge of the screen of the image display device 5 and exiting the frame towards the left edge of the screen. In the abnormal left-hitting instruction animation (LV1), this display control is repeated twice (5000ms).

[0323] Next, as shown in Figure 8-14(3), 5000ms have elapsed since the abnormal left-hitting instruction animation (LV1) began (Figure 8-15: T3), and the animation control CPU 120 terminates the abnormal left-hitting instruction animation (LV1), erases the fifth instruction image IP5 (in this example, an image containing a left-pointing arrow object and the words "hit left") from the center of the image display device 5 screen, and terminates the playback output of the fifth instruction sound (in this example, the sound "hit left") from speakers 8L and 8R. At this time, the normal mode animation sound is being played back from speakers 8L and 8R.

[0324] (Example of the animation for the abnormal left-handed hitting instruction (LV2)) First, as shown in Figure 8-14(1), when the CPU 103 is executing the variable display of the first special symbol (Figure 8-16: T1), the performance control CPU 120 is executing the variable display of decorative symbols in the symbol display area of ​​the image display device 5. At this time, the variable display of small symbols is started in the small symbol display area of ​​the image display device 5. At this time, the active display is shown in the active display area.

[0325] At this time, the CPU 120 for performance control plays back the normal mode performance sounds associated with the normal mode from speakers 8L and 8R.

[0326] Next, as shown in Figure 8-14(2), when the CPU 103 detects an abnormal right-handed hit (LV2) (Figure 8-16: T2), the performance control CPU 120 executes an abnormal left-handed hit instruction performance (LV2), displaying the fifth instruction image IP5 (in this example, an image containing a left-pointing arrow object and the words "hit left") in the center of the image display device 5 screen, and playing the fifth instruction sound (in this example, the sound "hit left") from speakers 8L and 8R. At this time, although the normal mode performance sound is played back from speakers 8L and 8R, the playback output priority is normal mode performance sound < fifth instruction sound.

[0327] In this example, when the abnormal left-hitting instruction animation (LV2) is executed, the fifth instruction image IP5, which includes a left-pointing arrow object and the words "left-hitting", is a video that performs display control by entering the frame from the right edge of the screen of the image display device 5 and exiting the frame towards the left edge of the screen. In the abnormal left-hitting instruction animation (LV2), this display control is repeated four times (10000ms).

[0328] Next, as shown in Figure 8-14(3), 10,000 ms have elapsed since the abnormal left-hitting instruction animation (LV2) began (Figure 8-16: T3), and the animation control CPU 120 terminates the abnormal left-hitting instruction animation (LV2), erases the fifth instruction image IP5 (in this example, an image containing a left-pointing arrow object and the words "hit left") from the center of the image display device 5 screen, and terminates the playback output of the fifth instruction sound (in this example, the sound "hit left") from speakers 8L and 8R. At this time, the normal mode animation sound is being played back from speakers 8L and 8R.

[0329] [Normal Mode: Example of Error Notification Presentation] Figure 8-17 is an explanatory diagram showing an example of the effect images and effects lighting for each effect related to error notification during normal mode. Figure 8-18 is a time chart showing the execution timing of each effect related to error notification during normal mode.

[0330] First, as shown in Figure 8-17(1), when the CPU 103 is executing the variable display of the first special symbol (Figure 8-18: T1), the performance control CPU 120 is executing the variable display of decorative symbols in the symbol display area of ​​the image display device 5. At this time, the variable display of small symbols is started in the small symbol display area of ​​the image display device 5. At this time, the active display is shown in the active display area.

[0331] At this time, the CPU 120 for performance control plays back the normal mode performance sounds associated with the normal mode from speakers 8L and 8R.

[0332] Next, as shown in Figure 8-17(2), when the CPU 103 detects a ball depletion error (Figure 8-18: T2), the performance control CPU 120 executes a ball depletion error notification performance, displaying the first error image EP1 (in this example, an image containing the words "Ball Depletion Error") in the error image display area (upper right of the screen) of the image display device 5, and causing the game effect lamp 9 to flash red. At this time, the normal mode performance sound continues to be played back from speakers 8L and 8R.

[0333] Next, as shown in Figure 8-17(3), once the ball depletion error is resolved and detection of the ball depletion error ends (Figure 8-18: T3), the performance control CPU 120 terminates the ball depletion error notification performance, erases the first error image EP1 from the error image display area of ​​the image display device 5, and stops the red flashing of the game effect lamp 9. At this time, the normal mode performance sound continues to be played back from speakers 8L and 8R.

[0334] [Normal mode: Abnormal left-hand shooting instruction → Right-hand shooting mode: Big win FF animation] Figure 8-19 is an explanatory diagram showing examples of the performance images, sound effects, and light effects for each performance related to the jackpot game state and the start of the jackpot fanfare performance (jackpot FF performance) when an abnormal left-handed shooting instruction initiated during normal mode is executed and the game state is controlled to a jackpot game state and the start of the jackpot fanfare performance (jackpot FF performance) is initiated. Figure 8-20 is a time chart showing the execution timing of each performance related to the jackpot fanfare performance when an abnormal left-handed shooting instruction initiated during normal mode is executed and the game state is controlled to a jackpot game state and the start of the jackpot fanfare performance (jackpot FF performance) is initiated. The jackpot FF performance will be explained in detail in Figures 8-54 and 8-52, which will be described later.

[0335] First, as shown in FIG. 8-19(1), when the CPU 103 is executing the variable display of the first special symbol (FIG. 8-20: T1), the effect control CPU 120 stops and displays (swings to a stop) a combination of decorative symbols (in this example, "333") indicating that the display result is a "big win" in the symbol display area of the image display device 5. At this time, the variable display of the small symbols is being executed in the small symbol display area of the image display device 5. At this time, an active display is being displayed in the active display area.

[0336] At this time, the effect control CPU 120 causes the normal mode effect sound related to the normal mode to be reproduced and output from the speakers 8L and 8R.

[0337] Next, as shown in FIG. 8-19(2), when the CPU 103 detects an abnormal right hit (LV1) (FIG. 8-20: T2), the effect control CPU 120 executes an abnormal left hit instruction effect (LV1), displays the fifth instruction image IP5 in the center of the screen of the image display device 5, and reproduces and outputs the fifth instruction voice from the speakers 8L and 8R. At this time, although the normal mode effect sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is such that the normal mode effect sound < the fifth instruction voice.

