Gaming machine

The gaming machine uses special image displays and state control mechanisms to enhance player engagement by offering varied suggestive performances and controlled game states, addressing the lack of effective special image presentations in existing machines.

JP7838062B2Active Publication Date: 2026-03-31SANKYO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-12-12
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

Existing gaming machines lack effective enhancements in special image-based presentations to increase entertainment value and player engagement.

Method used

A gaming machine that includes special image display means capable of moving and displaying special images, with varying suggestive performances and effects to enhance player engagement, and a state control mechanism to transition between non-special and special states with different probabilities and durations.

Benefits of technology

Enhances player engagement by providing multiple levels of suggestive performances and controlling game states to increase the frequency and duration of favorable outcomes, thereby improving the overall entertainment value.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing amusement properties of a performance using a special image.SOLUTION: A game machine includes: suggestive performance execution means that can suggest that a game state is controlled to an advantageous state and can execute suggestive performances of a plurality of kinds in which degrees of expectation differ according to performance modes; particular image display performance execution means that can display a particular image; and special performance execution means that can execute a special performance for changing the suggestive performance executed in one performance mode to a performance mode with a degree of expectation higher than that of the one performance mode by using the particular image being displayed. The special performance execution means displays a particular correspondence image when the suggestive performance is executed, and executes the special performance in a mode that the particular image acts on the particular correspondence image.SELECTED DRAWING: Figure 8-15
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko machine that can be controlled to an advantageous state favorable to a player.

Background Art

[0002] As a gaming machine, there is one in which a game ball, which is a game medium, is launched into a game area by a launching device, and when the game ball wins in a winning area such as a winning hole provided in the game area, a predetermined number of prize balls are paid out to the player. Further, a variable display device capable of variably displaying identification information (also referred to as "fluctuation") is provided, and when the display result of the variable display of the identification information in the variable display device becomes a specific display result, the game state (the state of the gaming machine. Therefore, specifically, the state in which the gaming machine is controlled.) is changed to give a predetermined game value to the player (so-called pachinko machine).

[0003] The game value means that the state of a variable winning ball device provided in the game area of the gaming machine becomes a state advantageous to a player for whom it is easy for a hit ball to win, or a right for the player to be in an advantageous state is generated, or the state in which the conditions for paying out prize balls are likely to be satisfied.

[0004] In pachinko machines, a "jackpot" occurs when a specific predetermined display pattern is derived and displayed as a result of the variable display of special symbols (identification information) initiated by a variable display device based on a game ball entering the starting prize slot. The derived display refers to the final stopping display of the symbol (final stopping symbol). When a jackpot occurs, for example, the large prize slot opens a predetermined number of times, and the game transitions to a jackpot game state where it is easier for the ball to enter. During each opening period, the large prize slot closes when a predetermined number of balls (for example, 10) enter it. The number of times the large prize slot opens is fixed to a predetermined number (for example, 15 rounds). A set opening time (for example, 29 seconds) is set for each opening, and the large prize slot closes when the opening time has elapsed, even if the number of balls entered has not reached the predetermined number. Hereafter, each opening period of the large prize slot may be referred to as a round. The game played during a round may be referred to as a round game.

[0005] Furthermore, in a variable display device, a "reach" effect refers to a state in which, while the final stopping symbol (for example, the middle symbol among the left, middle, and right symbols) remains stopped, swaying, enlarged, reduced, or deformed for a predetermined time in a state that matches a specific display result, or where multiple symbols move synchronously as the same symbol, or where the positions of the displayed symbols are swapped, and the possibility of a jackpot occurring continues before the final result is displayed (hereinafter, these states are referred to as "reach states"). The reach state and its appearance are also referred to as "reach patterns." Moreover, a variable display that includes a reach effect is called a reach variable display. If the display result of the symbols displayed on the variable display device does not match a specific display result, it is a "miss," and the variable display state ends. Players enjoy playing the game while trying to figure out how to trigger a jackpot.

[0006] Some gaming machines allow for the execution of multiple types of suggestive animations that indicate the game is being controlled to a favorable state, with varying levels of expectation depending on the animation style, and use special images displayed to change the suggestive animation to an animation style with a higher level of expectation. For example, Patent Document 1 describes how opening a gift box of the same style and displaying a gift image can trigger a pseudo-consecutive animation, a development destination animation, or an active hold animation. Also, for example, Patent Document 2 describes how the display of information about a "stock of props" on the screen informs the player that a strong animation, in which a movable object falls, will be performed next. [Prior art documents] [Patent Documents]

[0007] [Patent Document 1] Japanese Patent Publication No. 2015-134097 [Patent Document 2] Japanese Patent Publication No. 2018-50980 [Overview of the Initiative] [Problems that the invention aims to solve]

[0008] However, the gaming machines described in Patent Documents 1 and 2 have room for improvement in their use of special images for presentation.

[0009] Therefore, the present invention aims to provide a gaming machine that can enhance the entertainment value of special image-based presentations. [Means for solving the problem]

[0010] (A) A gaming machine that can be controlled to be in a favorable state for the player, Movable body and, A light-emitting body, A means of operation that can be operated by the player, A specific performance that can notify that the system is controlled to the advantageous state; an operation performance that prompts operation of the operating means in the specific performance; a movable body performance that operates the movable body when it is notified in the specific performance that the system is controlled to the advantageous state; and a post-performance that is executed after the movable body performance.The aforementioned advantageous state is controlled, and there are multiple types of suggestive performances with different levels of expectation depending on the performance mode, and a special performance that changes the suggestive performance being performed in one performance mode to a performance mode with a higher level of expectation than that one performance mode, A means for executing a performance that can perform the following: It comprises a special image display means capable of moving and displaying special images, before Record performance The execution means includes, as the suggestive performance, a first suggestive performance and a first suggestive performance that is more powerful than the first suggestive performance. Direction and execution area The second suggestive effect is small, The execution area for the effect is smaller than that of the second suggestive effect mentioned above. The third suggestive effect can be performed, before Record performance The execution means can execute the special performance in a manner in which, when the suggestive performance is being executed, a special corresponding image is displayed at the position where the performance image related to the suggestive performance is displayed. When the suggestive performance to which the special performance applies is the first suggestive performance, the special corresponding image is used for the first suggestive performance. Direction and execution area The first display size corresponding to the second suggestive effect is displayed, and when it is the second suggestive effect, the special corresponding image is displayed for the second suggestive effect. Direction and execution area It is displayed in a second display size corresponding to the first display size, and the second display size is smaller than the first display size. before Record performance The means of execution is, As a special feature, When the second suggestion effect is being performed, the special image display means displays the special image in a manner that moves toward a position corresponding to the second suggestion effect, and then displays the special corresponding image at the position corresponding to the second suggestion effect. And after the special image is superimposed on the special corresponding image Targeting the second suggestive presentation mentioned above. 1 Special effects can be implemented, As a special feature, When the second suggestion effect is being performed, the special image is displayed by the special image display means in a manner that it moves toward the position corresponding to the second suggestion effect, and then the special image is displayed in a manner that it passes through the position corresponding to the second suggestion effect, without displaying the special corresponding image at the position corresponding to the second suggestion effect. Without executing the special performance targeting the second suggestive performance,When the third suggestive effect is being executed, display the special corresponding image at the position corresponding to the third suggestive effect And after the special image is superimposed on the special corresponding image targeting the third suggestive effect 2nd It is possible to execute a special effect, The aforementioned advantageous state includes a first advantageous state and a second advantageous state which is more advantageous to the player than the first advantageous state. The aforementioned performance execution means is As for the aforementioned specific effects, it is possible to execute a first specific effect that displays a specific character, a second specific effect that displays a special character, and a third specific effect that does not display either the specific character or the special character. As a post-event performance, a first post-event performance can be performed in which the specific character is displayed after the movable body performance is performed in the first specific performance. As a post-event effect, a second post-event effect can be performed in which the special character is displayed after the movable body effect is performed in the second specific effect. As a post-event performance, after the movable body performance is performed in the third specific performance, a third post-event performance can be performed in a performance mode related to the third specific performance, in which neither the specific character nor the special character is displayed. As the aforementioned operation performance, a first operation performance that executes the aforementioned operation performance can be performed in the first specific performance, As the aforementioned operation performance, a second operation performance can be executed in the second specific performance, It is possible to make the light-emitting element light up in the aforementioned post-event effect, the aforementioned operation effect, and the aforementioned movable body effect. In the first post-event effect, it is possible to make the light-emitting element light up using a light-emitting pattern common to that of the second post-event effect. In the third post-effect, it is possible to make the light-emitting element emit light using a different light emission pattern than the first post-effect and the second post-effect. The light-emitting element can be made to emit light using a common light-emitting pattern in both the first operation effect and the second operation effect. The proportion of the game that is controlled to the second advantageous state varies depending on whether the first specific performance, the second specific performance, or the third specific performance is executed. which is characterized by this. Furthermore, the gaming machine according to the present invention is a gaming machine that can be controlled to an advantageous state (for example, a jackpot gaming state) advantageous to the player, suggestive effect execution means that can execute a plurality of types of suggestive effects (for example, an effect that displays a title display in a predetermined manner, an effect that displays an active display in a predetermined manner, a dialogue effect that displays a dialogue in a predetermined manner, a decorative pattern effect that displays a decorative pattern in a predetermined manner, etc.) that suggest being controlled to an advantageous state and have different degrees of expectation depending on the effect mode, special image display effect execution means that can display special images (for example, mini key image 030IWG10 or key image 030IWG12), special effect execution means that can execute a special effect (for example, a chance-up effect that changes the display color of an active display from the normal color (white) to blue) that changes the suggestive effect being executed in one effect mode to an effect mode with a higher degree of expectation than the one effect mode by using the displayed special image, state control means that can be controlled to a non-special state and a special state in which the start condition is more likely to be satisfied than the non-special state, A determination means capable of determining to control the state to the aforementioned advantageous state, The system includes a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods, based on the determination result of the aforementioned determination means. The special state includes a first special state which is controlled when the advantageous state controlled from the non-special state ends, and a second special state which is controlled on the condition that a predetermined number of variable displays have been performed. In the case of a variable display in which the determination means does not determine to control to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can determine in the first special state. In the case of a variable display in which the determination means does not determine to control to the advantageous state, the average period of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average period of the variable display period of the variable display pattern determined in the first special state. The special effect execution means is characterized by displaying a special corresponding image (for example, a keyhole (physical) image 030IWG11) when a suggestive effect is being executed, and executing a special effect in a manner in which the special image acts on the special corresponding image (for example, displaying a keyhole (physical) image 030IWG11 corresponding to the active display AH or decorative pattern, and executing a chance-up effect in a manner in which a key image 030IWG12 is inserted into the keyhole (physical) image 030IWG11 and rotates. See Figures 8-15(9)~(15), 8-17(9)~8-18(17), etc.). With such a configuration, when special effects using special images are performed, the effect of the effects can be enhanced by giving the special images a storyline, thereby increasing the level of interest. Furthermore, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system is not controlled to a favorable state, the variable displays for which it is not decided to control the system to a favorable state have fewer types of variable display patterns and a shorter average duration of the variable display period. As a result, the rate at which the variable displays are consumed is higher than in other states, making it possible to provide a suitable second special state and improve the product's appeal. [Brief explanation of the drawing]