[0338] Next, as shown in FIG. 8-19(3), before 5000 ms has elapsed since the start of the abnormal left hit instruction effect (LV1), when the CPU 103 controls the game state to a big win game state (FIG. 8-20: T3), the effect control CPU 120 starts the big win FF effect, displays the first big win type notification image BP1 (in this example, an image including a concentrated line and the characters "BONUS") on the image display device 5, reproduces and outputs a big win FF effect sound (fanfare effect sound) from the speakers 8L and 8R, and causes the game effect lamp 9 to emit light in a rainbow color.

[0339] At this time, the effect control CPU 120 ends the abnormal left hit instruction effect (LV1), erases the fifth instruction image from the image display device 5, and ends the reproduction output of the fifth instruction voice from the speakers 8L and 8R.

[0340] Furthermore, based on the fact that the CPU 120 for controlling the game's presentation is controlled to the right-hand shooting mode, it displays a system right-hand shooting image in the upper right corner of the image display device 5 screen to encourage players to shoot to the right. The following examples of presentations omit an explanation of the system right-hand shooting image.

[0341] In this embodiment, the system right-hand shooting image is an image that promotes right-hand shooting and is always displayed in the upper right corner of the screen of the image display device 5 when the system is controlled to right-hand shooting mode (jackpot mode, time-saving mode, ST mode). It is a different image from the instruction images related to normal right-hand shooting instructions or abnormal right-hand shooting instructions that are only displayed at specific timings.

[0342] In the jackpot mode, the system right-hand play image is displayed starting when the performance control CPU 120 receives a jackpot start command, which is a type of performance command indicating the start of control of the jackpot game state, and the display ends when the performance control CPU 120 receives a jackpot end command, which is a type of performance command indicating the end of control of the jackpot game state.

[0343] Similarly, the system right-hand shooting images in the time-saving mode and ST mode are displayed based on the reception of the following commands: a time-saving start command, which is a type of performance command indicating the start of control in time-saving mode; a time-saving end command, which is a type of performance command indicating the end of control in time-saving mode; an ST start command, which is a type of performance command indicating the start of control in ST mode; and an ST end command, which is a type of performance command indicating the end of control in ST mode.

[0344] In this example, we showed a case where the abnormal left-handed shooting instruction animation (LV1) was being performed, the jackpot FF animation was being performed, and the abnormal left-handed shooting instruction animation (LV1) ended. However, the same applies to the abnormal left-handed shooting instruction (LV2), so we will omit the explanation.

[0345] [Normal mode: Error notification → Right-hand shooting mode: Big win FF animation] Figure 8-21 is an explanatory diagram showing an example of the performance images, performance sounds, and performance lights for each performance related to the case when an error notification initiated during normal mode is executed, and the game is controlled to a jackpot state and the jackpot fanfare performance (jackpot FF performance) is initiated. Figure 8-75 is a similar diagram, but differs from Figure 8-21 in that the image display device 5 displays the character "Mumu" along with the first jackpot type notification image BP1. Figure 8-22 is a time chart showing the execution timing of each performance related to the case when an error notification initiated during normal mode is executed, and the game is controlled to a jackpot state and the jackpot fanfare performance (jackpot FF performance) is initiated.

[0346] First, as shown in Figure 8-21(1), when the CPU 103 is performing the display of the first special symbol variation (Figure 8-22:T1), the performance control CPU 120 stops the display (stops the oscillation) of a combination of decorative symbols (in this example, "333") in the symbol display area of ​​the image display device 5 that indicates the display result is a "jackpot". At this time, the display of the small symbols variation is performed in the small symbol display area of ​​the image display device 5. At this time, the active display is displayed in the active display area.

[0347] At this time, the CPU 120 for performance control plays back the normal mode performance sounds associated with the normal mode from speakers 8L and 8R.

[0348] Next, as shown in Figure 8-21(2), when the CPU 103 detects a ball depletion error (Figure 8-22: T2), the performance control CPU 120 executes a ball depletion error notification performance, displaying the first error image EP1 (in this example, an image containing the words "Ball Depletion Error") in the error image display area (upper right of the screen) of the image display device 5, and causing the game effect lamp 9 to flash red. At this time, the normal mode performance sound continues to be played back from speakers 8L and 8R.

[0349] Next, as shown in Figure 8-21(3), if the CPU 103 controls the game state to a jackpot game state before the ball-out error notification animation starts and the error is resolved (Figure 8-22: T3), the animation control CPU 120 starts the jackpot FF animation, displays the first jackpot type notification image BP1 (in this example, an image including converging lines and the word "BONUS") on the image display device 5, and plays the jackpot FF sound (fanfare sound) from speakers 8L and 8R.

[0350] At this time, the CPU 120 for controlling the performance continues to execute the ball-out error notification performance and continues to display the first error image EP1 (in this example, an image containing the words "Ball-out Error") in the error image display area of ​​the image display device 5. Also, although the game effect lamp 9 would normally light up in rainbow colors corresponding to the jackpot FF performance, the error notification has a higher performance execution priority than the jackpot FF performance, so the game effect lamp 9 continues to flash red.

[0351] Then, once the ball depletion error is resolved (Figure 8-22: T4), the CPU 120 for controlling the performance ends the ball depletion error notification performance, erases the first error image EP1 (in this example, an image containing the words "Ball Depletion Error") from the error image display area of ​​the image display device 5, and changes the game effect lamp 9 from flashing red to a rainbow color corresponding to the jackpot FF performance (not shown).

[0352] [Normal mode: Abnormal left-handed shooting instruction, error notification → Right-handed shooting mode: Big win FF effect] Figure 8-23 is an explanatory diagram showing an example of the performance images, performance sounds, and performance lights associated with each performance when an abnormal left-hand shooting instruction and error notification initiated during normal mode are executed, and the game is controlled to enter a jackpot state and the jackpot FF performance is initiated. Figure 8-76 is a similar diagram, but differs from Figure 8-23 in that the image display device 5 displays the character "Mumu" along with the first jackpot type notification image BP1. Figure 8-24 is a time chart showing the execution timing of each performance associated with when an abnormal left-hand shooting instruction and error notification initiated during normal mode are executed, and the game is controlled to enter a jackpot state and the jackpot FF performance is initiated.

[0353] First, the examples of presentations shown in Figures 8-23(1) and (2) are the same as those shown in Figures 8-19(1) and (2), so we will omit their explanation.