[0011] [Figure 1] This is a front view of the pachinko game machine in this embodiment. [Figure 2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 3] This flowchart shows an example of the main game control process. [Figure 4] This flowchart shows an example of timer interrupt processing for game control. [Figure 5] This is a flowchart showing an example of the special pattern processing. [Figure 6] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 7] This flowchart shows an example of the performance control process. [Figure 8-1] This is an explanatory diagram showing examples of the jackpot determination table and variation pattern table in feature section 030IW. [Figure 8-2] This is an explanatory diagram showing an example of the composition of a variation pattern and the breakdown of variation time. [Figure 8-3] This is a timing chart showing the execution timing of each effect during a Super Reach. [Figure 8-4] This is an explanatory diagram showing the execution time of each effect in the first and second halves of a Super Reach. [Figure 8-5] This flowchart shows the process for setting the variable display start. [Figure 8-6] This is an explanatory diagram showing an example of a stock animation pattern determination table. [Figure 8-7] This is an explanatory diagram showing an example of a table for determining chance-up effect patterns. [Figure 8-8] This is an explanatory diagram showing examples of title display change pattern determination tables, active display change pattern determination tables, dialogue display change pattern determination tables, and decorative pattern change pattern determination tables. [Figure 8-9] This is an explanatory diagram showing a specific example of stock animation. [Figure 8-10] This is an explanatory diagram showing a specific example of stock animation. [Figure 8-11] This is an explanatory diagram showing other specific examples of stock production. [Figure 8-12] This is an explanatory diagram showing an overview of the first and second halves of the Super Reach sequence. [Figure 8-13] This is an explanatory diagram showing an overview of the first and second halves of the Super Reach sequence. [Figure 8-14] This is an explanatory diagram showing specific examples of chance-up effects that target the active display. [Figure 8-15] This is an explanatory diagram showing specific examples of chance-up effects that target the active display. [Figure 8-16] This is an explanatory diagram showing specific examples of chance-up effects that target decorative patterns. [Figure 8-17] This is an explanatory diagram showing specific examples of chance-up effects that target decorative patterns. [Figure 8-18] This is an explanatory diagram showing specific examples of chance-up effects that target decorative patterns. [Figure 8-19] This is an explanatory diagram showing a specific example of a (fake) chance-up hype effect. [Figure 8-20] This is an explanatory diagram showing specific examples of keyhole (suggestive) images and keyhole (actual) images for each type of performance that is a chance-up performance. [Figure 9] This is a front view of the pachinko game machine in this embodiment. [Figure 10] This is a rear perspective view of the pachinko game machine in this embodiment. [Figure 11]This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 12] This flowchart shows an example of the main game control process. [Figure 13] This flowchart shows an example of timer interrupt processing for game control. [Figure 14] This is a flowchart showing an example of the special pattern processing. [Figure 15] This is an explanatory diagram showing the display result determination table. [Figure 16] This diagram shows the numerical range for a jackpot and the numerical range for a miss with time reduction in the variable display of the first special symbol in normal or time-reduced state. [Figure 17] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 18] This flowchart shows an example of the performance control process. [Figure 19-1] This is a front view showing a pachinko game machine in feature section 069SG. [Figure 19-2] This is a configuration diagram showing various control boards and other components installed in the pachinko game machine in feature section 069SG. [Figure 19-3] (A) is an explanatory diagram showing each random number, (B) is an explanatory diagram showing the display result determination table, (C1) and (C2) are explanatory diagrams showing the jackpot type determination table, and (D) is an explanatory diagram showing the contents of each jackpot. [Figure 19-4] This is an explanatory diagram showing a table that determines the number of time reductions for each transition trigger. [Figure 19-5] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 19-6] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 19-7] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 19-8] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 19-9] This diagram illustrates the effects control commands. [Figure 19-10]This flowchart shows an example of the main game control process. [Figure 19-11] This flowchart shows an example of the normal processing of special symbols. [Figure 19-12] This flowchart shows an example of the normal processing of special symbols. [Figure 19-13] This is a flowchart showing an example of the special symbol stopping process. [Figure 19-14] This is a flowchart showing an example of the special symbol stopping process. [Figure 19-15] This is a state transition diagram used to explain state transitions. [Figure 19-16] This is an explanatory diagram for explaining the "Playtime" (relief time reduction) feature. [Figure 19-17] This is also an explanatory diagram for explaining the "Playtime" (rescue time reduction) feature. [Figure 19-18] This is also an explanatory diagram for explaining the "Playtime" (rescue time reduction) feature. [Figure 19-19] (A) is an explanatory diagram showing specific examples of presentation methods related to Battle Rush, and (B) is an explanatory diagram showing specific examples of presentation methods related to Playtime. [Figure 19-20] This is an explanatory diagram showing specific examples of presentation methods related to Extreme Battle Rush. [Figure 19-21] This is an explanatory diagram illustrating specific examples of presentation methods related to variable display count and special display count. [Figure 19-22] This is a time chart showing the timing of the animations that occur when the relief time reduction is reached after the RAM is cleared. [Figure 19-23] This is an explanatory diagram illustrating specific examples of the presentation patterns when a relief time reduction is reached after a RAM clear. [Figure 19-24] (A) is a time chart showing the timing of the execution of the special effects when the relief time-saving mode is reached after 900 variable displays following a big win, and (B) is a time chart showing a modified version of the time-saving mode entry effect B. [Figure 19-25] This is an explanatory diagram illustrating a specific example of the presentation patterns when a relief time-saving feature is reached after a big win, with a variable display of 900 spins. [Figure 19-26]This is an explanatory diagram showing an example of the animation when the number of reserved memories is 0 when the rescue time reduction is reached. [Figure 19-27] This is an explanatory diagram showing an example of the animation sequence when the number of reserved memories is 1 or more when the relief time reduction is reached. [Figure 19-28] This is an explanatory diagram illustrating specific examples of presentation methods for the customer waiting screen. [Figure 19-29] This figure shows an example of a performance operation related to the transition to the customer waiting screen, as a modified example of feature section 069SG. [Figure 19-30] This figure shows a modified example of a performance operation example related to the transition to the customer waiting screen, as a modified example of feature section 069SG 1. [Figure 19-31] This flowchart shows a modified example of feature section 069SG, specifically the timer interrupt processing for game control. [Figure 19-32] This flowchart shows the special symbol stopping process as a modified example of feature section 069SG 2. [Figure 19-33] This flowchart shows the special symbol stopping process as a modified example of feature section 069SG 2. [Figure 19-34] This flowchart shows the display process as a modified example of feature section 069SG. [Figure 19-35] This figure shows a modified example 3 of feature section 069SG. [Figure 19-36] This is a diagram to explain the content of various performances. [Figure 19-37] This diagram shows an example of the visual effects used in countdown announcements. [Figure 19-38] Similarly, this is a diagram showing an example of the animation and actions used in the countdown announcement. [Figure 19-39] This diagram shows an example of the animation and action for the pending change notification. [Figure 19-40] This diagram shows an example of the animation and action for the symbol chance notification. [Figure 19-41] This diagram shows an example of the animation and operation of the effect display notification. [Figure 19-42] (A) to (D) are diagrams showing the pre-announcement type determination table. [Figure 19-43](A) to (F) are diagrams showing a preview notice effect pattern determination table. [Figure 19-44] It is a flowchart showing an example of variable display start setting processing. [Figure 19-45] It is a flowchart showing an example of an effect processing during variable display. [Figure 19-46] (A) is a reach notice execution determination table, and (B) to (E) are diagrams showing a button notice effect pattern determination table. [Figure 19-47] (A) to (D) are diagrams showing a character notice pattern determination table. [Figure 19-48] (A) to (D) are diagrams showing a movable body motion pattern determination table. [Figure 19-49] (A) to (D) are diagrams showing a movable body notice pattern determination table. [Figure 19-50] (A) to (C) are diagrams for explaining various operation examples according to game states. [Figure 19-51] (A) is a timing chart showing the variable display mode of symbols in a certain probability state, a deviation shortening non-reach variable pattern in time shortening state A, and (B) is a deviation shortening non-reach variable pattern in time shortening state B. [Figure 19-52] It is an example of an effect operation of a deviation shortening non-reach variable pattern in a certain probability state and time shortening state A. [Figure 19-53] It is an example of an effect operation of a deviation shortening non-reach variable pattern in a certain probability state and time shortening state A. [Figure 19-54] It is an example of an effect operation of a deviation shortening non-reach variable pattern in time shortening state B. [Figure 19-55] It is an example of an effect operation of SP reach E and SP reach D. [Figure 19-56] It is a diagram for comparing example effect operations of non-reach deviation variable patterns. [Figure 19-57] It is a diagram for comparing example effect operations of non-reach deviation variable patterns. [Figure 19-58] It is a diagram for comparing example effect operations of super reach variable patterns. [Figure 19-59]This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 19-60] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 19-61] (A) to (C) are timing charts showing examples of control operations in SP Reach E, C, and D. [Figure 19-62] This diagram compares a super reach with a non-reach miss. [Figure 19-63] (A) to (C) are diagrams showing examples of the introductory sequence for entering the bonus round, and (D) is a diagram showing examples of the sequence for entering the bonus round A. [Figure 19-64] (A1) to (A4) are diagrams showing examples of the animations for entering a bonus round, and (B1) to (B4) are diagrams showing examples of the animations for entering a time-saving mode B. [Figure 19-65] This is an explanatory diagram showing a specific example of the variation pattern determination table as Embodiment 2 in feature section 069SG. [Figure 19-66] This figure shows a part of the variable display start setting process as Embodiment 2 in feature section 069SG. [Figure 19-67] This figure shows the variable display effect pattern determination table. [Figure 19-68] This is an example of the animation and actions for SP Reach D. [Figure 19-69] This diagram illustrates the characteristics of different game states. [Figure 20-1] In feature section 099SG, (A) is an explanatory diagram showing each random number, (B1) and (B2) are explanatory diagrams showing the jackpot type determination table, and (C) is an explanatory diagram of the jackpot type. [Figure 20-2] (A) and (B) are explanatory diagrams showing the normal symbol win determination table, (C) is an explanatory diagram of the variable display time of the normal symbols, and (D) is an explanatory diagram of the opening time of the second starting prize entry when a normal symbol win occurs. [Figure 20-3] This is an explanatory diagram of the variation patterns corresponding to the variable display results. [Figure 20-4] This is an explanatory diagram of the data storage area for game control. [Figure 20-5] This is an explanatory diagram of the fluctuation pattern determination table under normal conditions. [Figure 20-6] This is an explanatory diagram of the fluctuation pattern determination table during the probability variation state. [Figure 20-7] This is an explanatory diagram of the fluctuation pattern determination table during the probability variation state. [Figure 20-8] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state A. [Figure 20-9] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state A. [Figure 20-10] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state B. [Figure 20-11] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state B. [Figure 20-12] This is a diagram illustrating the probability of winning a prize at the starting prize slot and the interval between winning prizes. [Figure 20-13] This is an explanatory diagram of the period values ​​α, β, and γ. [Figure 20-14] This is an explanatory diagram of the period values ​​α', β', and γ'. [Figure 20-15] This is an explanatory diagram of the period values ​​δ, ε, and ζ. [Figure 20-16] This is an explanatory diagram of the period values ​​δ', ε', and ζ'. [Figure 20-17] This is an explanatory diagram of the period values ​​η, θ, and ι. [Figure 20-18] This is an explanatory diagram of the period values ​​η', θ', and ι'. [Figure 20-19] This is an explanatory diagram of the period values ​​κ, λ, and μ. [Figure 20-20] This is an explanatory diagram of the period values ​​κ', λ', and μ'. [Figure 20-21] This is an explanatory diagram of the period values ​​ν, ξ, and π. [Figure 20-22] This is an explanatory diagram of the period values ​​ν', ξ', and π'. [Figure 20-23] This is a diagram illustrating the values ​​for each period. [Figure 20-24] (A) is an explanatory diagram of the actual shooting values ​​for 10 hours of pachinko gaming machines, and (B) is an explanatory diagram of the design values ​​for pachinko gaming machines. [Figure 20-25] This is an explanatory diagram for calculating the average change time under normal conditions. [Figure 20-26] This is an explanatory diagram for calculating the average fluctuation time in time-saving state A. [Figure 20-27] This is an explanatory diagram for calculating the average fluctuation time in time-saving state B. [Figure 20-28] This is an explanatory diagram for calculating the average fluctuation time during a bonus round. [Figure 20-29] This diagram illustrates the average variation time when the second special symbol is affected by the time-saving state A, time-saving state B, and probability variation state. [Figure 20-30] This diagram illustrates the average variation time when the second special symbol displays variations 110 times in the time-saving state A, time-saving state B, and probability variation state. [Figure 20-31] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 3 reserved symbols in the second special symbol in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 3 reserved symbols in the second special symbol in the time-saving state A, time-saving state B, and probability variation state. [Figure 20-32] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 2 reserved symbols in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 2 reserved symbols in the time-saving state A, time-saving state B, and probability variation state. [Figure 20-33] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 1 reserved memory in the second special symbol in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 1 reserved memory in the second special symbol in the time-saving state A, time-saving state B, and probability variation state. [Figure 20-34](A) is an explanatory diagram of the average fluctuation time when 110 times of variable display are executed in the time-saving state A, time-saving state B, and the probability variation state with the number of stored memories in the second special figure being 0, and (B) is an explanatory diagram of the average fluctuation time when 1100 times of variable display are executed in the time-saving state A, time-saving state B, and the probability variation state with the number of stored memories in the second special figure being 0. [Figure 20-35] It is an explanatory diagram of each period value. [Figure 20-36] It is an explanatory diagram of each period value. [Figure 21-1] It is an explanatory diagram showing a specific example of the fluctuation pattern in the feature part 018SG. [Figure 21-2] (A) is an explanatory diagram showing a specific example of the fluctuation pattern determination table in the low base state, and (B) is an explanatory diagram showing a specific example of the fluctuation pattern determination table in the high base state. [Figure 21-3] It is a diagram showing the execution periods of various effects in the big win fluctuation patterns of the super reach α, β, and γ. [Figure 21-4] It is a diagram showing the execution periods of various effects in the off - target fluctuation patterns of the super reach α, β, and γ. [Figure 21-5] (A) is a diagram for explaining the content of various effects, and (B) is a diagram for explaining the character type. <​​​​​​​​​​​​​​​This is a diagram showing the operation examples of the SP reach effects B and C. [Figure 21-12] This is a diagram showing the operation examples of the SP reach effects D and E. [Figure 21-13] This is a diagram showing the operation example of the right / wrong button effect. [Figure 21-14] This is a diagram showing the operation example of the movable body effect. [Figure 21-15] This is a diagram showing the operation examples of the jackpot notification effects of the SP reach effects A to E. [Figure 21-16] This is a diagram showing the operation examples of the losing notification effects of the SP reach effects A to E. [Figure 21-17] This is a diagram showing the operation example of the post-game effect A. [Figure 21-18] This is a diagram showing the operation example of the post-game effect B. [Figure 21-19] This is a diagram showing the operation example of the post-game effect B. [Figure 21-20] (A) shows the SP reach effect type determination table A, (B) shows the SP reach effect type determination table B, and (C) shows the SP reach effect type determination table C. [Figure 21-21] This is a diagram for explaining the data table for lighting the frame LED in a smooth rainbow lighting pattern. [Figure 21-22] This is a diagram for explaining the data table for lighting the frame LED in a flash rainbow lighting pattern. [Embodiment for Carrying Out the Invention]

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

[0013] (Configuration, etc. of the pachinko machine 1) 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.

[0014] 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 a variable display (also called a 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.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] 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.

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

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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).

[0036] 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.

[0037] 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.

[0038] 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).

[0039] 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).

[0040] 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.

[0041] (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).

[0042] 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).

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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."

[0047] 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.

[0048] 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).

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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).

[0054] 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.

[0055] 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.).

[0056] 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).

[0057] 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.

[0058] 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".

[0059] 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.

[0060] (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.

[0061] 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).

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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."

[0067] 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").

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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).

[0072] (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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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).

[0077] 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).

[0078] 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.

[0079] 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.

[0080] 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.

[0081] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances 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.

[0082] 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.

[0083] 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.

[0084] 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).

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] 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).

[0091] 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).

[0092] 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.

[0093] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.

[0094] (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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 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.

[0102] 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.

[0103] 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.

[0104] 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).

[0105] 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).

[0106] 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.

[0107] 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.

[0108] 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).

[0109] 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.

[0110] 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.

[0111] 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").

[0112] 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.

[0113] 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.

[0114] 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.

[0115] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes 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.

[0116] 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 "Small 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 "Small 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.

[0117] 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.

[0118] 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.

[0119] 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.

[0120] 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.

[0121] 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 opening to an open state 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.

[0122] 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 slot was opened, and determining whether it is time to return the large prize slot from the open state to the closed state based on the measured elapsed time. When the large prize slot 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.

[0123] 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.

[0124] (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.

[0125] 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.

[0126] 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.

[0127] 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.

[0128] 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.

[0129] 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.

[0130] 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.

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

[0132] 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 specifying the start of the variable display is received from the main board 11. When it is determined that the variable display of the decorative pattern in the image display device 5 is to be started, the value of the production process flag is updated to "1", and the variable display start waiting process is terminated.

[0133] 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 or not, mode, and execution start timing of various productions such as reach production and various notice productions 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 and the like 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.

[0134] 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 / blink 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.

[0135] 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.

[0136] 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.

[0137] 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.

[0138] 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.

[0139] 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.

[0140] (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.

[0141] 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.

[0142] 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).

[0143] 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.

[0144] 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.

[0145] 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.

[0146] 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%."

[0147] (Explanation of feature section 030IW) Next, the characteristic part 030IW of this embodiment will be described.

[0148] (Big win determination table) Figure 8-1 is an explanatory diagram showing an example of a jackpot determination table and a variation pattern table. Of these, Figure 8-1(A) is an example of a jackpot determination table used in this feature unit 030IW. As shown in Figure 8-1(A), in this example, based on the random number for jackpot determination, it is determined that there is a probability of approximately 1 / 300 for a jackpot in a low probability state, and a probability of approximately 1 / 30 for a jackpot in a high probability state.

[0149] Furthermore, the configuration is not limited to that shown in Figure 8-1(A). For example, the probability of winning a jackpot may differ depending on whether the first special symbol variation display is performed or the second special symbol variation display is performed.

[0150] Furthermore, for example, if the system is configured to allow the player to set to one of several setting values ​​that offer different levels of advantage, and if setting confirmation and setting change processes are performed when the power is turned on to the pachinko machine 1, allowing the player to check the current setting value or change the setting value, then the probability of winning a jackpot may differ depending on which setting value is selected.

[0151] Furthermore, multiple types of jackpots may be provided, each with a different degree of advantage. Specifically, the number of rounds in a jackpot game and the game state after the jackpot game may differ depending on the type of jackpot. In this case, when it is decided to award a jackpot based on a random number for jackpot determination, the type of jackpot is determined based on a random number for type determination.

[0152] (Variation pattern table) Figures 8-1(B) and (C) are explanatory diagrams showing specific examples of the variation pattern tables in feature section 030IW. Of these, Figure 8-1(B) shows a specific example of the variation pattern table for losing, and Figure 8-1(C) shows a specific example of the variation pattern table for winning. Note that the variation pattern tables shown in Figures 8-1(B) and (C) are both used in low probability states. In high probability states or high base states, variation pattern tables with different proportions of judgment values ​​(not shown) may be used.

[0153] In this example, as shown in Figure 8-1(B), if the result is a miss, the variation pattern will be determined to be one of the following: variation pattern PA1-1 (normal variation), variation pattern PA1-2 (shortened variation), variation pattern PA2-1 (normal reach), variation pattern PA2-2 (super reach A), variation pattern PA2-3 (super reach B), variation pattern PA2-4 (super reach A (with chance up)), and variation pattern PA2-5 (super reach B (with chance up)).

[0154] In this example, as shown in Figure 8-1(C), when a jackpot is achieved, the variation pattern is determined to be one of the following: variation pattern PB2-1 (normal reach), variation pattern PB2-2 (super reach A), variation pattern PB2-3 (super reach B), variation pattern PB2-4 (super reach A (with chance up)), and variation pattern PB2-5 (super reach B (with chance up)).

[0155] In this example, during the super reach after the reach is established, a stock effect for storing an item (in this example, a key) and a chance-up effect for changing the effect mode of other effects (that is, increasing the jackpot expectation level suggested by other effects) using the stored item (key) are configured to be executable. With such a configuration, it is possible to improve the interest during the super reach and enhance the sense of expectation for the stock effect and the chance-up effect. Hereinafter, executing the chance-up effect using the stored item (key) is also referred to as releasing the stored item (key).

[0156] In this example, the super reach is a series of effects unfolded after the reach is established. When the effect control is performed based on the variation patterns PA2-2, PA2-3, PB2-2, PB2-3 in which the chance-up effect (and the stock effect) is not executed, there are two parts during the super reach: a first half part A of the super reach where a sentry effect that serves as a sentry for the battle effect is executed, and a second half part of the super reach where the battle effect is executed. Also, when the effect control is performed based on the variation patterns PA2-4, PA2-5, PB2-4, PB2-5 in which the chance-up effect (and the stock effect) is executed, there are three parts during the super reach: a super reach introduction part where the stock effect is executed, a first half part B of the super reach where the chance-up effect is executed together with the sentry effect, and a second half part of the super reach where the battle effect is executed. With such a configuration, since the stock effect and the chance-up effect are executed during the period before the battle effect, which is the climax of the excitement of the super reach, the effect can be gradually enhanced by increasing the excitement of the effects.

[0157] In this example, as shown in FIGS. 8-1(B) and (C), the super reach where the chance-up effect (and the stock effect) is executed has a higher jackpot expectation than the super reach where the chance-up effect (and the stock effect) is not executed, and further, the super reach B is configured to have a higher jackpot expectation than the super reach A. With such a configuration, it is possible to create an expectation regarding whether the chance-up effect (and the stock effect) is executed and with which super reach it is executed.