[0354] Next, as shown in Figure 8-23(3), when the CPU 103 detects a ball depletion error (Figure 8-24: T3), the performance control CPU 120 executes a ball depletion error notification performance, displays the first error image EP1 (in this example, an image containing the words "Ball Depletion Error") in the error image display area of ​​the image display device 5, and causes the game effect lamp 9 to flash red. At this time, the fifth instruction sound and the normal mode performance sound are continuously played and output from speakers 8L and 8R (playback output priority: normal mode performance sound < fifth instruction sound).

[0355] In this case, the first error image is on the [second layer] and the fifth instruction image is on the [third layer], so the display priority is fifth instruction image [third layer] < first error image [second layer].

[0356] Next, the example of the performance shown in Figure 8-23(4) is the same as the example of the performance shown in Figure 8-21(3), so we will omit the explanation.

[0357] [Specific examples of when a game effect lamp 9 is used in a game arcade] Figure 8-25 shows an example of a gaming arcade where five pachinko machines 1 are installed in a row. In this example, a staff member of the gaming arcade is standing in front of the pachinko machines 1, and the diagram illustrates how all five pachinko machines 1 are being played by players. In this diagram, the pachinko machine 1 installed closest to the staff member (located in the foreground) is referred to as "Pachinko Machine 1A," and the machines moving towards the back from the staff member's perspective are referred to as "Pachinko Machine 1B," "Pachinko Machine 1C," "Pachinko Machine 1D," and "Pachinko Machine 1E." Although players are seated and playing in front of each pachinko machine 1, the players' figures are omitted for convenience.

[0358] As shown in Figure 8-25, in each pachinko game machine 1 (pachinko game machine 1A, pachinko game machine 1B, pachinko game machine 1C, pachinko game machine 1D, pachinko game machine 1E), the display of changing decorative symbols is performed in the symbol display area of ​​the image display device 5.

[0359] At this time, a ball shortage error occurs in the pachinko game machine 1D, and the performance control CPU 120 executes a ball shortage error notification animation, displays the first error image EP1 on the image display device 5, and causes the game effect lamp 9 to flash red.

[0360] Depending on the position of the staff member and the location where the pachinko machine 1 is installed, the visibility of the image display device 5 of the pachinko machine 1 from the staff member's position may be low. In this example, as shown in Figure 8-25, the visibility of the image display devices 5 of pachinko machines 1D and 1E to store staff is extremely low. Therefore, even if the first error image is displayed on the image display device 5 of pachinko machine 1D, it is difficult for store staff to recognize that an error has occurred in that pachinko machine based on the first error image.

[0361] On the other hand, regardless of the position of the staff member or the location of the pachinko machine 1, the visibility of the game effect lamp 9 on the pachinko machine 1 to the staff member does not change significantly. In this example, as shown in Figure 8-25, the visibility of the game effect lamps 9 on pachinko machines 1A to 1E to the staff is not reduced. Therefore, when the game effect lamp 9 on pachinko machine 1D is flashing red, the staff can easily recognize that an error has occurred in that pachinko machine based on the pattern of the light emitted by the game effect lamp 9.

[0362] [Right-handed mode: Example of an abnormal right-handed hitting instruction animation] Figure 8-26 is an explanatory diagram showing an example of the image and sound of each effect related to the abnormal right-hand shooting instruction during right-hand shooting mode (ST mode). Figure 8-27 is a time chart showing the execution timing of each effect related to the abnormal right-hand shooting instruction during right-hand shooting mode.

[0363] First, as shown in Figure 8-26(1), when the CPU 103 is executing the display of the second special symbol variation (Figure 8-27:T1), the performance control CPU 120 is executing the display of the decorative symbol variation in the symbol display area of ​​the image display device 5. At this time, the display of the small symbol variation is started in the small symbol display area of ​​the image display device 5. At this time, the active display is shown in the active display area. In addition, the performance control CPU 120 is outputting the ST mode performance sound (hereinafter referred to as "ST performance sound") related to the ST mode from speakers 8L and 8R.

[0364] At this time, the CPU 120 for controlling the game's presentation, based on the fact that the game mode is controlled to ST mode [Yumeyume mode], displays the words "Powerful RUSH" at the top center of the screen of the image display device 5, a presentation mode icon indicating the current presentation mode (in this example, an icon including the words "Yumeyume mode") at the top left of the screen of the image display device 5, and an ST remaining count display indicating the remaining number of ST mode controls (in this example, the words "150 remaining") at the top right of the screen of the image display device 5.

[0365] Next, as shown in Figure 8-26(2), when the CPU 103 detects an abnormal left-handed hit (Figure 8-27: T2), the CPU 120 for performance control executes an abnormal right-handed hit instruction performance, displays the fourth instruction image IP4 (in this example, an image containing the words "hit right" and a right-pointing arrow object) in the center of the screen of the image display device 5, and plays the fourth instruction sound (in this example, the sound "hit right") from speakers 8L and 8R. At this time, although the ST mode performance sound is played back from speakers 8L and 8R, the playback output priority is ST mode performance sound < fourth instruction sound.

[0366] In this example, the fourth instruction image IP4, which contains a right-pointing arrow object and the words "Right-Hit," is a video that performs display control by entering the frame from the left edge of the image display device 5 screen and exiting the frame towards the right edge of the screen. In the abnormal right-hit instruction, this display control is repeated twice (5000ms).

[0367] Next, as shown in Figure 8-26(3), 5000ms have elapsed since the abnormal right-hand shot instruction animation began (Figure 8-27: T3), and the animation control CPU 120 terminates the abnormal right-hand shot instruction animation, erases the fourth instruction image IP4 (in this example, an image containing the words "Right-Hand Shot" and a right-pointing arrow object) from the center of the image display device 5 screen, and terminates the playback output of the fourth instruction sound (in this example, the sound "Hand-Hand Shot") from speakers 8L and 8R. At this time, the ST mode animation sound is being played back from speakers 8L and 8R.

[0368] [Right-handed shooting mode: Example of a visual effect indicating abnormal left-handed shooting during the big win FF period] Figure 8-28 is an explanatory diagram showing examples of the performance images, sound effects, and light effects for each performance related to the detection of abnormal left-handed play during right-handed play mode: jackpot mode (jackpot FF period). Figure 8-29 is a time chart showing the execution timing of each performance related to the detection of abnormal left-handed play during right-handed play mode: jackpot mode (jackpot FF period).