[0158] Note that, not limited to the example shown in FIG. 8-1, for example, a variation pattern may be provided in which a pseudo continuous effect is executed once or multiple times before the super reach, and the jackpot expectation may be made different according to the number of times of the pseudo continuous effect.

[0159] Next, the configuration of each variation pattern will be described. FIG. 8-2 is an explanatory diagram showing an example of the configuration of the variation pattern and the breakdown of the variation time. In this example, as shown in FIG. 8-2, as elements constituting the variation pattern (which can also be said to be the effects executed in the variation pattern), there are "normal variation" that performs variation display in a normal mode, "shortened variation" that performs variation display in a mode shorter than the normal variation, "normal reach" that performs a normal reach as a reach effect, "super reach introduction (stock effect)" that performs a stock effect in the super reach introduction part as a reach effect, "super reach first half A (without chance-up effect)" that performs a scout effect in the first half part A of the super reach, "super reach first half B (with chance-up effect)" that performs a scout effect and a chance-up effect in the first half part B of the super reach, "super reach second half (battle effect)" that performs a battle effect in the second half part of the super reach, and "jackpot blessing effect" that performs a blessing effect for winning the jackpot. Note that, not limited to the example shown in FIG. 8-2, for example, other elements such as elements that perform a pseudo continuous effect may be provided.

[0160] As shown in Figure 8-2, variation pattern PA1-1 is a variation pattern that is an outlier in normal variation, and its constituent elements include "normal variation" (15 seconds), with a total variation time of 15 seconds. Variation pattern PA1-2 is a variation pattern that is an outlier in shortened variation, and its constituent elements include "shortened variation" (5 seconds), with a total variation time of 5 seconds.

[0161] Furthermore, variation pattern PA2-1 is a variation pattern that goes through a normal reach and then results in a loss. The elements that make up the variation pattern include a "normal reach" (20 seconds), and the total variation time is 20 seconds.

[0162] Furthermore, variation patterns PA2-2 and PA2-3 are variation patterns that result in a loss after going through the first half of the super reach (Part A) where no chance-up effects are performed, and the second half of the super reach. The elements that make up the variation pattern include "Super Reach First Half A (No Chance-Up Effects)" (30 seconds) and "Super Reach Second Half (Battle Effects)" (40 seconds), and the total variation time is 70 seconds.

[0163] Furthermore, variation patterns PA2-4 and PA2-5 are variation patterns that result in a loss after going through a super reach introduction part, a super reach first half part B where chance-up effects are executed, and a super reach second half part. The elements that make up the variation pattern include "super reach introduction (stock effect)" (30 seconds), "super reach first half B (with chance-up effect)" (40 seconds), and "super reach second half (battle effect)" (40 seconds), and the total variation time is 110 seconds.

[0164] Furthermore, variation pattern PB2-1 is a variation pattern that leads to a jackpot from a normal reach, and its constituent elements include a "normal reach" (20 seconds) and a "celebration animation upon winning" (20 seconds), with a total variation time of 40 seconds.

[0165] Furthermore, the variation patterns PB2-2 and PB2-3 are variation patterns that result in a big win after going through the first half of the super reach (Part A) where no chance-up effects are performed, and the second half of the super reach. The elements that make up the variation pattern include "Super Reach First Half A (No Chance-Up Effects)" (30 seconds), "Super Reach Second Half (Battle Effects)" (40 seconds), and "Winning Celebration Effects" (20 seconds), and the total variation time is 90 seconds.

[0166] Furthermore, the variation patterns PB2-4 and PB2-5 are variation patterns that lead to a jackpot after going through a super reach introduction part, a super reach first half part B where chance-up effects are executed, and a super reach second half part. The elements that make up the variation pattern include "super reach introduction (stock effect)" (30 seconds), "super reach first half B (with chance-up effects)" (40 seconds), "super reach second half (battle effect)" (40 seconds), and "winning celebration effect" (20 seconds), and the total variation time is 130 seconds.

[0167] In the example shown in Figure 8-2, the duration of the first and second parts of the Super Reach are the same for both Super Reach A and Super Reach B. However, the configuration is not limited to this, and the duration of the performance may differ depending on the type of Super Reach.

[0168] (The timing of each effect during a Super Reach) Next, we will explain the timing of the stock and chance-up effects. Figure 8-3 is a timing chart showing an example of the timing of each effect.

[0169] In this example, the variation time (which can also be called the total performance execution time) is determined by the variation pattern determined on the main board 11, and the performance control board 12 determines the execution timing and performance duration of stock performances and chance-up performances based on the variation pattern. However, as will be explained in detail later, for some types of performances, the execution timing is predetermined in accordance with the variation pattern. It should be noted that, not limited to this example, it is also possible to have variation patterns with predetermined execution timings and performance durations for stock performances and chance-up performances, and have the main board 11 determine which variation pattern to use.

[0170] Figure 8-3(A) shows the case where a super reach is performed without any chance-up elements. In this case, as shown in Figure 8-3(A), a preliminary sequence is performed in the first part A of the super reach, and a battle sequence is performed in the second part of the super reach.

[0171] Figure 8-3(B) shows the case where a Super Reach with a chance-up feature is executed. In this case, a stock animation is first executed in the Super Reach introduction part. Then, in the first half of the Super Reach part B, a chance-up animation is executed along with a preliminary animation. Finally, a battle animation is executed in the second half of the Super Reach.

[0172] As shown in Figure 8-3(B), in this example, there are up to three opportunities to stock items (keys) at timings A to C during the stocking animation (timings (A) to (C) shown in Figure 8-3(B)). In this example, there are up to three opportunities to stock items (keys) during the stocking animation, but the configuration is not limited to this; it could be two or fewer, or four or more.

[0173] In this example, the title display (the animation that displays the title), the active display (the animation that displays the active display), the dialogue display (the dialogue animation that displays the dialogue), and the decorative symbols (the decorative symbols animation that displays the decorative symbols) in the first half of the super reach each suggest a different probability of winning a jackpot depending on the animation style. The animation style changes (i.e., the suggested probability of winning a jackpot increases) when the corresponding chance-up animation is performed.

[0174] Specifically, if one item (key) is stocked during the stocking animation, a chance-up animation will be executed once targeting one of the following: title display (animation that displays the title display), active display (animation that displays the active display), dialogue display (dialogue animation that displays the dialogue display), or decorative symbol (decorative symbol animation that displays the decorative symbol). If two items (keys) are stocked during the stocking animation, a chance-up animation will be executed once each targeting two of the following: title display (animation that displays the title display), active display (animation that displays the active display), dialogue display (dialogue animation that displays the dialogue display), or decorative symbol (decorative symbol animation that displays the decorative symbol). If three items (keys) are stocked during the stocking animation, a chance-up animation will be executed once each targeting three of the following: title display (animation that displays the title display), active display (animation that displays the active display), dialogue display (dialogue animation that displays the dialogue display), or decorative symbol (decorative symbol animation that displays the decorative symbol). Note that the configuration is not limited to this example; a single performance can be used to trigger multiple chance-up performances. In this case, each time a chance-up performance is triggered, a stocked item (key) is released.

[0175] As shown in Figure 8-3(B), in this example, the first to fifth timings (timings (1) to (5) shown in Figure 8-3(B)) are provided as opportunities to execute chance-up effects during the first half of the super reach. In this example, the first to fifth timings in the first half of the super reach are determined separately for each variation pattern (or each type of super reach), but they may also be the same timing for all variation patterns (or types of super reaches).

[0176] In this example, as shown in Figure 8-3(C), the chance-up effects targeting the title display (the effect of displaying the title display) can be executed at the first timing, the chance-up effects targeting the active display (the effect of displaying the active display) can be executed at the second or fourth timing, the chance-up effects targeting the dialogue display (the dialogue effect of displaying the dialogue display) can be executed at the third timing, and the chance-up effects targeting the decorative symbols (the decorative symbol effect of displaying the decorative symbols) can be executed at the fifth timing.

[0177] The timing at which a chance-up effect targeting the active display (an effect that displays the active display) is executed—either at the second timing or the fourth timing—is determined by lottery. On the other hand, the timing at which chance-up effects targeting the title display (an effect that displays the title display), dialogue display (a dialogue effect that displays the dialogue display), or decorative symbols (a decorative symbol effect that displays the decorative symbols) are executed is fixed for each variation pattern. However, the configuration is not limited to this; the timing at which a chance-up effect targeting the active display (an effect that displays the active display) is executed may also be fixed, or the timing at which a chance-up effect targeting the title display (an effect that displays the title display), dialogue display (a dialogue effect that displays the dialogue display), or decorative symbols (a decorative symbol effect that displays the decorative symbols) is executed may be determined by lottery at one of multiple timings.

[0178] Note that the execution order of the sequences that trigger the chance-up sequences is not limited to the example shown in Figure 8-3, and may be in other orders. However, it is desirable that the sequence of sequences that trigger the chance-up sequences be designed so that the probability of winning a jackpot increases more easily as the sequence progresses (for example, the sequence is more likely to change to a sequence with a high probability of winning a jackpot). Such a configuration allows players to focus on when the chance-up sequences will be executed, and prevents disappointment to players who have built up expectations for the timing of the changes (for example, their expectations increased as the first half of the super reach progressed).

[0179] Also in this example, when a chance-up effect is executed during super reach, a stock effect is always configured to be executed as well. However, it is not limited to such a configuration, and there may be a pattern in which the chance-up effect is executed without the stock effect being executed. When configured in this way, for example, a variation pattern including a stock effect and a chance-up effect and a variation pattern including no stock effect but including a chance-up effect are provided in advance. When the former variation pattern is determined on the main board 11 side, based on the determined variation pattern, the effect contents of the stock effect and the chance-up effect are determined on the effect control board 12 side in the manners shown in FIGS. 8-5 to 8-8 described later. When the latter variation pattern is determined on the main board 11 side, based on the determined variation pattern, the presence or absence of the execution of the chance-up effect and the type of the chance-up effect to be executed are determined on the effect control board 12 side. Thus, by providing a pattern in which the chance-up effect is executed without the stock effect being executed, the presence of the chance-up effect is increased, and in a situation where it is visualized that the chance-up effect will be executed in the future, the player can enjoy the effect with a sense of superiority. Further, in such a case, it may be configured such that when the stock effect is executed in advance, the ratio of the number of chance-up effects to be executed is higher than when it is not executed (that is, it is configured such that the expectation degree of a big win is likely to be increased by the chance-up effect), the execution of the stock effect is positioned as an advantage, and the player can be made to expect the execution of the stock effect.

[0180] Also in this example, in super reach, there are always a first half part and a second half part of super reach. However, it is not limited to such a configuration. For example, when a stock effect is executed, the first half part of super reach may be omitted, and the part next to the super reach introduction part may be the second half part of super reach, and a chance-up effect may be performed in the second half part. With such a configuration, it is possible to prevent the total execution time of the reach with a high expectation degree from becoming too long.

[0181] Furthermore, if an exceptional pattern is created in which the first half of the super reach is omitted, it is desirable that in the basic pattern in which it is not omitted, when the super reach progresses from the first half to the second half, other animation images are displayed at the boundary between the first and second halves in a manner that covers all the animation images related to the super reach, or that the content of the animation is clearly divided between the first and second halves. For example, at the boundary between the first and second halves, images such as the effect images and characters related to the chance-up animation shown in Figure 8-15(13) later, or the text display of "Hold Rank Up", may be displayed in a manner that covers all the animation images related to the super reach. Alternatively, for example, the content of the animation may be divided so that a preliminary animation is performed in the first half and a battle animation is performed in the second half, or the content of the animation may be divided so that a battle scene is displayed in the first half and a climactic scene such as the character unleashing a special move is displayed in the second half. By doing so, even when the first half of the super reach is omitted, the flow of the animation will not feel unnatural.

[0182] Furthermore, in the example shown in Figure 8-3, the timing of stocking and the timing of the chance-up effects are shown as uniform for convenience, but they do not have to be uniform; they can be at any time within the period.

[0183] (Execution time of each effect in Super Reach) Next, we will explain the execution time of each effect in a Super Reach. Figure 8-4 is an explanatory diagram showing the execution time of each effect in the first and second halves of a Super Reach.

[0184] In the examples shown in Figure 8-4, Figure 8-4(A) shows an example in which a chance-up effect targeting the title display (an effect that displays the title) is executed at the first timing of the first half of the super reach (timing (1) shown in Figure 8-4), a chance-up effect targeting the dialogue display (a dialogue effect that displays the dialogue) is executed at the third timing (timing (3) shown in Figure 8-4), and a chance-up effect targeting the decorative symbols (a decorative symbol effect that displays the decorative symbols) is executed at the fifth timing (timing (5) shown in Figure 8-4) (corresponding to the eighth effect pattern of the chance-up effect described later).

[0185] Furthermore, Figure 8-4(B) shows an example in which a chance-up effect targeting the title display (an effect that displays the title) is executed at the first timing of the first half of the super reach, and a chance-up effect targeting the decorative symbols (a decorative symbol effect that displays decorative symbols) is executed at the fifth timing (corresponding to the seventh effect pattern of the chance-up effect described later).

[0186] Furthermore, in the example shown in Figure 8-4, during the latter half of the super reach, a movable body effect is performed in which the movable body 32 operates before the end of the variation (for example, when announcing that it will be controlled to a jackpot).

[0187] In this example, as shown in Figure 8-4(A) when a dialogue sequence without a chance-up sequence is executed and in Figure 8-4(B) when a dialogue sequence with a chance-up sequence is executed, the sequence targeted by the chance-up sequence is configured such that when the sequence changes due to the chance-up sequence, the execution time is longer than when the sequence does not change due to the chance-up sequence. Specifically, the execution time T11 of the dialogue sequence shown in Figure 8-4(A) is longer than the execution time T12 of the dialogue sequence shown in Figure 8-4(B). With this configuration, when a chance-up sequence is executed, it is possible to ensure a period for executing the chance-up sequence and the sequence targeted by it (for example, a period for notifying that a change has occurred and the sequence after the change).

[0188] Furthermore, if the execution time of a performance is configured to change depending on whether or not a chance-up performance is present, it may affect the execution timing of other performances, potentially increasing the amount of data related to performance control and complicating processing. Also, since the variation time (i.e., the total performance execution time) is predetermined and fixed for each variation pattern, there is a risk that a performance may not fit within the time limit, or that there may be excess time. Therefore, in this example, the execution period of the movable body performance is made different depending on whether or not a chance-up performance is present, thereby minimizing the impact on other performances and ensuring that all performances fit within the time limit without any sense of incongruity.

[0189] In other words, in this example, the execution time T11 of the dialogue effect shown in Figure 8-4(A) is longer than the execution time T12 of the dialogue effect shown in Figure 8-4(B), while the execution time T21 of the movable body effect shown in Figure 8-4(A) is shorter than the execution time T12 of the movable body effect shown in Figure 8-4(B). The execution time of the chance-up effect targeting decorative symbols (decorative symbol effects that display decorative symbols) is the same for all.

[0190] For example, as a movable body effect, if the movable body 32 is controlled to move from its initial position to an effect position in front of the display area of ​​the image display device 5 and remain in that effect position for a predetermined period of time, and during that predetermined period the image display device 5 is controlled to display effect images or the like to emphasize the movable body effect (in this case, the movable body 32 itself may be controlled to operate at the effect position), and then the movable body 32 is controlled to move from the effect position back to its initial position, the execution time of the movable body effect can be adjusted by lengthening or shortening the period during which the movable body 32 remains in the effect position. By adjusting the execution time of the movable body effect in this way, it is possible to respond to subtle changes in the effect time depending on whether or not there is a chance-up effect. With this configuration, the execution time of the effect changes depending on whether or not there is a chance-up effect, while preventing an increase in the amount of data related to the effect control and preventing the processing from becoming more complex, and all effects can be completed within the time without any sense of incongruity.

[0191] Regarding the adjustment of the performance time, it may be done using performances other than the movable body performance, for example. For example, if the variable display result is a miss and the movable body performance is not executed before the end of the variation, the time for temporarily displaying the decorative symbol indicating a miss after returning from the performance image related to the super reach to the normal background image before the end of the variation may be adjusted by lengthening or shortening the time.

[0192] In this example, multiple chance-up effects can be executed, and the execution time is configured to vary depending on the chance-up effect being performed. Specifically, as shown in Figure 8-4(A), chance-up effects targeting decorative symbols have a longer execution time than chance-up effects targeting title displays or dialogue displays. As will be explained in more detail later, chance-up effects targeting decorative symbols have a higher probability of resulting in a big win than chance-up effects targeting title displays or dialogue displays, so extending the execution time of these effects enhances their impact. With this configuration, various chance-up effects can be executed at appropriate execution times, thereby enhancing their impact.