[0369] The example of the presentation shown in Figure 8-28(1) is the same as the example of the presentation shown in Figure 8-19(3), so no explanation is provided.

[0370] Next, as shown in Figure 8-28(2), even if the CPU 103 detects an abnormal left-handed play during the jackpot FF period (Figure 8-29: T2), the performance control CPU 120 does not execute the abnormal right-handed play instruction performance, does not display the fourth instruction image IP4 (in this example, an image containing the words "Right-handed play" and a right-pointing arrow object) in the center of the image display device 5 screen, and does not output the fourth instruction sound (in this example, the sound "Right-handed play") from speakers 8L and 8R.

[0371] As shown in steps S02TM1230 to S02TM1240 in Figure 8-9, even if an abnormal left-handed shot is detected during the jackpot FF period, the process in step S02TM1250 (the process of deciding to execute the abnormal right-handed shot instruction animation) is skipped. Therefore, even if an abnormal left-handed shot is detected during the jackpot FF period, the abnormal right-handed shot instruction animation is not executed.

[0372] [Right-hand shooting mode (jackpot round period): Example of an abnormal right-hand shooting instruction animation] Figure 8-30 is an explanatory diagram showing an example of the image and sound effects of each effect related to abnormal right-hand shooting instructions during the right-hand shooting mode (jackpot round period (hereinafter referred to as "jackpot RD period" as appropriate)). Figure 8-77 is a similar diagram, but differs from Figure 8-30 in that the image display device 5 displays the characters Mumu and Jam. Figure 8-31 is a time chart showing the execution timing of each effect related to abnormal right-hand shooting instructions during the right-hand shooting mode (jackpot RD period).

[0373] First, as shown in Figure 8-30(1), when the CPU 103 controls the game state to the jackpot RD period of the jackpot game state (Figure 8-31: T1), the performance control CPU 120 executes the jackpot RD performance (1st round), displays the jackpot RD image on the image display device 5 (in this example, a background image of mountains, the sun and musical notes, a round display indicating the current round number ("1ROUND"), and a prize ball display indicating the number of prize balls awarded (00000pt)), and causes the game effect lamp 9 to light up in rainbow colors. At this time, in relation to the jackpot RD performance, the performance control CPU 120 plays back the jackpot round performance sound (hereinafter referred to as "round performance sound" as appropriate) from speakers 8L and 8R, and causes the game effect lamp 9 to light up in rainbow colors.

[0374] Next, as shown in Figure 8-30(2), when the CPU 103 detects an abnormal left-handed shot (Figure 8-31:T2), the performance control CPU 120 executes an abnormal right-handed shot instruction performance, displays the fourth instruction image IP4 (in this example, an image containing the words "Right Shoot" and a right-pointing arrow object) in the center of the screen of the image display device 5, and plays the fourth instruction sound (in this example, the sound "Right Shoot") from speakers 8L and 8R. At this time, although the jackpot round performance sound is played back from speakers 8L and 8R, the playback output priority is jackpot round performance sound < fourth instruction sound.

[0375] Next, as shown in Figure 8-30(3), 5000ms have elapsed since the abnormal right-hand shot instruction animation began (Figure 8-31: T3), and the animation control CPU 120 terminates the abnormal right-hand shot instruction animation, erases the fourth instruction image IP4 (in this example, an image containing the words "Right-hand shot" and a right-pointing arrow object) from the center of the image display device 5 screen, and terminates the playback output of the fourth instruction sound (in this example, the sound "Hit left-hand shot") from speakers 8L and 8R. At this time, the jackpot round animation sound is being played back from speakers 8L and 8R.

[0376] [Volume adjustment] A "volume value" is provided as a value related to the sound effects. The volume value is the upper limit of the volume that can be output by the pachinko game machine 1. In this example, the volume value can be set between "1" and "3". This volume value can be set to any value by the player by performing a predetermined operation (for example, by operating the up and down buttons on the effect keys provided on the pachinko game machine 1). Hereafter, the volume value will be referred to as "master volume," "volume," etc., as appropriate.

[0377] The pachinko game machine 1 is equipped with up and down buttons on the performance key (hereinafter referred to as "volume adjustment buttons" as appropriate) for adjusting the volume level. When the up button of the performance key (hereinafter referred to as "volume adjustment button (+)") is operated, the volume level is set to a value that is "1" added to the volume level before the up button was operated. When the down button of the performance key (hereinafter referred to as "volume adjustment button (-)") is operated, the volume level is set to a value that is "1" subtracted from the volume level before the down button was operated.

[0378] If the volume value is set to the maximum value "3", pressing the volume adjustment button (+) will not register the operation because it is not possible to set the volume value to a value greater than the maximum value. Similarly, if the volume value is set to the minimum value "1", pressing the volume adjustment button (-) will not register the operation because it is not possible to set the volume value to a value smaller than the minimum value.

[0379] When the volume adjustment button is pressed, a volume adjustment animation can be executed. The volume adjustment animation consists of (A) an animation that displays a volume adjustment indicator showing the volume value after adjustment in the volume adjustment display area in the lower right corner of the image display device 5 screen, and (B) an animation that plays and outputs a volume adjustment sound indicating the volume value after adjustment from speakers 8L and 8R. Hereinafter, the volume adjustment animation corresponding to a volume value of "X" will be referred to as "Volume Adjustment Animation (Volume Value: X)", "Volume Adjustment Animation (X)", etc.

[0380] (A) The volume control display is an image that includes an object resembling a speaker and a meter corresponding to the volume value. In this example, when the volume value is "1" and the volume adjustment button (+) is pressed, a volume adjustment display corresponding to a volume value of "2" is displayed in the volume adjustment display area of ​​the image display device 5. Hereafter, the volume adjustment display corresponding to a volume value of "X" will be referred to as "Volume Adjustment Display (Volume Value: X)", "Volume Adjustment Display (X)", etc., as appropriate.

[0381] As shown in the layer structure of Figure 8-13, the volume control display is an image displayed on the third layer. Therefore, the volume control display has a higher display priority than the normal visual effects image [fourth layer].

[0382] (B) The volume adjustment audio is an audio message indicating the volume value after the volume adjustment. If the volume value after the adjustment is "X", the audio message "Volume has been set to X" will be played. In this example, when the volume value is "1" and the volume adjustment button (+) is pressed, speakers 8L and 8R will play a volume adjustment message corresponding to a volume value of "2," which is "Volume set to 2." Hereafter, the volume adjustment message corresponding to a volume value of "X" will be referred to as "Volume adjustment message (Volume value: X)," "Volume adjustment message (X)," etc.