[0193] In this example, while one chance-up animation targeting one animation is being executed, other chance-up animations targeting other animations are not executed. For example, as shown in Figure 8-4, chance-up animations targeting different animations are executed after a predetermined period of time has elapsed. This configuration allows the player to focus on the chance-up animation that is currently being executed.

[0194] (Variable display start setting process) Figure 8-5 is a flowchart of the variable display start setting process (step S171) in the performance control process shown in Figure 7. In the variable display start setting process, the performance control CPU 120 first reads a variable pattern command from the variable pattern command storage area (step 030IWS801). Next, the performance control CPU 120 determines the display result (stopped pattern) of the decorative pattern according to the variable pattern command read in step 030IWS801 and the data stored in the display result specification command storage area (i.e., the received display result specification command) (step 030IWS802). In other words, by the performance control CPU 120 executing the process in step 030IWS802, a display result determination means is realized that determines the display result (stopped pattern of the decorative pattern) of the variable display of the identification information according to the variable display pattern (variation pattern) determined by the variable display pattern determination means. Furthermore, if a pseudo-consecutive win is specified in the variation pattern command, the performance control CPU 120 also determines, in step 030IWS802, a chance symbol (for example, a combination of symbols that does not result in a reach but is one symbol off from the winning symbol, such as "223" or "445", or a combination of symbols in which the middle symbol is a special symbol exclusive to pseudo-consecutive wins (one that has text such as "NEXT" but no numbers and cannot form a winning combination)) as a temporary stop symbol during the pseudo-consecutive win. The performance control CPU 120 then stores data indicating the stop symbol of the determined decorative symbol in the decorative symbol display result storage area. Furthermore, in step 030IWS802, the performance control CPU 120 may determine whether or not it is a win based on the received variation pattern command and determine the stop symbol of the decorative symbol based only on the variation pattern command.

[0195] Then, in the case of a "miss," a combination of decorative symbols other than those mentioned above is determined. However, if a reach animation is performed, a combination of decorative symbols in which the left and right two symbols match is determined. Also, even if it is a miss, if it is a "time-saving miss," a combination of decorative symbols of the missing symbols that includes a special symbol (for example, a star symbol) is determined. Furthermore, it may be configured to determine a combination of decorative symbols of the missing symbols that includes different special symbols (for example, a heart-shaped symbol or a diamond-shaped symbol) depending on the type of time-saving feature.

[0196] The CPU 120 for controlling the performance, for example, extracts a random number to determine the stopping pattern and uses a stopping pattern determination table, in which data and numerical values ​​representing combinations of decorative patterns are associated, to determine the stopping pattern for the decorative patterns. In other words, it determines the stopping pattern by selecting data representing combinations of decorative patterns that correspond to the numerical value that matches the extracted random number.

[0197] Next, the CPU 120 for controlling the performance checks whether the variation pattern includes a super reach (with chance-up) (step 030IWS803). If it does not include a super reach (with chance-up), the program proceeds to step 030IWS811.

[0198] If the variation pattern includes a Super Reach (with chance-up), the CPU 120 for performance control determines the performance pattern for the stock performance (step 030IWS804). Next, the CPU 120 for performance control determines the performance pattern for the chance-up performance (step 030IWS805). Next, the CPU 120 for performance control determines the performance form after the change of the performance that is the target of the chance-up performance (step 030IWS806). After that, the process proceeds to step 030IWS811. Details of steps 030IWS804, S805, and S806 will be described later.

[0199] In step 030IWS811, the CPU 120 for performance control selects a process table corresponding to the variation pattern and the content of the determined performance (step 030IWS811).

[0200] Next, the CPU 120 for performance control starts the process timer for process data 1 in the selected process table (step 030IWS812).

[0201] The process table is a table containing process data that the CPU 120 for performance control refers to when executing control of the performance device. In other words, the CPU 120 for performance control controls the performance device (performance components) such as the image display device 5 according to the process data set in the process table. The process table consists of data that is a collection of multiple combinations of process timer settings, display control execution data, lamp control execution data, and sound number data. The display control execution data contains data indicating each variation that constitutes the variation pattern during the variable display time (variation time) of the variable display of the decorative pattern. Specifically, it contains data related to changes in the display screen of the image display device 5. The process timer settings also contain the variation time for that variation pattern. The CPU 120 for performance control refers to the process table and performs control to display the decorative pattern in the variation pattern set in the display control execution data for the time set in the process timer settings. The process table is stored in the ROM of the performance control board 80. Furthermore, the process table is prepared according to each variation pattern.

[0202] Furthermore, the process table used when performing performance control for variation patterns accompanied by reach effects contains process data indicating that the left symbol should be stopped and displayed after a predetermined time has elapsed since the start of the variation, and the right symbol should be stopped and displayed after another predetermined time has elapsed. Alternatively, instead of setting the symbols to be stopped and displayed in the process table, images for displaying the symbols may be synthesized and generated according to the determined stop symbols, and the temporary stop symbols in pseudo-consecutive or sliding effects.

[0203] Furthermore, the CPU 120 for performance control executes control of the performance device (image display device 5 as a performance component, various lamps as performance components, and speakers 8L, 8R as performance components) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 030IWS813). For example, in order to display an image corresponding to a variation pattern on the image display device 5, it outputs a command to the display control unit 123. In addition, in order to control the on / off operation of the various lamps, it outputs a control signal (lamp control execution data) to the lamp control board 14. In addition, in order to output sound from speakers 8L, 8R, it outputs a control signal (sound number data) to the sound control board 13.

[0204] Step 030: When the process in IWS813 is executed, the effects corresponding to the variation pattern and the content decided for execution are realized.

[0205] Next, the CPU 120 for performance control sets a value in the variable time timer that corresponds to the variable time specified by the variable pattern command (step 030IWS814).

[0206] Then, the CPU 120 for performance control sets the value of the performance control process flag to a value corresponding to the performance processing during variable display (step S172) (step 030IWS815).

[0207] Next, we will explain in detail the process (step 030IWS804) that determines the animation pattern of the stock animation in the variable display start setting process.

[0208] In step 030IWS804, the stock animation pattern is determined by referring to the stock animation pattern determination table shown in Figures 8-6(A) and (B), for example.

[0209] Specifically, when the variation pattern is Super Reach A (with chance up) variation pattern PA2-4, PB2-4, the first stock performance pattern determination table (Super Reach A) shown in Figure 8-6(A) is referred to determine either the first performance pattern which stocks one item (key) as the performance result, or the second or third performance pattern which stocks two items (keys) as the performance result.

[0210] Furthermore, when the variation pattern is Super Reach B (with chance up) variation pattern PA2-5, PB2-5, the second stock performance pattern determination table (Super Reach B) shown in Figure 8-6(B) is referred to to determine one of the following performance patterns: the first performance pattern which stocks one item (key) as the performance result, the second to third performance patterns which stock two items (keys) as the performance result, or the fourth to fifth performance patterns which stock three items (keys) as the performance result.

[0211] In this example, as shown in Figures 8-3 and 8-6, there are opportunities to stock items (keys) at timings A, B, and C during the stocking animation. For example, in the first animation pattern, one item (key) is stocked at timing A, but no items (keys) are stocked at timings B and C. Also, for example, in the fifth animation pattern, one item (key) is stocked at timing A, no items (keys) are stocked at timing B, and two items (keys) are stocked at timing C. Thus, in this example, there are opportunities to stock one or more items (keys) at each timing.

[0212] Furthermore, as shown in Figures 8-6(A) and (B), in this example, each stock animation pattern is configured to have a different probability of being determined at the time of a big win. In other words, the probability of a big win differs depending on the number of items (keys) that are stocked and the timing of their stocking. This configuration allows attention to be drawn to the animation patterns of the stock animation.

[0213] Furthermore, in this example, as shown in Figures 8-6(A) and (B), the stock animation patterns that can be determined differ between Super Reach A and Super Reach B. Specifically, a maximum of two items (keys) can be stocked during Super Reach A, and a maximum of three items (keys) can be stocked during Super Reach B. This configuration allows players to focus on which type of Super Reach will trigger the stock animation.

[0214] Furthermore, in this example, as shown in Figures 8-6(A) and (B), regardless of the presentation pattern, an item (key) is stocked at timing A (in other words, at least one item (key) is stocked when the stock presentation is executed). This configuration prevents players from losing all anticipation for the stock presentation or from paying attention to it due to cases where no item is stocked even when the stock presentation is executed.

[0215] In this example, the probability of a big win is higher when the stock effect is performed than when it is not, so players will anticipate the occurrence of the stock effect. For this reason, for example, during a normal reach before a super reach begins (when the left and right symbols are lined up on the image display device 5 and the middle symbol is changing), an effect that suggests the stock effect will be performed or an effect that builds anticipation for whether or not it will be performed may be executed. For example, if the stock effect is to be performed, a special symbol such as the "key stock time symbol" may be stopped as the middle symbol in the normal reach state to transition to the stock effect. Alternatively, for example, if the stock effect is to be performed, the middle symbol may be made to change rapidly in the normal reach state, and after the screen transition to a super reach (whiteout, etc., covering the display area of ​​the image display device 5), the game may transition to the stock effect instead of the first half of the super reach (prelude effect).

[0216] Next, we will explain in detail the process (step 030IWS805) that determines the presentation pattern of the chance-up effect in the variable display start setting process.

[0217] In step 030IWS805, the chance-up effect pattern is determined by referring to the chance-up effect pattern determination table shown in Figures 8-7(A) to (E), for example.

[0218] Specifically, if the variation pattern is either variation pattern PA2-4 or PB2-4 of Super Reach A (with chance up), and the number of items stocked determined in step 030IWS804 is 1, then the first chance up performance pattern determination table (Super Reach A: Chance Up 1 time) shown in Figure 8-7(A) is referred to to determine one of the first to third performance patterns that perform a chance up performance once.

[0219] Furthermore, if the variation pattern is either variation pattern PA2-4 or PB2-4 of Super Reach A (with chance up), and the number of items stocked determined in step 030IWS804 is 2, then the second chance up performance pattern determination table (Super Reach A: Chance Up twice) shown in Figure 8-7(B) is referred to to determine one of the fifth to sixth performance patterns that perform the chance up performance twice.

[0220] Furthermore, if the variation pattern is either variation pattern PA2-5 or PB2-5 of Super Reach B (with chance up), and the number of items stocked determined in step 030IWS804 is 1, then the third chance up performance pattern determination table (Super Reach B: Chance Up 1 time) shown in Figure 8-7(C) is referred to to determine one of the first to fourth performance patterns that perform a chance up performance once.

[0221] Furthermore, if the variation pattern is either variation pattern PA2-5 or PB2-5 of Super Reach B (with chance up), and the number of items stocked determined in step 030IWS804 is 2, then the 4th chance up performance pattern determination table (Super Reach B: chance up twice) shown in Figure 8-7(D) is referred to to determine one of the 5th to 7th performance patterns that perform the chance up performance twice.

[0222] Furthermore, if the variation pattern is either variation pattern PA2-5 or PB2-5 of Super Reach B (with chance up), and the number of items stocked determined in step 030IWS804 is 3, then the 8th performance pattern, which performs the chance up performance three times, is determined by referring to the 5th chance up performance pattern determination table (Super Reach B: 3 chance ups) shown in Figure 8-7(E).

[0223] For example, in the first chance-up animation pattern, a chance-up animation that changes the animation style of the title display (the animation that displays the title) is executed once. Also, for example, in the eighth chance-up animation pattern, a chance-up animation that changes the animation style of the title display (the animation that displays the title), a chance-up animation that changes the animation style of the dialogue display (the dialogue animation that displays the dialogue), and a chance-up animation that changes the animation style of the decorative symbols (the decorative symbol animation that displays the decorative symbols) are each executed.

[0224] In this example, before the chance-up effect is actually performed, a chance-up teaser effect is shown to raise the question of whether or not the chance-up effect will be performed. There are two types of chance-up teaser effects: those that result in the chance-up effect being performed, and those that do not. When distinguishing between the two, the former is called the true chance-up teaser effect, and the latter the false chance-up teaser effect.

[0225] In the true chance-up animation, an image suggesting a keyhole corresponding to the stocked item (key) (for example, keyhole (suggestion) image 030IWG13) is displayed, followed by an image showing the keyhole itself (for example, keyhole (actual) image 030IWG11). On the other hand, in the false chance-up animation, an image suggesting a keyhole corresponding to the stocked item (key) (for example, keyhole (suggestion) image 030IWG13) is displayed, but the image suggesting the keyhole (for example, keyhole (suggestion) image 030IWG13) disappears without the image showing the keyhole itself (for example, keyhole (actual) image 030IWG11) being displayed.

[0226] In this example, a true chance-up teaser animation is always performed before a chance-up animation is executed. Then, as shown in Figure 8-7, for example, in the fourth and seventh animation patterns of the chance-up animation, a false chance-up teaser animation is performed that teases whether or not a chance-up animation targeting a dialogue display (a dialogue animation that displays a dialogue display) will be executed, but ultimately does not execute. This configuration allows the player to focus on which animation the chance-up animation targeting will be executed. Note that, not limited to the example shown in Figure 8-7, a false chance-up teaser animation may also be performed when a chance-up animation is not executed and there are still stocked items (keys) remaining.

[0227] In this example, as shown in Figures 8-7(A) to (E), each chance-up animation pattern is configured to have a different probability of being determined at the time of a jackpot (i.e., different jackpot expectations). This configuration allows players to focus on the animation patterns of the chance-up animations. In particular, the timing of the changes that target the chance-up animations is configured to be later (i.e., in the order of decorative symbol changes > dialogue display changes > title display changes), the higher the jackpot expectation. This configuration allows players to focus on which chance-up animation targets which animation at which timing.

[0228] In this example, the chance-up effect, which changes the display pattern of the decorative symbols (the decorative symbol effect that displays the decorative symbols), is not executed during Super Reach A, but is configured to be executable only during Super Reach B. This configuration allows players to focus on which type of Super Reach the chance-up effect is executed.

[0229] Furthermore, the system may be configured to allow the execution of a chance-up effect that changes the presentation of decorative symbols (decorative symbol effects that display decorative symbols) in any type of super reach, not limited to the example shown in Figure 8-7. In this example, the system is configured to execute a maximum of three chance-up effects, but it is not limited to this configuration. In fact, it may be configured to execute a maximum of four chance-up effects corresponding to all possible effects, or it may be possible to execute a chance-up effect targeting the active display at both the second and fourth timings, resulting in a maximum of five chance-up effects being executed.

[0230] Next, we will explain in detail the process (step 030IWS806) that determines the performance mode after the change in the performance that is the target of the chance-up performance in the variable display start setting process.

[0231] In step 030IWS806, if it is decided to execute a chance-up effect that changes the presentation style of the title display (the effect that displays the title display), the change pattern is determined by referring to the title display change pattern determination table shown in Figure 8-8(A). Also, if it is decided to execute a chance-up effect that changes the presentation style of the active display (the effect that displays the active display), the change pattern is determined by referring to the active display change pattern determination table shown in Figure 8-8(B). Also, if it is decided to execute a chance-up effect that changes the presentation style of the dialogue display (the dialogue effect that displays the dialogue display), the change pattern is determined by referring to the dialogue display change pattern determination table shown in Figure 8-8(C). Also, if it is decided to execute a chance-up effect that changes the presentation style of the decorative symbols (the decorative symbol effect that displays the decorative symbols), the change pattern is determined by referring to the decorative symbol change pattern determination table shown in Figure 8-8(D).

[0232] In this example, the title display (the animation that displays the title), active display (the animation that displays the active display), dialogue display (the dialogue animation that displays the dialogue), and decorative symbols (the decorative symbol animation that displays the decorative symbols) are configured so that the color tone of the animation images related to the animation suggests the likelihood of a big win. For example, the likelihood of a big win is suggested to be higher in the order of gold > red > green > blue > normal color (white).

[0233] If the title display change pattern is determined to be the first change pattern, the title display will change from the normal color (white) to blue. If the second change pattern is determined to be the second change pattern, the title display will change from the normal color (white) to green.

[0234] Furthermore, if the active display change pattern is determined to be the first change pattern, the active display will change from its normal color (white) to blue at the first timing of the first part of the super reach; if it is determined to be the second change pattern, the active display will change from its normal color (white) to green at the first timing; if it is determined to be the third change pattern, the active display will change from its normal color (white) to green at the third timing; and if it is determined to be the fourth change pattern, the active display will change from its normal color (white) to red at the third timing.

[0235] Furthermore, if it is possible to perform a pre-announcement effect that changes the pending display (and active display), a chance-up effect targeting the active display may be performed according to the effect pattern determined as the pre-announcement effect at the time of the start of the game (for example, the timing of the change and the display form after the change are defined).

[0236] If the dialogue display change pattern is determined to be the first change pattern, the dialogue display will change from the normal color (white) to blue; if it is determined to be the second change pattern, the dialogue display will change from the normal color (white) to green; and if it is determined to be the third change pattern, the dialogue display will change from the normal color (white) to red.

[0237] Furthermore, if the decorative design change pattern is determined to be the first change pattern, the decorative design will change from its normal color (white) to green; if it is determined to be the second change pattern, the decorative design will change from its normal color (white) to red; and if it is determined to be the third change pattern, the decorative design will change from its normal color (white) to gold.

[0238] In this example, when a chance-up effect changes the presentation style of the target effect, the system is configured so that the tendency of the changed presentation style differs depending on the timing of the change. Specifically, chance-up effects targeting the active display are configured so that the presentation style is more likely to change to a style with a higher expectation level at the third timing, which is later than the first timing. Also, chance-up effects targeting decorative symbols are configured so that they are executed later than chance-up effects targeting the title display, active display, or dialogue display, and are more likely to change to a style with a higher expectation level. This configuration allows players to focus on when the chance-up effect will be executed, and prevents disappointment to players who have high expectations for the timing of the change (for example, their expectations increased as the first half of the super reach progressed).

[0239] Furthermore, if the color displayed after the change at an earlier timing suggests a higher level of expectation than the color displayed after the change at a later timing, the presentation pattern (color) displayed after the change at the later timing may be re-determined so as not to cause a decrease in expectation.

[0240] (Example of staging) Next, we will explain specific examples of the presentation patterns of super reach, including stock presentations and chance-up presentations. Figures 8-9 to 8-10 are explanatory diagrams showing specific examples of stock presentations. Note that in Figures 8-9 to 8-10, the presentation screens transition in the order of (1), (2), and (3).

[0241] (Stock effect (5th effect pattern)) Figures 8-9 to 8-10 show the stock animation for the fifth animation pattern, in which one item (key) is stocked at timing A, no items (keys) are stocked at timing B, and two items (keys) are stocked at timing C.

[0242] Specifically, when the variable display starts and a reach is achieved, a decorative symbol indicating "6" is displayed in the left decorative symbol display area 5L and the right decorative symbol display area 5R of the image display device 5. Then, when it is time to start the stock performance, the title display of the stock performance, "Key Stock" and "TIME", is displayed on the image display device 5, as shown in Figure 8-9(1). Depending on the display method of the title, it may be suggested that the number of items (keys) to be stocked in the stock performance that starts afterward will be stocked, or that a large number of items (keys) will be stocked. For example, the title is generally displayed in the normal color (white), but when it is displayed in red, it may be suggested that a larger number of items (keys) will be stocked than when it is displayed in the normal color (white).

[0243] In this example, as shown in Figure 8-9(1), except during special effects, the active display AH is displayed in the lower left of the display area of ​​the image display device 5, while the small symbol KZ corresponding to the special symbol and the reserved memory count HS indicating the number of reserved memories are displayed in the center right of the display area of ​​the image display device 5.

[0244] Next, when the stock animation begins, as shown in Figure 8-9(2), a timer image 030IWG01 showing the remaining time for the stock animation and a "Key Stock TIME" display 030IWG02 indicating that the stock animation is in progress are displayed. Furthermore, when the timing A of the stock animation is reached, as shown in Figure 8-9(2), a character A prompting the user to press the push button 31B, the validity period for the operation, and an image resembling the push button 31B are displayed.

[0245] In the stock animation of the fifth animation pattern, one key is stocked at timing A. When the push button 31B is pressed during the operation valid period (or when the operation valid period has elapsed), as shown in Figure 8-9(3), the text "Stock x 1" indicating that one key has been stocked as an item, an image resembling a key, and effect images that emphasize them are displayed over the background image.

[0246] Next, as shown in Figure 8-9(4), a visual effect is displayed in which one key moves from the upper left to the lower right of the image display screen and is stored (for example, a display that makes it appear as if a key is flying in from the back left of the screen and being stored in the front right of the screen).

[0247] Once the animation showing the keys being stocked has finished, an animation showing the stocking animation in progress will be displayed, as shown in Figure 8-9(5). Specifically, an animation showing character A riding on a swing will be displayed in the center of the display area of ​​the image display device 5, and the remaining time shown in the timer image 030IWG01 will be shown decreasing. At this time, the stock key image 030G03, which shows the number of keys currently stocked, will also be displayed.

[0248] Next, when it is time B of the stock animation, as shown in Figure 8-9(6), character A prompting the player to press the push button 31B, the validity period for the operation, and an image resembling the push button 31B are displayed. In this example, the animation prompting the player to press the push button 31B is displayed at timings A, B, and C of the stock animation, but the pose of character A is configured to be different in each case. Therefore, even with a configuration that prompts the player to press the button multiple times, the excitement of each timing can be enhanced without boring the player.

[0249] In the stock animation of the fifth animation pattern, since the key is not stocked at timing B, if the push button 31B is pressed during the operation valid period (or when the operation valid period has elapsed), as shown in Figure 8-9(7), an image of character A's face up close, the text "!?", and effect images that emphasize them are displayed over the background image, and no image indicating that the key is stocked is displayed.

[0250] In this way, by displaying a character image instead when no keys are stocked, the disappointment of not stocking a key can be lessened. Also, in this stocking animation, the animation duration is the same whether only one key is stocked or three keys are stocked. Therefore, if the period of time when no keys are stocked continues even after pressing the button, the animation may become redundant and the enjoyment may decrease. To address this, displaying a character image instead when no keys are stocked enhances the animation, preventing it from becoming less exciting even with a small number of stocks. Furthermore, the character image displayed when no keys are stocked is not limited to one type; it may vary depending on the type of super reach being performed. This allows players to anticipate future developments based on the displayed character image, giving the character image a theatrical significance.

[0251] The animation shown in Figure 8-9(7) is displayed when no keys are stocked (i.e., it indicates that no keys are stocked). Therefore, after the image displayed in the animation shown in Figure 8-9(7) is erased, the animation showing the stock animation in progress, as shown in Figure 8-9(8), is displayed, but the number of stocked keys, as indicated by the stock key image 030G03, does not increase. Furthermore, the animation shown in Figure 8-9(3) when an item is stocked and the animation shown in Figure 8-9(7) when an item is not stocked have different display durations; the latter is set to a shorter duration than the former. This configuration prevents the display of undesirable animations that do not increase the number of stocked items for an extended period, which could annoy players and diminish their enjoyment of the game.

[0252] Next, as shown in Figure 8-10(9), a display indicating the progress of the stock animation is shown, and when the timing C of the stock animation is reached, as shown in Figure 8-10(10), a character A prompting the user to press the push button 31B, the validity period of the operation, and an image resembling the push button 31B are displayed.

[0253] In the stock animation of the fifth animation pattern, two keys are stocked at timing C. Therefore, when the push button 31B is pressed during the operation valid period (or when the operation valid period has elapsed), as shown in Figure 8-10(11), the text "Stock x 2" indicating that two keys have been stocked as items, along with an image resembling a key and effect images that emphasize them, are displayed over the background image.

[0254] Next, as shown in Figure 8-10(12), a visual effect is displayed in which two keys move from the upper left to the lower right of the image display screen and are stored (for example, a display that makes it appear as if a key flies in from the back left of the screen and is stored in the front right of the screen).

[0255] Once the key stocking animation finishes, an animation showing the stocking animation in progress is displayed, as shown in Figure 8-10(13). Then, as shown in Figure 8-10(14), when the remaining time shown in timer image 030IWG01 reaches 0, an indication prompting the user to press the push button 31B is displayed, as shown in Figure 8-10(15).

[0256] Then, when a press operation of push button 31B is detected during the operation validity period (or when the operation validity period has elapsed), as shown in Figure 8-10(16), the text "Character A VS Enemy Character B" indicating the match-up in the battle sequence, along with Character A and Enemy Character B, are displayed, and the stock sequence ends.

[0257] In this example, when a Super Reach with a chance-up feature is performed, a stock animation is executed first in the Super Reach introduction part. Then, in the first half of the Super Reach, preliminary animations such as dialogue animations in which character A and enemy character B confront each other and converse are mainly performed, with chance-up animations being performed incidentally. After that, in the second half of the Super Reach, a battle animation in which character A and enemy character B cross swords is performed. Note that when a Super Reach without a chance-up feature is performed, preliminary animations such as dialogue animations in which character A and enemy character B confront each other and converse are performed in the first half of the Super Reach, and in the second half of the Super Reach, a battle animation in which character A and enemy character B cross swords is performed.

[0258] In the example shown in Figure 8-10(16), the battle sequence is "Character A VS Enemy Character B," but in reality, there are multiple types of battle sequences (with different types of allied and enemy characters), and the battle sequence is determined according to the type of super reach. That is, the type of super reach is announced by the display of the battle sequence's battle sequence when the push button 31B is pressed. This configuration enhances the sense of anticipation and tension when pressing the push button 31B at the timing shown in Figure 8-10(15). For example, in addition to the type of super reach, or instead, the type of allied and enemy characters may differ according to the probability of a big win. Also, for example, if the game is configured to transition between stages depending on the game duration or game state, such as the number of spins, a character pre-associated with the stage may battle against one of the enemy characters (which may be any of the multiple enemy characters pre-associated with the stage, or an enemy character determined by lottery).

[0259] (Stock presentation (first presentation pattern)) Next, we will explain the stock animation for the first animation pattern, in which one item (key) is stocked at timing A, and no items (keys) are stocked at timings B and C, resulting in one key being stocked.

[0260] When the stock animation of the first animation pattern is executed, after the screen transitions shown in Figures 8-9(1) to (8), the stock key image 030G03 indicating that there is one stock key is displayed as shown in Figure 8-11(9), and an animation display indicating that the stock animation is progressing is shown. Then, as shown in Figure 8-11(10), when the remaining time shown in the timer image 030IWG01 reaches 0, a display prompting the user to press the push button 31B is shown as shown in Figure 8-11(11).

[0261] Then, when a press operation of push button 31B is detected during the operation validity period (or when the operation validity period has elapsed), as shown in Figure 8-11(12), the text "Character A VS Enemy Character B" indicating the match-up in the battle sequence, along with Character A and Enemy Character B, are displayed, and the stock sequence ends.

[0262] (Summary of the first and second halves of Super Reach) Next, we will explain the overview of the presentation in the first and second halves of the Super Reach. Figures 8-12 to 8-13 are explanatory diagrams showing the overview of the presentation in the first and second halves of the Super Reach. Note that in Figures 8-12 to 8-13, the presentation screens transition in the order of (1), (2), and (3).

[0263] Once the Super Reach introduction part (stock animation) is finished and the first half of the Super Reach begins, the title of Super Reach B, which reads "The Deadly Battle of Two," is displayed, as shown in Figure 8-12(1).

[0264] Furthermore, as shown in Figure 8-12(1), the mini character A image 030IWC10 and the mini key images 030IWG10 representing the number of keys stocked in the stock animation are displayed in the lower right of the display area of ​​the image display device 5. In this example, it is assumed that three keys have been stocked in advance in the stock animation, and these three keys are displayed in a manner that they move around the mini character A. In this example, the keys stocked in the stock animation of the super reach introduction part are displayed as mini key image 030IWG10 or key image 030IWG12 in the first half of the super reach.

[0265] Furthermore, a decorative symbol indicating "6" is displayed in the left decorative symbol display area 5L and the right decorative symbol display area 5R of the image display device 5, and as an active display, the active display AH is displayed in the lower left of the display area of ​​the image display device 5, and the small symbol KZ corresponding to the special symbol and the reserved memory number HS indicating the reserved memory number are displayed in the center right of the display area of ​​the image display device 5.

[0266] Next, as a preliminary scene, as shown in Figure 8-12(2), character A image 030IWC01 and enemy character A image 030IWC02 are facing each other, and after the line "Let's fight" image 030IWG20 is displayed, as shown in Figure 8-12(3), the line "I'll turn the tables on you" image 030IWG20 is displayed.

[0267] Next, as shown in Figure 8-12(4), the character A image 030IWC01 is displayed alone, along with the dialogue image 030IWG20 saying "I won't hold back."

[0268] As shown in Figures 8-12(2) to (4), when a chance-up effect is not being performed during the execution of a preliminary effect, an effect is displayed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move along the edge of the display area of ​​the image display device 5. At this time, an effect is also displayed in which the mini key image 030IWG10 moves around the mini character A image 030IWC10.

[0269] When a chance-up animation targeting dialogue is executed, a keyhole (physical) image 030IWG11, which resembles a keyhole, is displayed superimposed on the dialogue image 030IWG20, as shown in Figure 8-12(5). At the same time, a mini-character A image 030IWC10 holding a key is displayed next to the keyhole (physical) image 030IWG11. This type of display indicates that the chance-up animation targets a dialogue animation.

[0270] Next, as a visual representation of the key being inserted into the keyhole, the key image 030IWG12 and the keyhole (physical) image 030IWG11 are displayed, as shown in Figure 8-12(6). Then, as a visual representation of the key being turned in the keyhole (i.e., the lock being opened), the key image 030IWG12 rotated on the keyhole (physical) image 030IWG11 is displayed, as shown in Figure 8-12(7).

[0271] When the animation shows a key turning in a keyhole (i.e., the lock being opened), the dialogue image 030IWG20 changes from its normal color (white) to blue, as shown in Figure 8-12(8). This animation indicates that the animation style of the dialogue animation changes as a result of the chance-up animation.

[0272] After the first half of the super reach (prelude and chance-up sequences) ends and the second half of the super reach begins, a battle sequence begins in which character A image 030IWC01 and enemy character A image 030IWC02 cross swords, as shown in Figure 8-13(9).

[0273] Then, when character A defeats enemy character A, the word "Victory" is displayed as shown in Figure 8-13(10), and then the combination of decorative symbols "666", which is the jackpot symbol, is displayed as shown in Figure 8-13(11).

[0274] (Chance-up effect) Next, the chance-up effects outlined in Figure 8-12 will be explained in detail with reference to Figures 8-14 to 8-18. Figures 8-14 to 8-18 also show parts of the chance-up effects that were omitted from the illustration in Figure 8-12.

[0275] Figures 8-14 to 8-15 are explanatory diagrams showing specific examples of chance-up effects targeting the active display. Note that in Figures 8-14 to 8-15, the effect screens transition in the order of (1), (2), and (3).

[0276] In the first half of the Super Reach, as shown in Figure 8-14(1), a preliminary scene is performed in which character A image 030IWC01 and enemy character A image 030IWC02 confront each other. Also, as shown in Figure 8-14(1), a scene is performed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move along the edge of the display area of ​​the image display device 5. At the same time, a scene is performed in which the mini key image 030IWG10 moves around the mini character A image 030IWC10.

[0277] Note that the images related to the preliminary sequence (for example, character A image 030IWC01 and enemy character A image 030IWC02) are also displayed from Figure 8-14(1) onwards, but for simplicity, they are omitted from the illustration. In this example, the images related to the preliminary sequence have a lower display priority than the images related to the chance-up sequence (for example, key images, keyhole images, mini-character images, etc.) and the images related to the sequence that is the target of the chance-up sequence (for example, title display, active display, dialogue display, decorative symbols), and are displayed on a lower layer than those images. Furthermore, as will be explained in more detail later, the images related to the preliminary sequence are covered by the images related to the chance-up sequence at the timings shown in Figure 8-15(13)~(14).

[0278] Next, when the chance-up prompting effect (true) is executed, as shown in Figure 8-14(2), a keyhole (suggestion) image 030IWG13, which suggests the appearance of a keyhole, is displayed in the center of the display area. At this time, the mini key image 030IWG10 and the mini character A image 030IWC10 stop moving along the edge of the display area of ​​the image display device 5, and the mini key image 030IWG10 stops moving around the mini character A image 030IWC10. Also, next to the mini key image 030IWG10 and the mini character A image 030IWC10, a "!" is displayed to indicate the presence of the keyhole (suggestion) image 030IWG13.

[0279] Next, as shown in Figure 8-14(3), a visual effect is triggered in which the keyhole (suggestion) image 030IWG13 gradually shrinks. Then, as shown in Figure 8-14(4), the gradually shrinking keyhole (suggestion) image 030IWG13 approaches the active display AH, which is the target of the chance-up effect, and eventually, as shown in Figure 8-14(5), a visual effect is triggered in which the keyhole (suggestion) image 030IWG13 overlaps the active display AH. At this time, triangular marks indicating that the keyhole (suggestion) image 030IWG13 is shrinking are displayed around it.