[0383] Furthermore, the embodiment is not limited to the above, and the volume adjustment voice may be a different voice from the voice that includes text such as "Volume has been set to X." For example, the volume adjustment voice may be a sound effect consisting only of sounds without any text.

[0384] After the volume adjustment button is pressed and the volume adjustment indicator is displayed in the volume adjustment display area of ​​the image display device 5, if no further presses of the volume adjustment button are received and a predetermined period of time (5 seconds in this example) has elapsed, the volume adjustment indicator will be erased from the volume adjustment display area of ​​the image display device 5 (see Figure 8-32).

[0385] [Volume adjustment effect determination process] Figure 8-32 is a flowchart showing the volume adjustment effect determination process that is executed when waiting for the start of a variation, when the variation starts, during a variation, when the variation ends, and during a jackpot. The CPU 120 for effect control executes the volume adjustment effect determination process shown in Figure 8-32 during the variable display start waiting process (step S170), variable display start setting process (step S171), variable display effect processing (step S172), jackpot effect processing (step S176), and ending process (step S177) of the effect control process processing shown in Figure 7.

[0386] First, the CPU 120 for controlling the game's presentation determines whether or not the player has operated the volume control button (step S02TM3010). If the player has not operated the volume control button (step S02TM3010: NO), the CPU 120 for controlling the game's presentation proceeds to step S02TM3050.

[0387] If the player is operating the volume control button (step S02TM3010: YES), the CPU 120 for performance control determines whether or not to accept operation of the volume control button (step S02TM3020).

[0388] A volume control button is considered to accept input when it is possible to change the volume value when the volume control button is pressed. For example, if the volume value is "1" and the volume control button (+) is pressed (volume value: 1 → 2), or if the volume value is "2" and the volume control button (+) is pressed (volume value: 2 → 3), these are examples of when the volume control button is considered to accept input.

[0389] On the other hand, a situation where the volume buttons are not accepted is when the volume buttons are pressed but the volume value cannot be changed. For example, if the volume value is "1" and the volume-down button is pressed (volume value: 1 → ×), or if the volume value is "3" and the volume-up button is pressed (volume value: 3 → ×), these are examples of situations where the volume buttons are not accepted.

[0390] If the volume control buttons are not responded to (step S02TM3020: NO), the CPU 120 for performance control proceeds to step S02TM3050.

[0391] If the volume control button is accepted (step S02TM3020: YES), the performance control CPU 120 executes a volume control performance based on the operation of the volume control button (step S02TM3030), sets the volume control flag described later (step S02TM3040), and proceeds to step S03TM3050.

[0392] The volume adjustment flag is a type of performance flag that is set based on whether a volume adjustment performance is being executed. The presence of this flag allows it to be determined that a volume adjustment performance has already been executed. This volume adjustment flag is cleared when the volume adjustment performance is finished (see step S02TM3070).

[0393] Next, the CPU 120 for performance control determines whether 5 seconds have elapsed since the volume adjustment flag was set (step S02TM3050). If 5 seconds have not elapsed since the volume adjustment flag was set (step S02TM3050: NO), the CPU 120 for performance control terminates processing.

[0394] If 5 seconds have passed since the volume adjustment flag was set (step S02TM3050: YES), the performance control CPU 120 terminates the volume adjustment performance (step S02TM3060), clears the volume adjustment flag (step S02TM3070), and then terminates the process.

[0395] [Examples of volume adjustment effects] Figure 8-33 is an explanatory diagram showing an example of the effect images and sound effects for each effect related to volume adjustment. Figure 8-34 is a time chart showing the execution timing of each effect related to volume adjustment.

[0396] The explanation for the parts of the example shown in Figure 8-33(1) that are the same as the example shown in Figure 8-14(1) will be omitted. At this time, the volume is set to "1".

[0397] Next, as shown in Figure 8-33(2), when the volume adjustment button (+) is pressed (Figure 8-34:T2), the performance control CPU 120 executes a volume adjustment performance (volume value: 2), displays a volume adjustment display VP (volume value: 2) in the volume adjustment display area of ​​the image display device 5, and plays a volume adjustment sound (volume value: 2) (in this example, the sound "Volume has been set to 2") from speakers 8L and 8R. At this time, although the normal mode performance sound is played back from speakers 8L and 8R, the playback output priority is normal mode performance sound < volume adjustment sound.

[0398] Next, as shown in Figure 8-33(3), if 5 seconds have elapsed since the operation of the volume adjustment button (+) was accepted without any further operation of the volume adjustment button (Figure 8-34: T3), the performance control CPU 120 terminates the volume adjustment performance (volume value: 2), erases the volume adjustment display VP (volume value: 2) from the volume adjustment display area of ​​the image display device 5, and terminates the playback output of the volume adjustment sound (volume value: 2) (in this example, the sound "Volume has been set to 2") from speakers 8L and 8R.

[0399] [Light level adjustment] A value called "light intensity value" is provided as a value related to the special effects lighting. The light intensity value is the upper limit of the amount of light that can be emitted by the pachinko game machine 1. In this example, the light intensity value can be set between "1" and "3". This light intensity value can be set to any value by the player by performing a predetermined operation (for example, by operating the left and right buttons of the special effects key provided on the pachinko game machine 1). Hereafter, the light intensity value will be referred to as "light intensity" or similar as appropriate.

[0400] The pachinko game machine 1 is equipped with left and right buttons on the performance key (hereinafter referred to as "light intensity adjustment buttons" as appropriate) for adjusting the light intensity value. When the right button of the performance key (hereinafter referred to as "light intensity adjustment button (+)") is operated, the light intensity value is set to a value that is "1" added to the light intensity value before the right button was operated. When the left button of the performance key (hereinafter referred to as "light intensity adjustment button (-)") is operated, the light intensity value is set to a value that is "1" subtracted from the light intensity value before the left button was operated.

[0401] When the light intensity value is set to the maximum value "3", the light intensity adjustment button (+) will not be accepted because it is not possible to set the light intensity value to a value greater than the maximum value. Similarly, when the light intensity value is set to the minimum value "1", the light intensity adjustment button (-) will not be accepted because it is not possible to set the light intensity value to a value smaller than the minimum value.