[0280] Furthermore, as shown in Figures 8-14(2) to (5), the mini key image 030IWG10 and the mini character A image 030IWC10 move in accordance with the keyhole (suggestion) image 030IWG13 as it approaches the active display AH. This configuration allows the viewer to focus on both the chance-up prompting effect and the effect that is the target of the chance-up effect.

[0281] Next, as shown in Figure 8-14(6), the keyhole (suggestion) image 030IWG13 becomes a silhouette on the active display AH, and a glowing effect image is displayed around it. At the same time, the mini key image 030IWG10 and the mini character A image 030IWC10 also become silhouettes, and a glowing effect image is displayed around them.

[0282] Next, as shown in Figure 8-14(7), a keyhole-like keyhole image (real image) 030IWG11 is displayed on the active display AH. This visual display reveals that the currently running chance-up prompting effect is a true chance-up prompting effect, and that the target of the chance-up effect is the active display.

[0283] Next, as shown in Figure 8-14(8), a visual effect is displayed in which character A, located in the foreground of the screen, throws a key towards the keyhole (physical object) image 030IWG11, located in the background of the screen. Then, as shown in Figure 8-15(9), a visual effect is displayed in which the key image 030IWG12 appears to move from the foreground of the screen towards the keyhole (physical object) image 030IWG11 in the background. As a result, as shown in Figure 8-15(9), the key image 030IWG12 is initially displayed at a larger size than the keyhole (physical object) image 030IWG11, and then, as shown in Figure 8-15(10), it appears to shrink (gradually becoming smaller to represent it moving away) as it moves towards the keyhole (physical object) image 030IWG11. This configuration draws attention to the key image 030IWG12 acting on the keyhole (physical object) image 030IWG11, thereby enhancing the effect of the chance-up visual effect.

[0284] Then, as a visual representation of the key being inserted into the keyhole, the key image 030IWG12 and the keyhole (physical object) image 030IWG11 are displayed as shown in Figure 8-15(11). As a visual representation of the key being turned in the keyhole (i.e., the lock being opened), the key image 030IWG12, which has been rotated on the keyhole (physical object) image 030IWG11, is displayed as shown in Figure 8-15(12).

[0285] When the animation of a key turning in a keyhole (i.e., the lock being opened) is displayed, as shown in Figure 8-15(13), character A and the text "Hold Rank Up" are displayed along with an effect image that covers the image related to the preliminary animation. In this example, as shown in Figure 8-15(13), the incongruity of the chance-up animation being executed in the middle of the preliminary animation is reduced by displaying character A in close-up along with an effect image that covers the image related to the preliminary animation.

[0286] Then, as shown in Figure 8-15(14), the effect image covering the image related to the preliminary effect is displayed, while character A and the text "Pending Rank Up" are erased, the active display AH becomes a silhouette, and an effect image that glows around it is displayed. At this time, the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed again, and an effect image that glows around them is displayed.

[0287] In this example, when a chance-up effect targeting the active display is executed, as shown in Figure 8-15(14), the image display device 5 displays the following in order on the upper layers: decorative pattern > mini key image 030IWG10 and mini character A image 030IWC10 > effect image covering the image related to the preliminary effect > active display AH > image related to the preliminary effect.

[0288] Subsequently, as shown in Figure 8-15(15), the effect image covering the image related to the preliminary performance is removed, and the active display AH, which has changed from its normal color (white) to blue, is displayed. Also, because one of the stocks was released and an item (key) was consumed due to a chance-up performance targeting the active display, the number of mini key images 030IWG10 that move around mini character image A 030IWC10 is reduced by one.

[0289] In this example, when a chance-up effect is being performed, the keyhole (physical) image 030IWG11 is displayed, and the chance-up effect is performed in a manner in which the key image 030IWG12 acts on the keyhole (physical) image 030IWG11. Specifically, as shown in Figures 8-14 to 8-15, the keyhole (physical) image 030IWG11 corresponding to the active display AH is displayed, and the chance-up effect is performed in a manner in which the key image 030IWG12 is inserted into the keyhole (physical) image 030IWG11 and rotates. With this configuration, when a chance-up effect using the key image 030IWG12 is performed, the effect of the effect can be enhanced by adding a narrative element in which the key image 030IWG12 is inserted into the keyhole (physical) image 030IWG11 and rotates (i.e., the lock is opened), thereby improving the entertainment value.

[0290] In this example, the keyhole (physical) image 030IWG11 is displayed approximately in the center of the image of the performance that is the target of the chance-up performance (see, for example, Figure 8-14(7)), and when the keyhole (physical) image 030IWG11 is displayed, no chance-up performances targeting other performances are executed. For example, when the keyhole (physical) image 030IWG11 corresponding to the active display AH is displayed, no chance-up performances targeting dialogue display are executed. This configuration makes it easier to understand the suggestive performances that are the target of the chance-up performance, and also draws attention to when the keyhole (physical) image 030IWG11 is displayed.

[0291] In this example, as shown in Figures 8-14(1) to (8), the stored key image and character image (i.e., mini key image 030IWG10 and mini character A image 030IWC10) are displayed in a moving manner, and when a chance-up effect is executed, an effect is displayed in which the character throws a key into a keyhole. This configuration allows attention to be drawn to the key image and enhances the effect of the chance-up effect.

[0292] In this example, as shown in Figures 8-14(1) to (6), the mini key image 030IWG10 operates in a manner that revolves around the mini character A image 030IWC10, and stops its operation when the chance-up effect is executed. This configuration allows attention to be drawn to the key image and enhances the effect of the chance-up effect.

[0293] In this example, the appearance of the key differs depending on whether it is being stocked or used. For example, as shown in Figure 8-9(8), when the key image is displayed in the lower right of the display area during the stocking animation, the display size of the key image is smaller than when it is displayed as if moving around the character during the preliminary animation, as shown in Figure 8-12(1). This configuration makes the key image easier to see during the stocking animation where the key is the main focus, and prevents the key from being too conspicuous during the preliminary animation where the key is the main focus. Alternatively, the display size of the key image could be made larger when the character throws the key into the keyhole (in its initial most enlarged state) during the chance-up animation than when the key is stocked during the stocking animation. This configuration allows for a greater impact when the stock is released than when the key is stocked. By creating an impact, even if the animation targeted by the chance-up animation has a low expectation level, it can leave a positive impression on the player.

[0294] Next, we will explain specific examples of chance-up effects targeting decorative symbols. Figures 8-16 to 8-18 are explanatory diagrams showing specific examples of chance-up effects targeting decorative symbols. Note that in Figures 8-16 to 8-18, the effect screens transition in the order of (1), (2), and (3).

[0295] In the first half of the Super Reach sequence, as shown in Figure 8-16(1), a preliminary scene is performed in which character A image 030IWC01 and enemy character A image 030IWC02 confront each other. Also, as shown in Figure 8-16(1), a scene is performed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move along the edge of the display area of ​​the image display device 5. At this time, the mini key image 030IWG10 moves in a circular motion around the mini character A image 030IWC10.

[0296] Furthermore, as shown in Figure 8-16(1), the movable body 32 is initially positioned to cover a portion of the upper part of the display area of ​​the image display device 5.

[0297] Note that the images related to the preliminary sequence (for example, character A image 030IWC01 and enemy character A image 030IWC02) are also displayed from Figure 8-16(1) onwards, but for simplicity, they are omitted from the illustration. In this example, the images related to the preliminary sequence have a lower display priority than the images related to the chance-up sequence (for example, key images, keyhole images, mini-character images, etc.) and the images related to the sequence that is the target of the chance-up sequence (for example, title display, active display, dialogue display, decorative symbols), and are displayed on a lower layer than those images.

[0298] Next, when the chance-up prompting effect (true) is executed, as shown in Figure 8-16(2), a keyhole (suggestion) image 030IWG13, which suggests the appearance of a keyhole, is displayed in the center of the display area. At this time, the mini key image 030IWG10 and the mini character A image 030IWC10 stop moving along the edge of the display area of ​​the image display device 5, and the mini key image 030IWG10 stops moving around the mini character A image 030IWC10. Also, next to the mini key image 030IWG10 and the mini character A image 030IWC10, a "!" is displayed to indicate the presence of the keyhole (suggestion) image 030IWG13. In this example, the keyhole (suggestion) image 030IWG13 displayed during the chance-up prompting sequence is represented by a dotted line, as shown in Figure 8-16, etc. However, it actually has transparency that allows the lower layer's sequence image (for example, the sequence image related to the preliminary sequence) to be visible, so as not to interfere with the content of the super reach (i.e., the preliminary sequence) while the chance-up prompting sequence is being executed.

[0299] Next, as shown in Figure 8-16(3), a display is initiated in which the keyhole (suggestion) image 030IWG13 gradually shrinks. Then, as shown in Figure 8-16(4), the gradually shrinking keyhole (suggestion) image 030IWG13 approaches the decorative symbol display area that is the target of the chance-up effect, and eventually, as shown in Figure 8-16(5), a display is performed in which the keyhole (suggestion) image 030IWG13 reaches the central position between the left decorative symbol display area 5L and the right decorative symbol display area 5R (corresponding to the position of the middle decorative symbol display area 5C). At this time, triangular marks indicating that the keyhole (suggestion) image 030IWG13 is shrinking are displayed around it. In addition, a display is performed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move in accordance with the keyhole (suggestion) image 030IWG13 as it approaches the active display AH.

[0300] Next, as shown in Figure 8-16(6), the keyhole (suggestion) image 030IWG13 becomes a silhouette, and a glowing effect image is displayed around it. At the same time, the mini key image 030IWG10 and the mini character A image 030IWC10 also become silhouettes, and a glowing effect image is displayed around them. In this example, as shown in Figures 8-16(5) to 8-16(6), when changing the pose of mini character A, the silhouette image is displayed first, and then the mini character A image with the changed pose is displayed from the silhouette image. In this way, by switching images with a silhouette image in between, without using material data that shows the mini character moving and changing its pose, the material data can be simplified, and the man-hours and costs of production can be reduced.

[0301] Next, as shown in Figure 8-16(7), a keyhole (physical) image 030IWG11 is displayed near the center of the left decorative symbol display area 5L and the right decorative symbol display area 5R (corresponding to the position of the central decorative symbol display area 5C). This display reveals that the currently running chance-up prompting effect is a true chance-up prompting effect, and that the target of the chance-up effect is a decorative symbol.

[0302] In this example, when executing a chance-up effect targeting dialogue, the keyhole (physical) image 030IWG11 is displayed approximately in the center of the dialogue image 030IWG20, as shown in Figure 8-12(5). On the other hand, when executing a chance-up effect targeting decorative symbols, the keyhole (physical) image 030IWG11 is displayed at a position shifted toward the center of the display area from the midpoint between the left decorative symbol display area 5L and the right decorative symbol display area 5R (corresponding to the position of the middle decorative symbol display area 5C), as shown in Figure 8-16(7). This configuration avoids the keyhole (physical) image 030IWG11 becoming difficult to see due to being covered by the movable body 32, and allows the keyhole (physical) image 030IWG11 to be displayed appropriately according to the characteristics of the target effect.

[0303] Next, as shown in Figure 8-16(8), a visual effect is displayed in which character A, located in the foreground of the screen, throws a key towards the keyhole (physical object) image 030IWG11, located in the background of the screen. Then, as shown in Figure 8-17(9), a visual effect is displayed in which the key image 030IWG12 appears to move from the foreground of the screen towards the keyhole (physical object) image 030IWG11 in the background. For this reason, as shown in Figure 8-17(9), the key image 030IWG12 is initially displayed at a larger size than the keyhole (physical object) image 030IWG11, and then, as shown in Figure 8-17(10), it appears to move towards the keyhole (physical object) image 030IWG11 while shrinking (gradually becoming smaller to represent it moving away).

[0304] Then, as a visual representation of the key being inserted into the keyhole, the key image 30IWG12 and the keyhole (physical object) image 030IWG11 are displayed as shown in Figure 8-17(11). As a visual representation of the key being turned in the keyhole (i.e., the lock being opened), the key image 030IWG12, which has been rotated on the keyhole (physical object) image 030IWG11, is displayed as shown in Figure 8-17(12).

[0305] When the animation shows a key turning in a keyhole (i.e., the lock being opened), as shown in Figure 8-17(13), character A and the text "Pattern Rank Up" are displayed. Then, as shown in Figure 8-17(14), while character A and the text "Pattern Rank Up" remain displayed, the animation shows the left decorative symbol starting to rotate in the left decorative symbol display area 5L, and the right decorative symbol starting to rotate in the right decorative symbol display area 5R. In this example, as shown in Figures 8-17(13) to (14), character A is displayed in close-up, covering the animation images related to the preliminary animation and reducing the sense of incongruity that the chance-up animation is executed in the middle of the preliminary animation.

[0306] Next, as shown in Figure 8-17(15), an image of character A and character B standing side by side is displayed near the center of the display area of ​​the image display device 5, and a visual effect is performed in which a rotating left decorative pattern and a right decorative pattern move to a position superimposed on that image. Then, as shown in Figure 8-17(16), a glowing effect image is displayed around the rotating left decorative pattern and the right decorative pattern.

[0307] Next, as shown in Figure 8-17(17), when the glowing effect images around the left and right decorative symbols are removed, the left and right decorative symbols change from their normal color (white) to gold and display the word "GOLD," and the rotation of the left and right decorative symbols stops.

[0308] Subsequently, as shown in Figure 8-17(18), the golden right and left decorative symbols are displayed in the left decorative symbol display area 5L and the right decorative symbol display area 5R, respectively, and the remaining preliminary effects are executed. Since the chance-up effects targeting the decorative symbols have been executed, all the stocked keys have been used, and therefore the mini character A image 030IWC10 and the mini key image 030IWG10 are no longer displayed, but no special effects are executed to indicate that they are not being displayed. This configuration prevents the mini key image 030IWG10, which is no longer used, from becoming too conspicuous.

[0309] In this example, regardless of where the keyhole (physical) image 030IWG11 is displayed (i.e., regardless of which effect is targeted as a chance-up effect), at least a portion of the chance-up prompting effect is executed in a common manner. Specifically, as shown in Figures 8-14(2)~(5) and 8-16(2)~(5), even when the effect targeted as a chance-up effect is different, the keyhole (suggestion) image 030IWG13 is displayed in a common manner, initially showing up close to fill the entire screen and then shrinking. This configuration allows the viewer to focus on whether or not the keyhole (physical) image 030IWG11 is displayed, i.e., whether or not a chance-up effect is executed, and also on which effect is targeted as a chance-up effect.

[0310] In this example, during the chance-up animation, regardless of the position where the keyhole (physical) image 030IWG11 is displayed (i.e., regardless of the type of animation in question), an image is displayed in a common position to indicate that the animation style of the target animation has changed. Specifically, as shown in Figures 8-15(13) and 8-17(13), a character and the text "Hold Rank Up" or "Symbol Rank Up" are displayed to indicate that the animation style has changed. This configuration makes it easier to recognize that the animation style of the target animation has changed due to the chance-up animation.

[0311] Furthermore, in this example, the keyhole (physical) image 030IWG11 is not displayed at the timing when the presentation style of the target presentation changes during the chance-up presentation. Specifically, as shown in Figures 8-15(13)~(15) and 8-17(13)~8-18(17), the keyhole (physical) image 030IWG11 is not displayed at the timing when the active display or the decorative pattern changes. This configuration allows attention to be drawn to the fact that the presentation style of the target presentation changes due to the chance-up presentation.

[0312] In this example, the display priority of the key image is higher than that of the keyhole image, even when the key image interacts with the keyhole image, for at least some of the multiple types of effects that are targeted by the chance-up effect. Specifically, the decorative symbols have a higher display priority than that of the key image, even when the key image interacts with the keyhole image. This configuration ensures visibility for some effects under any circumstances. Furthermore, for the display images related to the other effects (for example, those that do not contain information related to the progress of the game, such as dialogue displays or title displays), a more realistic effect can be achieved and the effect of the effect can be enhanced by making the display priority lower than that of the key image when the key image interacts with the keyhole image.

[0313] In this example, as shown in Figures 8-15(13) and 8-17(13), when executing a chance-up effect, it is possible to display notification images such as effect images or characters that cover the effect images related to the preliminary effect, or text displays such as "Hold Rank Up" or "Symbol Rank Up". Then, when these notification images are displayed, an effect pattern changes the effect of the effect that is the target of the chance-up effect (for example, as shown in Figures 8-17(13) to 8-18(17), a pattern in which the effect of the decorative symbols changes while the characters or the text display of "Symbol Rank Up" remain), and an effect pattern changes the effect of the target effect when it is different from when the notification images are displayed (for example, as shown in Figures 8-15(13) to (15), a pattern in which the effect images, characters, or the text display of "Hold Rank Up" disappear before the effect of the active display changes). With this configuration, the player can be made aware that the effect of the target effect is changing by displaying notification images, and the chance-up effect can be suitably executed by an effect pattern corresponding to the target effect. In particular, regarding the former, by seamlessly increasing the chances of winning (i.e., changing the presentation style of the target presentation) while the notification image is displayed, the presentation can be made more spectacular. Regarding the latter, by increasing the chances of winning (i.e., changing the presentation style of the target presentation) after the notification image has been cleared, it is possible to suppress the increase in the amount of data related to presentation control.

[0314] Furthermore, in this example, the performance pattern that changes the performance style of the target performance when the notification image is displayed has a higher probability of winning a jackpot than the performance pattern that changes the performance style of the target performance when the notification image is not displayed. Specifically, the chance-up performance in which the style of the decorative symbols changes has a higher probability of winning a jackpot than the chance-up performance in which the style of the active display changes (see Figure 8-7). With this configuration, the level of expectation can be varied according to the flashiness of the performance pattern, thereby improving the entertainment value.

[0315] In this example, the notification image is different from the image used for the performance in question, and it is possible to identify which performance's performance mode has changed. For example, as shown in Figures 8-15(13) and 8-17(13), the text "Hold Rank Up" or "Symbol Rank Up" is displayed. This configuration makes it easier to recognize which performance's performance mode has changed.

[0316] In this example, the notification image displayed during the execution of the chance-up effect is displayed in a manner that covers the effect image related to the super reach (preliminary effect). However, the effect that is the target of the chance-up effect can be one in which the effect image is covered by the notification image, or one in which it is not, with the latter having a higher probability of winning than the former. Specifically, as shown in Figures 8-15(13) and 8-17(13), the notification image displays a character and the text "Reserve Rank Up" or "Symbol Rank Up" along with an effect image that covers the effect image related to the preliminary effect. This notification image covers the active display AH, but does not cover the decorative symbols. Furthermore, chance-up effects in which the appearance of the decorative symbols changes have a higher probability of winning than chance-up effects in which the appearance of the active display changes (see Figure 8-7). With this configuration, the level of expectation can be varied according to the flashiness of the chance-up effect, thereby improving the entertainment value.

[0317] In this example, the chance-up effects include those in which the effect image is obscured by the notification image, and those in which it is not, with the latter being executed more frequently at a later timing within a variable display period than the former. Specifically, chance-up effects in which the appearance of decorative symbols changes are executed later than chance-up effects in which the appearance of the active display changes (see Figure 8-3). This configuration allows for the execution of chance-up effects at a time when the player's expectations are high.

[0318] In this example, the chance-up effects include those in which the effect image is obscured by a notification image, and those in which it is not. In the latter case, one notification image is switched to another notification image. Specifically, when a chance-up effect targeting decorative symbols is performed, as shown in Figures 8-17(13) to (14), the image of character A is displayed, followed by an image in which character A and character B are standing side by side, as shown in Figures 8-17(15) to 8-18(17). This configuration enhances the effect of chance-up effects that have a high expectation level.

[0319] Next, we will explain specific examples of false chance-up prompting effects. Figure 8-19 is an explanatory diagram showing specific examples of false chance-up prompting effects. Note that in Figure 8-19, the effect screens transition in the order of (1), (2), and (3).

[0320] Figure 8-19(1) shows the state immediately after the preliminary performance in the first half of the super reach has started and the chance-up performance targeting the active display has been executed. In this example, as shown in Figure 8-19(1), the mini key image 030IWG10 and the mini character A image 030IWC10 are re-displayed in the initial position in the lower right of the display area of ​​the image display device 5 after the chance-up performance has been executed.

[0321] Then, as shown in Figure 8-19(2), the mini key image 030IWG10 and the mini character A image 030IWC10 move along the edge of the display area of ​​the image display device 5 so as to pass the display position of the performance that is the target of the chance-up performance (for example, title display, active display, dialogue display, decorative pattern). For example, in the examples shown in Figures 8-19(1) and (2), the performance is displayed such that the mini key image 030IWG10 and the mini character A image 030IWC10 move so as to pass the position where the dialogue image 030IWG20 is displayed (or the position where it is scheduled to be displayed) before the dialogue performance starts. With this configuration, when the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed in a moving manner, the player's expectation that a chance-up performance targeting the performance at the displayed position will be executed can be increased, thereby improving the entertainment value.

[0322] In this example, the effects that are the target of the chance-up effect are displayed in various positions such as the top, bottom, and bottom right of the display area of ​​the image display device 5, and the mini key image 030IWG10 and mini character A image 030IWC10 move to pass through these positions. With this configuration, attention can be drawn to the positions where the mini key image 030IWG10 and mini character A image 030IWC10 are displayed, and whether the effects displayed at those positions are the target of the chance-up effect.

[0323] In this example, when executing one chance-up animation targeting one animation, and then executing another chance-up animation targeting another animation, the first chance-up animation is executed, a predetermined period of time elapses, and then the other chance-up animation is executed (see Figure 8-4). This configuration allows for spacing out between the first and second chance-up animations, highlighting each one, and also ensures a period of time for displaying the mini-key image 030IWG10 and the mini-character A image 030IWC10 in a moving manner, as shown in Figures 8-19(1)~(2).

[0324] Furthermore, as shown in Figure 8-19(2), when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving along the edge of the display area of ​​the image display device 5, the mini key image 030IWG10 and the mini character A image 030IWC10 have a lower display priority than the performance images related to performances that may be the target of the chance-up performance (e.g., active display, dialogue display, decorative symbols, etc.) and are displayed on a lower layer. This configuration allows attention to be drawn to performances that may be the target of the chance-up performance. However, the configuration is not limited to this, and when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving along the edge of the display area of ​​the image display device 5, they may be displayed on a lower layer than the performance images related to some of the performances that may be the target of the chance-up performance (e.g., decorative symbols) and on a higher layer than the performance images related to other performances (e.g., active display, dialogue display).

[0325] Furthermore, as shown in Figure 8-19(2), the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed during the execution of a super reach and are displayed with a higher display priority than the performance images related to the super reach (for example, the character image related to the preliminary performance). However, when a chance-up performance is not being executed, they are displayed in a way that does not obstruct the visibility of at least the central part of the performance image related to the super reach. Specifically, the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed so as to move along the edge of the display area of ​​the image display device 5, rather than moving in the center of the display area, and are not displayed superimposed on the face or other parts of the character image related to the preliminary performance. With this configuration, it is possible to display the mini key image 030IWG10 and the mini character A image 030IWC10 while preventing them from interfering with the super reach (preliminary performance).

[0326] Next, when the (fake) chance-up prompting effect is executed, as shown in Figure 8-19(3), a keyhole (suggestion) image 030IWG13, which suggests the appearance of a keyhole, is displayed in the center of the display area. At this time, the mini key image 030IWG10 and the mini character A image 030IWC10 stop moving along the edge of the display area of ​​the image display device 5, and the mini key image 030IWG10 stops moving around the mini character A image 030IWC10. Also, next to the mini key image 030IWG10 and the mini character A image 030IWC10, a "!" is displayed to indicate the presence of the keyhole (suggestion) image 030IWG13.

[0327] Furthermore, as shown in Figure 8-19(3), when the keyhole (suggestion) image 030IWG13 is displayed, the mini key image 030IWG10 and the mini character A image 030IWC10 move to approach the keyhole (suggestion) image 030IWG13.

[0328] In this example, as shown in Figures 8-19(2) and (3), the movement speed of the mini-character A image 030IWC10 and the mini-key image 030IWG10 is slow when the target effect to be used is not specified (or when a chance-up prompting effect is not being executed), and fast when it is specified (or when a chance-up prompting effect is being executed). This configuration allows attention to be drawn to the chance-up prompting effect and the effect that the chance-up effect targets.

[0329] Next, the keyhole (suggestion) image 030IWG13 is displayed in a gradual shrinking animation, but as shown in Figure 8-19(4), the keyhole (suggestion) image 030IWG13 disappears without the keyhole (actual) image 030IWG11) being displayed. At this time, a "?" is displayed next to the mini key image 030IWG10 and the mini character A image 030IWC10 to indicate that the keyhole (suggestion) image 030IWG13 has disappeared. This configuration reveals that the chance-up animation that was performed is a false chance-up animation.

[0330] When the fake chance-up animation ends, the mini key image 030IWG10 and the mini character A image 030IWC10 are re-displayed in their initial positions in the lower right of the display area of ​​the image display device 5, as shown in Figure 8-19(5). In this example, they are displayed in the same initial position both after the chance-up animation is performed, as shown in Figure 8-19(1), and after the fake chance-up animation is performed, as shown in Figure 8-19(5). This configuration makes it easy to understand that the fake chance-up animation has ended and conveys the meaning of a reset. Furthermore, by re-displaying them in their initial positions, it is possible to suppress an increase in the amount of data related to the animation control.

[0331] In this example, the keyhole (suggestion) image 030IWG13 and the keyhole (actual) image 030IWG11 can only be displayed once in response to the same effect. For example, if a chance-up teaser effect (or a false chance-up teaser effect) that hints at whether or not a chance-up effect targeting dialogue display will be executed has been executed once, then even if dialogue display is shown afterward, the chance-up teaser effect targeting dialogue display will not be executed again. This configuration makes it easier to understand the suggestion effect that targets the chance-up effect.

[0332] Furthermore, the mini key image 030IWG10 and the mini character A image 030IWC10 may be configured so that a portion of them extends outside the display area (i.e., a portion is not displayed) when the edge of the display area of ​​the image display device 5 is moved. With this configuration, the mini key image 030IWG10 and the mini character A image 030IWC10 can be flexibly moved and displayed in accordance with other performance images related to the performance.

[0333] For example, when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving along the edge of the display area of ​​the image display device 5, effects that are not subject to chance-up effects may not be executed. With such a configuration, attention can be drawn to the effects that are executed when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving along the edge of the display area of ​​the image display device 5.

[0334] In this example, since the chance-up effect can be executed multiple times, it may be possible to recognize the number of times it has been executed. For example, when the first chance-up effect is executed, an effect image resembling a blue flame may be displayed at the edge of the display area of ​​the image display device 5. When the second chance-up effect is executed, the effect image may change to green. When the third chance-up effect is executed, the effect image may change to red. With such a configuration, it is possible to recognize that a chance-up effect has occurred even after the chance-up effect has ended and the associated effect image has been erased.

[0335] Next, we will explain the keyhole (suggestion) image and keyhole (actual) image for each type of animation that is a chance-up animation. Figure 8-20 is an explanatory diagram showing specific examples of keyhole (actual) images for each type of animation that is a chance-up animation.

[0336] As shown in Figure 8-20, in this example there are multiple types of effects that are the target of the chance-up effect, and the display size of the effect image related to each effect is different. Specifically, as shown in Figures 8-20(1) and (3), the display size of the dialogue is smaller than that of the title display. In this example the chance-up effect is executed in a manner in which a keyhole (physical object) image is displayed at the position where the target effect is displayed. Therefore, as shown in Figure 8-20, the display size of the keyhole (physical object) image is configured to differ depending on the target effect.

[0337] For example, the keyhole (physical) image 030IWG11 displayed at the position of the dialogue image 030IWG20 shown in Figure 8-20(3) is displayed in a smaller size than the keyhole (physical) image 030IWG11 displayed at the position of the title image 030IWG21 shown in Figure 8-20(1). This configuration enhances the enjoyment of the game by allowing players to predict which event will be targeted for a chance-up effect based on the position where the keyhole (physical) image 030IWG11 is displayed. Furthermore, displaying the keyhole (physical) image 030IWG11 in a size appropriate for the target event creates a more natural and immersive presentation.

[0338] On the other hand, as shown in Figure 8-20, when the keyhole image is materialized, the silhouette of the keyhole (suggestion) image 030IWG13 is displayed in a common size regardless of the type of performance that is the target of the chance-up performance. Then, the keyhole (materialized) image 030IWG11 is displayed in a display size corresponding to the type of performance that is the target of the chance-up performance. By adopting this configuration, the animation until the keyhole is materialized can be standardized, and the amount of data related to performance control can be suppressed.

[0339] As described above, the feature section 030IW discloses the configuration of a gaming machine as shown in means 1 to means 29 below.

[0340] (Means 1) A gaming machine that can be controlled to an advantageous state for the player (for example, a jackpot game state), which suggests that the game is controlled to an advantageous state and can execute multiple types of suggestive effects with different levels of expectation depending on the performance mode (for example, an effect that displays a title in a predetermined mode, an effect that displays an active display in a predetermined mode, a dialogue effect that displays dialogue in a predetermined mode, a decorative symbol effect that displays decorative symbols in a predetermined mode, etc.), a special image display effect execution means that can display special images (for example, mini key image 030IWG10 or key image 030IWG12), and by using the displayed special images, the suggestive effect being executed in one performance mode is changed to that one performance mode The system includes a special effect execution means capable of executing a special effect that changes to a more anticipated performance mode (for example, a chance-up effect that changes the display color of the active display from the normal color (white) to blue), wherein the special effect execution means displays a special corresponding image (for example, a keyhole (physical) image 030IWG11) when a suggestive effect is being executed, and executes the special effect in a manner in which the special image acts on the special corresponding image (for example, a keyhole (physical) image 030IWG11 corresponding to the active display AH or decorative pattern is displayed, and a chance-up effect is executed in a manner in which a key image 030IWG12 is inserted into the keyhole (physical) image 030IWG11 and rotates. See Figures 8-15(9)~(15), 8-17(9)~8-18(17), etc.). With such a configuration, when a special effect using a special image is executed, the effect of the performance can be enhanced by giving the special image a story-like quality, thereby improving the entertainment value.

[0341] (Method 2) The special corresponding image is displayed approximately in the center of the performance image related to the suggestive performance being performed (see, for example, Figures 8-12(5) and 8-14(7)), and at the timing when the special corresponding image is displayed, no special performances targeting suggestive performances other than the suggestive performance corresponding to the special corresponding image are performed (for example, at the timing when the keyhole (physical) image 030IWG11 corresponding to the active display AH is displayed, no chance-up performances targeting dialogue display are performed). With such a configuration, the suggestive performances that are the target of special performances can be made easier to understand, and attention can be drawn to when the special corresponding image is displayed.

[0342] (Method 3) Special corresponding images can be displayed only once in response to the same suggestive effect (for example, if a chance-up teaser effect (or a false chance-up teaser effect) that teases whether or not a chance-up effect targeting dialogue display will be executed has been executed once, then even if dialogue display is shown afterward, the chance-up teaser effect targeting dialogue display will not be executed again). Such a configuration makes it easier to understand the suggestive effects that are the target of the special effect.

[0343] (Method 4) When the presentation style of the suggestive presentation changes due to a special presentation, the presentation style after the change will differ depending on the timing of the change (for example, if the chance-up presentation is executed later, it is more likely to change to a presentation style with a higher degree of advantage. See Figures 8-3 and 8-8). With such a configuration, it is possible to draw attention to when the special presentation will be executed, and at the same time prevent disappointing players who had high expectations for the timing of the change.

[0344] (Means 5) The system is equipped with a display prompting effect execution means that can execute a display prompting effect (for example, a chance-up prompting effect) that prompts the user to wonder whether or not a special corresponding image will be displayed. The display prompting effect execution means can execute the display prompting effect in a common manner regardless of where the special corresponding image is displayed (for example, as shown in Figures 8-14(2)~(5) and 8-16(2)~(5), even if the target effect is different, the keyhole (suggestion) image 030IWG13 is displayed in a common manner, initially displayed in close-up across the entire screen and then shrinking). With such a configuration, the user can focus on whether or not a special corresponding image will be displayed, that is, whether or not a special effect will be executed, and also focus on which suggestion effect is the target of the chance-up effect.

[0345] (Method 6) When a special image is used in a special effect, it is displayed at a larger size than the corresponding special image, and then shrinks down while being displayed to act on the corresponding special image (for example, as shown in Figures 8-15(9)~(12) and 8-17(9)~(12), the key image 030IWG12 is displayed to move from the front of the screen towards the keyhole (physical) image 030IWG11 at the back of the screen, so it is initially displayed at a larger size than the keyhole (physical) image 030IWG11, and then shrinks down (gradually becoming smaller to represent moving away) while being displayed to pierce the keyhole (physical) image 030IWG11 and rotate). With such a configuration, attention can be drawn to the special image that acts on the corresponding special image, and the effect of the special effect can be enhanced.

[0346] (Means 7) The special effect execution means can execute the special effect multiple times, and the execution time can be varied depending on the special effect being executed (for example, as shown in Figure 8-4(A), the chance-up effect targeting decorative symbols has a longer execution time than the dialogue display or the chance-up effect targeting the dialogue display). With such a configuration, various special effects can be executed at a suitable execution time, and the effect of the effects can be enhanced.