[0402] As shown in the layer structure of Figure 8-13, the light intensity adjustment display is an image displayed on the third layer. Therefore, the light intensity adjustment display has a higher display priority than the normal effect images [fourth layer].

[0403] When the light intensity adjustment button is pressed, the light intensity adjustment effect can be executed. The light intensity adjustment effect consists of (A) an effect that displays a light intensity adjustment indicator in the light intensity adjustment display area in the lower right corner of the screen of the image display device 5, indicating the light intensity value after adjustment, and (B) an effect that plays and outputs a light intensity adjustment sound indicating the light intensity value after adjustment from speakers 8L and 8R. Hereinafter, the light intensity adjustment effect corresponding to a light intensity value of "Y" will be referred to as "light intensity adjustment effect (light intensity value: Y)", "light intensity adjustment effect (Y)", etc., as appropriate.

[0404] Furthermore, although the volume adjustment display area where the volume adjustment indicator is displayed and the light intensity adjustment display area where the light intensity adjustment indicator is displayed are both located in the lower right area of ​​the screen of the image display device 5, they are considered to be separate areas that do not overlap. Therefore, even when the volume adjustment indicator and the light intensity adjustment indicator are displayed simultaneously, they are displayed without overlapping, and visibility is not reduced.

[0405] (A) The light intensity adjustment display is an image that includes an object resembling a light bulb and a meter corresponding to the light intensity value. In this example, when the light intensity value is "1" and the light intensity adjustment button (+) is pressed, a light intensity adjustment display corresponding to a light intensity value of "2" is displayed in the light intensity adjustment display area of ​​the image display device 5. Hereafter, the light intensity adjustment display corresponding to a light intensity value of "Y" will be referred to as "light intensity adjustment display (light intensity value: Y)", "light intensity adjustment display (Y)", etc.

[0406] (B) The light intensity adjustment voice is an audio message indicating the light intensity value after adjustment. If the light intensity value after adjustment is "Y", the voice message "Light intensity set to Y" will be played. In this example, when the light intensity value is "1" and the light intensity adjustment button (+) is pressed, the light intensity adjustment voice message "Light intensity set to 2" corresponding to a light intensity value of "2" is played from speakers 8L and 8R. Hereafter, the light intensity adjustment voice message corresponding to a light intensity value of "Y" will be referred to as "Light Intensity Adjustment Voice (Light Intensity Value: Y)", "Light Intensity Adjustment Voice (Y)", etc., as appropriate.

[0407] Furthermore, the embodiment is not limited to the above, and the light intensity adjustment voice may be a different voice from a voice that includes text such as "Light intensity set to Y." For example, the light intensity adjustment voice may be a sound effect consisting only of sound without any text.

[0408] After the light intensity adjustment button is pressed and the light intensity adjustment indicator is displayed in the light intensity adjustment display area of ​​the image display device 5, if no further operation of the light intensity adjustment button is received and a predetermined period of time (5 seconds in this example) has elapsed, the light intensity adjustment indicator will be erased from the light intensity adjustment display area of ​​the image display device 5 (see Figure 8-35).

[0409] During the waiting period after receiving a command to specify a demo while waiting for a customer to start, a menu screen can be displayed that allows users to adjust the volume, brightness, and configure the auto button settings described later. Volume and brightness settings can be adjusted on this menu screen.

[0410] [Light intensity adjustment effect determination process] Figure 8-35 is a flowchart showing the process for determining the light intensity adjustment effect, which is executed when waiting for the start of a variation, when the variation starts, during the variation, when the variation ends, and during a jackpot. The CPU 120 for effect control executes the light intensity adjustment effect determination process shown in Figure 8-35 during the variable display start waiting process (step S170), variable display start setting process (step S171), variable display effect processing (step S172), jackpot effect processing (step S176), and ending process (step S177) of the effect control process processing shown in Figure 7.

[0411] First, the CPU 120 for controlling the effects determines whether or not the player has operated the light intensity adjustment button (step S02TM4010). If the player has not operated the light intensity adjustment button (step S02TM4010: NO), the CPU 120 for controlling the effects proceeds to step S02TM4050.

[0412] If the player is operating the light intensity adjustment button (step S02TM4010: YES), the performance control CPU 120 determines whether or not to accept the operation of the light intensity adjustment button (step S02TM4020).

[0413] The operation of the light intensity adjustment button is accepted when the light intensity value can be changed when the light intensity adjustment button is operated. For example, the operation of the light intensity adjustment button is accepted when the light intensity value is "1" and the light intensity adjustment button (+) is operated (light intensity value: 1 → 2), or when the light intensity value is "2" and the light intensity adjustment button (+) is operated (light intensity value: 2 → 3).

[0414] On the other hand, a situation where the light intensity adjustment button is not accepted is when the light intensity adjustment button is operated, but the light intensity value cannot be changed. For example, if the light intensity value is "1" and the light intensity adjustment button (-) is operated (light intensity value: 1 → ×), or if the light intensity value is "3" and the light intensity adjustment button (+) is operated (light intensity value: 3 → ×), these are cases where the light intensity adjustment button is not accepted.

[0415] If the light intensity adjustment button is not responded to (step S02TM4020: NO), the performance control CPU 120 proceeds to step S02TM4050.

[0416] If the light intensity adjustment button is accepted (step S02TM4020: YES), the performance control CPU 120 executes a light intensity adjustment performance based on the operation of the light intensity adjustment button (step S02TM4030), sets the light intensity adjustment flag described later (step S02TM4040), and proceeds to step S03TM4050.

[0417] The light intensity adjustment flag is a type of effect flag that is set based on whether a light intensity adjustment effect is being executed. The presence of this flag allows it to be determined that a light intensity adjustment effect has already been executed. This light intensity adjustment flag is cleared when the light intensity adjustment effect is completed (see step S02TM4070).

[0418] Next, the CPU 120 for performance control determines whether 5 seconds have elapsed since the light intensity adjustment flag was set (step S02TM4050). If 5 seconds have not elapsed since the light intensity adjustment flag was set (step S02TM4050: NO), the CPU 120 for performance control terminates processing.

[0419] If 5 seconds have passed since the light intensity adjustment flag was set (step S02TM4050: YES), the performance control CPU 120 terminates the light intensity adjustment performance (step S02TM4060), clears the light intensity adjustment flag (step S02TM4070), and then terminates the process.

[0420] [Examples of lighting intensity adjustment effects] Figure 8-36 is an explanatory diagram showing an example of the effect images and sound effects for each effect related to light intensity adjustment. Figure 8-37 is a time chart showing the execution timing of each effect related to light intensity adjustment.

[0421] The explanation for the parts of the example staging shown in Figure 8-36(1) that are the same as the example staging shown in Figure 8-14(1) will be omitted. At this time, the light intensity is set to "1".

[0422] Next, as shown in Figure 8-36(2), when the light intensity adjustment button (+) is pressed (Figure 8-37:T2), the performance control CPU 120 executes a light intensity adjustment performance (volume value: 2), displays a light intensity adjustment display LP (volume value: 2) in the light intensity adjustment display area of ​​the image display device 5, and plays a light intensity adjustment sound (volume value: 2) (in this example, the sound "Light intensity has been set to 2") from speakers 8L and 8R. At this time, although the normal mode performance sound is also played from speakers 8L and 8R, the playback output priority is normal mode performance sound < light intensity adjustment sound.

[0423] Next, as shown in Figure 8-36(3), if 5 seconds have elapsed since the operation of the light intensity adjustment button (+) was accepted without any further operation of the light intensity adjustment button (Figure 8-37: T3), the performance control CPU 120 terminates the light intensity adjustment performance (volume value: 2), erases the light intensity adjustment display LP (volume value: 2) from the light intensity adjustment display area of ​​the image display device 5, and terminates the playback output of the light intensity adjustment sound (volume value: 2) (in this example, the sound "Light intensity has been set to 2") from speakers 8L and 8R.

[0424] [Normal mode: Volume adjustment → Right-hand shooting mode: Big win FF animation] Figure 8-38 is an explanatory diagram showing examples of the animation images and sounds for each animation associated with the case where, while the volume adjustment animation started in normal mode is being executed, the game is controlled to a jackpot state and the jackpot FF animation is started. Figure 8-39 is a time chart showing the execution timing of each animation associated with the case where, while the volume adjustment animation started in normal mode is being executed, the game is controlled to a jackpot state and the jackpot FF animation is started.

[0425] First, we will omit the explanation of the parts of the example performance shown in Figure 8-38(1) that are the same as the example performance shown in Figure 8-21(1). At this time, the volume is set to "1".

[0426] Next, as shown in Figure 8-38(2), when the volume adjustment button (+) is pressed (Figure 8-39:T2), the performance control CPU 120 executes a volume adjustment performance (volume value: 2), displays a volume adjustment display VP (volume value: 2) in the volume adjustment display area of ​​the image display device 5, and plays a volume adjustment sound (volume value: 2) (in this example, the "set volume to 2" part of the "volume has been set to 2" sound) from speakers 8L and 8R. At this time, although the normal mode performance sound is also played from speakers 8L and 8R, the playback output priority is normal mode performance sound < volume adjustment sound.

[0427] Next, as shown in Figure 8-38(3), if the CPU 103 controls the game state to a jackpot game state before 5 seconds have elapsed since the volume adjustment effect started (Figure 8-39: T3), the effect control CPU 120 starts the jackpot FF effect, displays the first jackpot type notification image BP1 (in this example, an image including focus lines and the word "BONUS") on the image display device 5, and outputs the jackpot FF effect sound from speakers 8L and 8R.

[0428] At this time, the CPU 120 for controlling the performance continues to execute the volume adjustment performance, continuously displaying the volume adjustment display VP (volume value: 2) in the volume adjustment display area of ​​the image display device 5, and continuously playing the volume adjustment sound (volume value: 2) (in this example, the "set to 2" part of the "volume set to 2" sound) from speakers 8L and 8R. At this time, the jackpot FF performance sound is also being played back from speakers 8L and 8R, but the playback output priority is jackpot FF performance sound = volume adjustment sound. In other words, the jackpot FF performance sound and the volume adjustment sound are heard equally by the player.

[0429] Then, after 5 seconds have elapsed since the start of the volume adjustment effect (Figure 8-39: T4), the CPU 120 for controlling the effect terminates the volume adjustment effect, erases the volume adjustment display VP (volume value: 2) from the volume adjustment display area of ​​the image display device 5, and terminates the playback output of the volume adjustment sound (volume value: 2) from speakers 8L and 8R (not shown).

[0430] [Normal mode: Brightness adjustment → Right-hand shooting mode: Big win FF effect] Figure 8-40 is an explanatory diagram showing an example of the effect images and sound effects for each effect related to the case when the game is controlled to a jackpot state and the jackpot FF effect is started while the light intensity adjustment effect, which was started in normal mode, is being executed. Figure 8-41 is a time chart showing the execution timing of each effect related to the case when the game is controlled to a jackpot state and the jackpot FF effect is started while the light intensity adjustment effect, which was started in normal mode, is being executed.

[0431] First, we will omit the explanation of the parts of the example performance shown in Figure 8-40(1) that are the same as the example performance shown in Figure 8-21(1). At this time, the light intensity is set to "1".

[0432] Next, as shown in Figure 8-40(2), when the light intensity adjustment button (+) is pressed (Figure 8-41:T2), the CPU 120 for performance control executes a light intensity adjustment performance (light intensity value: 2), displays a light intensity adjustment display LP (light intensity value: 2) in the light intensity adjustment display area of ​​the image display device 5, and plays back a light intensity adjustment sound (light intensity value: 2) (in this example, the "set light intensity to 2" part of the "light intensity has been set to 2" sound) from speakers 8L and 8R. At this time, although the normal mode performance sound is also played back from speakers 8L and 8R, the playback output priority is normal mode performance sound < light intensity adjustment sound.

[0433] Next, as shown in Figure 8-40(3), if the CPU 103 controls the game state to a jackpot game state before 5 seconds have elapsed since the start of the light intensity adjustment effect (Figure 8-41: T3), the effect control CPU 120 starts the jackpot FF effect, displays the first jackpot type notification image BP1 (in this example, an image including converging lines and the word "BONUS") on the image display device 5, and outputs the jackpot FF effect sound from speakers 8L and 8R.

[0434] At this time, the CPU 120 for performance control continues to execute the light intensity adjustment performance, continuously displaying the light intensity adjustment display LP (light intensity value: 2) in the light intensity adjustment display area of ​​the image display device 5, and continuously playing the light intensity adjustment sound (light intensity value: 2) (in this example, the "set" part of the "light intensity has been set to 2" sound) from speakers 8L and 8R. At this time, the jackpot FF performance sound is also being played from speakers 8L and 8R, but the playback output priority is jackpot FF performance sound = light intensity adjustment sound.

[0435] Then, after 5 seconds have elapsed since the start of the light intensity adjustment effect (Figure 8-41: T4), the effect control CPU 120 terminates the light intensity adjustment effect, erases the light intensity adjustment display LP (light intensity value: 2) from the light intensity adjustment display area of ​​the image display device 5, and terminates the playback output of the light intensity adjustment sound (light intensity value: 2) from speakers 8L and 8R (not shown).

[0436] [Auto button] Various effects (hereinafter referred to as "effects requiring operation") can be executed in response to operations on the control unit (stick controller 31A, push button 31B, etc.). Effects that prompt the player to operate the control unit are referred to as "operation-promoting effects." After the operation-promoting effects are executed, the effects requiring operation are executed.

[0437] In scenes where operation of the control panel is required in the operation promotion sequence, an "auto button" can be implemented in the pachinko game machine 1 to automatically operate the control panel. The mode associated with this auto button is called the "auto button mode," the state when the auto button mode is enabled is called the "auto button ON mode," and the state when this auto button mode is disabled is called the "auto button OFF mode."

[0438] When the auto-button OFF mode is set, if the user is prompted to operate the control panel during an operation prompt, operating the control panel will execute the subsequent operation prompt, while not operating the control panel will not execute the subsequent operation prompt (see Figure 8-43). Furthermore, when the auto-button ON mode is enabled, if the operation prompt requires operation of the control panel during the operation prompt animation, the subsequent operation prompt animation will be executed regardless of whether the control panel is actually operated or not (see Figure 8-44).

[0439] Examples of interactive features include a cut-in image that hints at the likelihood of a big win before a reach is established, a final decision button feature in SP reaches that announces the display result based on the operation of the control panel, and a RUSH entry announcement feature that announces whether or not the game will be controlled to ST mode after the big win.

[0440] By performing specific operations on the control panel, it is possible to switch between auto-button modes. For example, if the device is set to Auto Button OFF mode and no action requiring operation is being performed, pressing and holding push button 31B for 3 seconds will switch from Auto Button OFF mode to Auto Button ON mode. Also, if the device is set to Auto Button ON mode, pressing and holding push button 31B for 3 seconds will switch from Auto Button ON mode to Auto Button OFF mode.

[0441] Furthermore, during the waiting period after receiving a command to specify a demo while waiting for a customer to start, a menu screen can be displayed that allows users to adjust the volume, brightness, and auto button settings, and the auto button mode can be set on this menu screen.

[0442] When the auto-button mode is switched, it is possible to execute an auto-button setting animation that shows the newly set auto-button mode to the player.

[0443] When the auto button is set to OFF mode, the auto button setting animation displays an auto button OFF setting indicator (in this example, an icon containing the text "Auto button has been deactivated") in the auto button setting display area (lower left of the screen) of the image display device 5, and an auto button OFF setting audio (in this example, the audio "Auto button has been deactivated") is played back from speakers 8L and 8R. This auto button setting animation when the auto button is set to OFF mode will be referred to as the "auto button OFF setting animation" as appropriate.

[0444] When the auto button is set to ON mode, the auto button setting animation displays an auto button ON setting indicator (in this example, an icon containing the text "Auto button has been set") in the auto button setting display area (lower left of the screen) of the image display device 5, and an auto button ON setting sound (in this example, the sound "Auto button has been set") is played back from speakers 8L and 8R. This auto button setting animation when the auto button is set to ON mode will be referred to as the "auto button ON setting animation" as appropriate.

[0445] As shown in the layer structure of Figure 8-13, the auto button setting display is an image displayed on the third layer. Therefore, the auto button setting display is an image with a higher display priority than the normal animation images [fourth layer].

[0446] Furthermore, the embodiment is not limited to the one described above, and the auto-button setting voice (auto-button OFF setting voice, auto-button ON setting voice) may be a different voice from the voice that includes text. For example, the auto-button setting voice may be a sound effect consisting only of sounds that do not include text.

[0447] After the auto button setting display (auto button OFF setting display, auto button ON setting display) is displayed in the auto button setting display area of ​​the image display device 5, if a predetermined period of time (5 seconds in this example) elapses without the auto button mode being switched again, the auto button setting display will be erased from the auto button setting display area of ​...

Claims

[Claim 1] A gaming machine that can be controlled to one of several advantageous states, including a first advantageous state and a second advantageous state, which are advantageous to the player. A variable means capable of changing between a first state in which the game medium can easily enter and a second state in which the game medium cannot enter or is difficult to enter, A round game execution means capable of executing multiple round games that change the variable means from a first state to a second state when controlled to the advantageous state, It comprises a means for executing a performance that can perform a performance, The aforementioned performance execution means is It is possible to display an error message to notify that an error has occurred. When controlled to the aforementioned advantageous state, the title display can be shown. The settings display can be shown in response to the player's settings operations. If an error occurs while the aforementioned title display is being shown, the error display can be superimposed on the aforementioned title display. When a setting operation is performed while the aforementioned title display is displayed, the setting display can be superimposed on the aforementioned title display. The elements of the title display include a first element common to both the first and second advantageous states, and a second element not included when the system is controlled to the first advantageous state but included when it is controlled to the second advantageous state. When the aforementioned performance execution means is controlled to the second advantageous state, The first component of the title display can be displayed in the first display area. The second component of the title display can be displayed in the second display area. Error messages can be displayed in a third display area that spans the first display area and the second display area. The settings display can be displayed in a fourth display area that overlaps with the first display area. After the aforementioned advantageous state ends, it is possible to control the system to a special state that is advantageous to the player. The aforementioned performance execution means is In the advantageous state, the variable means is capable of displaying a first special indication corresponding to being controlled to the special state during the special period from when it is controlled to the second state until it is controlled to the special state. In the aforementioned special state, a second special indicator corresponding to being controlled in the aforementioned special state can be displayed. When the aforementioned special state ends, a third special indication corresponding to the termination of the aforementioned special state can be displayed. The first special indication, the second special indication, and the third special indication all contain common characters. The aforementioned common characters differ in their display manner in the first special indication, the second special indication, and the third special indication. A gaming machine characterized by the following features.

Citation Information

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