[0347] (Mean 8) When the performance mode of a suggestive performance changes due to a special performance, the execution time is longer than when the performance mode does not change due to a special performance (for example, as shown in Figures 8-4(A) and (B), the execution time T11 of a dialogue performance whose performance mode changes due to a chance-up performance is longer than the execution time T12 of a dialogue performance whose performance mode does not change due to a chance-up performance). With such a configuration, when a special performance is executed, it is possible to ensure that the special performance and the suggestive performance that it is targeting are executed.

[0348] (Means 9) The suggestive performance execution means is capable of executing a first suggestive performance (for example, a performance that displays a title) and a second suggestive performance (for example, a performance that displays dialogue) which has a smaller display size than the first suggestive performance, and the special performance execution means is capable of executing a special performance in a manner in which a special corresponding image is displayed at the position where the performance image related to the suggestive performance is displayed when the suggestive performance is being executed (for example, a keyhole (physical) image 030IWG11 is displayed at the position where the title image 030IWG21 is displayed or where the dialogue image 030IWG20 is displayed), and the special performance When the target suggestive effect is the first suggestive effect, the special corresponding image is displayed in a first display size corresponding to the display size of the first suggestive effect. When it is the second suggestive effect, the special corresponding image is displayed in a second display size corresponding to the display size of the second suggestive effect, with the second display size being smaller than the first display size (for example, the keyhole (physical) image 030IWG11 displayed at the position of the dialogue image 030IWG20 shown in Figure 8-20(3) is displayed in a smaller size than the keyhole (physical) image 030IWG11 displayed at the position of the title image 030IWG21 shown in Figure 8-20(1)). This configuration enhances the player's enjoyment by allowing them to predict the target suggestive effect from the position where the special corresponding image is displayed, and also makes the effect feel natural by displaying the special corresponding image in a display size appropriate for the target effect.

[0349] (Means 10) The suggestive performance execution means is capable of executing a specific suggestive performance (for example, a performance that displays dialogue) that displays a performance image at a first position, and a special suggestive performance (for example, a performance that displays a decorative pattern) that displays a performance image at a second position closer to the edge of the display area of ​​the display means than the first position (for example, a position closer to the upper edge of the display area of ​​the image display device 5). When the specific suggestive performance is executed, the special performance execution means displays a special corresponding image at approximately the center of the performance image displayed at the first position (for example, as shown in Figure 8-12(5)). (For example, the keyhole (physical) image 030IWG11 is displayed approximately in the center of the dialogue image 030IWG20.) When a special suggestion effect is performed, a special corresponding image is displayed at a position shifted toward the center of the display area of ​​the display means from the center of the effect image displayed at the second position (for example, as shown in Figure 8-16(7), the keyhole (physical) image 030IWG11 is displayed at a position shifted toward the center of the display area from the center of the left decorative pattern display area 5L and the right decorative pattern display area 5R (a position corresponding to the middle decorative pattern display area 5C). With such a configuration, a special corresponding image can be displayed suitably according to the characteristics of the suggestion effect being targeted.

[0350] (Method 11) The special effect includes a notification effect that displays a special image in a common display position regardless of the position where the special corresponding image is displayed, informing that the performance mode of the target suggestive effect has changed (for example, as shown in Figures 8-15(13) and 8-17(13), a character and the text "Hold Rank Up" or "Pattern Rank Up" are displayed). With such a configuration, it is possible to easily recognize that the performance mode of the target suggestive effect has changed due to the special effect.

[0351] (Method 12) The special corresponding image is not displayed at the timing when the presentation style of the suggestive presentation changes in the special presentation (for example, as shown in Figures 8-15(13)~(15) and 8-17(13)~8-18(17), the keyhole (physical) image 030IWG11 is not displayed at the timing when the active display or the style of the decorative pattern changes). With such a configuration, attention can be drawn to the changing presentation style of the suggestive presentation.

[0352] (Means 13) The special image display means displays a special image in a manner that moves through the display position of the suggestive effect that is the target of the special effect during the period prior to the execution of the special effect (for example, as shown in Figures 8-12(1)~(4) and 8-19(1)~(2), the mini character A image 030IWC10 and the mini key image 030IWG10 move through the position (or position where the dialogue image related to the dialogue effect is scheduled to be displayed) during the period prior to the execution of a chance-up effect targeting a dialogue effect). With such a configuration, when the special image is displayed in a manner that moves, it is possible to increase the player's expectation that the special effect targeting the suggestive effect at the position where the special image is displayed will be executed, thereby improving the entertainment value.

[0353] (Means 14) The special image display means moves and displays the special image to the display position of the suggestive effect when the special image is used (for example, as shown in Figures 8-14(5) and 8-16(5), the mini character A image 030IWC10 and the mini key image 030IWG10 move to the display position of the active display AH that is the target of the chance-up effect or to the decorative symbol display area). With such a configuration, attention can be drawn to the special effect and the suggestive effect that it is the target of.

[0354] (Method 15) Special images have a lower display priority than the performance images related to the suggestive performance that is the target of the special performance (for example, as shown in Figures 8-15(14) and 8-19(2), the mini character A image 030IWC10 and the mini key image 030IWG10 have a lower display priority than the title display, active display, dialogue display, and decorative pattern, and are displayed on a lower layer than them). With such a configuration, attention can be drawn to the suggestive performance.

[0355] (Means 16) The special performance execution means can execute one special performance targeting one suggestive performance, and then execute another special performance targeting another suggestive performance, and the other special performance is executed after a predetermined period has elapsed since the first special performance was executed (for example, as shown in Figure 8-4, chance-up performances targeting different things are executed after a predetermined period has elapsed). With such a configuration, it is possible to leave an interval between one special performance and another special performance to make each stand out, and to secure a period for displaying the special image in a moving manner.

[0356] (Method 17) The speed at which the special image is displayed is faster when the suggestive effect to be used is specified than when the suggestive effect to be used is not specified (for example, as shown in Figures 8-19(2) and (3), the movement speed of the mini character A image 030IWC10 and the mini key image 030IWG10 is slow when the suggestive effect to be used is not specified, and fast when it is specified). With such a configuration, attention can be drawn to the suggestive effect to be used.

[0357] (Mean 18) When the special image is displayed in a moving position, an additional image is added, and the additional image is also displayed in a moving position, and the additional image operates when a special effect is executed (for example, as shown in Figures 8-14(1)~(8), 8-16(1)~(8), and 8-19(2), the mini character A image 030IWC10 is displayed in a moving position together with the mini key image 030IWG10, and when a chance-up effect is executed, the character A image 030IWC10 performs the action of throwing the key image 030IWG12 into the keyhole (physical) image 030IWG11). With such a configuration, attention can be drawn to the special image, and the effect of the special effect can be enhanced.

[0358] (Mean 19) The special image is displayed in a manner that it moves around the additional image, and its movement stops when a special effect is executed (for example, as shown in Figures 8-14(1)~(6), 8-16(1)~(6), and 8-19(2), the mini key image 030IWG10 moves in a manner that it moves around the mini character A image 030IWC10, and its movement stops when a chance-up effect is executed). With such a configuration, attention can be drawn to the special image, and the effect of the special effect can be enhanced.

[0359] (Means 20) Special images and additional images are displayed during the execution of a specific performance (e.g., a super reach) that suggests control to an advantageous state, and are displayed with a higher display priority than the performance images related to the specific performance (for example, as shown in Figures 8-12(1) to (4), the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed with a higher display priority than the character image related to the preliminary performance in the first half of the super reach), and are displayed in a manner that does not obstruct the visibility of at least the central part of the performance image related to the specific performance when the specific performance is being executed but the special performance is not being executed (for example, as shown in Figures 8-12(1) to (4) and Figure 8-19(2), the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed so as to move along the edge of the display area without moving in the center of the display area of ​​the image display device 5, and are not displayed superimposed on the face portion of the character image related to the preliminary performance). With such a configuration, it is possible to display special images and additional images while preventing them from interfering with the specific performance.

[0360] (Means 21) The system includes a special suggestion effect execution means capable of executing a first special suggestion effect (e.g., a chance-up tease effect (true)) that suggests a special effect will be executed and after the effect, the special effect is executed, and a second special suggestion effect (e.g., a chance-up tease effect (false)) that suggests a special effect will be executed but after the effect, the special effect is not executed. The special image is then displayed again in its initial position after the second special suggestion effect is executed (for example, it is displayed in the same initial position after the chance-up effect is executed as shown in Figure 8-19(1) and after the chance-up tease effect (false) is executed as shown in Figure 8-19(5)). With such a configuration, it is possible to make it clear that the second special suggestion effect has finished and to express the meaning of a reset. In addition, by displaying it again in its initial position, it is possible to suppress an increase in the amount of data related to the effect control.

[0361] (Means 22) The special performance execution means is capable of executing the special performance multiple times, and when one special performance targeting one suggestive performance is being executed, other special performances targeting other suggestive performances are not executed (for example, as shown in Figure 8-4, chance-up performances targeting different events are executed after a predetermined period of time has elapsed). With such a configuration, attention can be drawn to the special performance that is currently being executed.

[0362] (Mean 23) At least some of the suggestive effects among the multiple types of suggestive effects (for example, decorative patterns) have a higher display priority than the special image even when the special image interacts with the special corresponding image (see, for example, Figure 8-15(9)). With such a configuration, visibility can be ensured for some of the suggestive effects under any circumstances. Furthermore, for suggestive effects other than some (for example, those that do not contain information related to the progress of the game, such as dialogue displays or title displays), by making them have a lower display priority than the special image when the special image interacts with the special corresponding image, a realistic effect can be achieved and the effect of the effect can be enhanced.

[0363] (Means 24) The special performance execution means is capable of displaying a specific image when executing a special performance (for example, as shown in Figures 8-15(13) and 8-17(13), a character and the text "Hold Rank Up" or "Pattern Rank Up" are displayed together with an effect image that covers the performance image related to the preliminary performance). The special performance can be executed by a first performance pattern that changes the performance mode of the target suggestive performance when the specific image is displayed (for example, as shown in Figures 8-17(13) to 8-18(17), a pattern in which the appearance of the decorative pattern changes while the display of the character and "Pattern Rank Up" remains), and a second performance pattern that changes the performance mode of the target suggestive performance when it is different from when the specific image is displayed (for example, as shown in Figures 8-15(13) to (15), a pattern in which the appearance of the active display changes after the display of the character and "Hold Rank Up" has been erased). With such a configuration, the player can be made to recognize that the performance mode of the suggestive performance changes by displaying a specific image, and the special performance can be suitably executed by a performance pattern corresponding to the target suggestive performance.

[0364] (Mean 25) When a special performance is performed using the first performance pattern, the probability of being controlled to a favorable state is higher than when a special performance is performed using the second performance pattern (for example, a chance-up performance in which the appearance of decorative symbols changes has a higher probability of winning than a chance-up performance in which the appearance of the active display changes. See Figure 8-7). With such a configuration, the probability of winning can be varied according to the flashiness of the performance pattern, thereby improving the entertainment value.

[0365] (Mean 26) As a specific image, it is possible to identify which suggestive effect's performance mode has changed, and an image different from the performance image related to that suggestive effect is displayed (for example, as shown in Figures 8-15(13) and 8-17(13), the text "Hold Rank Up" or "Pattern Rank Up" is displayed). With such a configuration, it is possible to easily recognize which suggestive effect's performance mode has changed.

[0366] (Mean 27) The special performance is performed during the execution of a specific performance (e.g., a super reach) that suggests whether or not the game will be controlled to an advantageous state, and the specific image displayed during the execution of the special performance is displayed in a manner that covers the performance image related to the specific performance (for example, as shown in Figures 8-15(13) and 8-17(13), a character and the text "Hold Rank Up" or "Symbol Rank Up" are displayed together with an effect image that covers the performance image related to the preliminary performance), and the suggestive performance includes suggestive performances that are covered by the specific image and suggestive performances that are not covered by the specific image (for example, as shown in Figure 8-15(13), the active display AH is covered, while as shown in Figure 8-17(13), the decorative symbols are not covered), and the suggestive performance that is not covered by the specific image has a higher expectation of being controlled to an advantageous state than the suggestive performance that is covered by the specific image (for example, a chance-up performance in which the appearance of the decorative symbols changes has a higher expectation of a big win than a chance-up performance in which the appearance of the active display changes. See Figure 8-7). Such a structure allows for varying levels of anticipation depending on the extravagance of the special effects, thereby enhancing the overall enjoyment.

[0367] (Method 28) The special effects of the first performance pattern are more likely to be executed later within a variable display period than the special effects of the second performance pattern (for example, a chance-up effect in which the appearance of decorative symbols changes is executed later than a chance-up effect in which the appearance of the active display changes. See Figure 8-3). With such a configuration, special effects can be executed according to the timing when the player's expectations are high.

[0368] (Method 29) When a special effect is being performed according to the first effect pattern, one specific image is switched to display another specific image (for example, as shown in Figures 8-17(13) to (14), after the image of character A is displayed, an image of character A and character B standing side by side is displayed as shown in Figures 8-17(15) to 8-18(17)). With such a configuration, the effect of a special effect that is highly anticipated can be enhanced.

[0369] Furthermore, when executing various pre-announcement effects such as suggestive or special effects, it is preferable to control them appropriately according to the game situation. For example, in the first special game state controlled after a jackpot, it is preferable to increase the frequency of pre-announcement effects to create anticipation for a jackpot. This will make the player interested in the jackpot and enhance their enjoyment. Conversely, in the second special game state, the frequency of pre-announcement effects may be reduced to allow the player to win a jackpot sooner. This will enhance the player's enjoyment according to the game state. The actual machine control will be explained in detail below.

[0370] An embodiment for implementing the gaming machine according to the present invention will be described below with reference to the drawings.

[0371] (Feature section 069SG form) (SG2020-069) Gaming machine of type 1-1, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. When the variable display is not determined by the determination means to control to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state (for example, when the variable display result is a "miss", the number of losing variation patterns that the CPU 103 can determine in "Shortened Time State B" (e.g., 2) is less than the number of variable display patterns that can be determined in "Shortened Time State A" (e.g., 3), and less than the number of losing variation patterns that can be determined in "Probability Change State" (e.g., 4)). When the variable display is not controlled to the advantageous state by the determination means, the average duration of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average duration of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is a "miss", the average duration of the variable display time of the losing variation pattern determined by the CPU 103 in "Time-Saving State B" (e.g., about 2.2 seconds) is less than the average duration of the variable display time of the losing variation pattern determined in "Time-Saving State A" (e.g., about 5.58 seconds), and less than the average duration of the variable display time of the losing variation pattern determined in "Probability Change State" (e.g., about 4.83 seconds). See Figure 19-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system is not controlled to a favorable state, the variable displays for which it is not decided to control to a favorable state have fewer types of variable display patterns and a shorter average period of variable display time. As a result, the rate at which the variable displays are consumed is higher than in other states, thus providing a suitable second special state.

[0372] The gaming machine of Form 1-2 is the gaming machine described in Form 1-1, and it is capable of variably displaying multiple columns of decorative identification information (for example, the decorative symbols displayed in the decorative symbol display areas 5L, 5R, and 5C), the start order of the variable display of the decorative identification information for each column is common in the case where the mode of the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in the variable display in which it is not determined by the determination means to control to the advantageous state in the first special state, and in the case where the mode of the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in the variable display in which it is not determined by the determination means to control to the advantageous state in the second special state, but the time until the variable display speed of the decorative identification information for each column that has started the variable display reaches the maximum speed is different in the case where the mode of the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in the variable display in which it is not determined by the determination means to control to the advantageous state in the first special state, and in the case where the mode of the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in the variable display in which it is not determined by the determination means to control to the advantageous state in the second special state (for example, the start order of the variable display of the decorative symbols in the decorative symbol display areas 5L, 5R, and 5C is common in the case of a non-reach deviation variation pattern in the probability variation state and the short-time state A, and in the case of a non-reach deviation variation pattern in the short-time state B, but the time until the decorative symbols in the decorative symbol display areas 5L, 5R, and 5C reach the maximum speed is shorter in the short-time state B than in the probability variation state and the short-time state A (tb1~tb2 < ta1~ta3). Refer to FIG. 19-51), and is characterized by this. According to this feature, in the first special state and the second special state, while the start order of the variable display of the decorative identification information for each column is common, the time until reaching the maximum speed is different, so different impressions can be given for each state and the interest can be enhanced.

[0373] The gaming machine of Form 1-3 is the gaming machine described in Form 1-1 or Form 1-2, and It is possible to display variable information for multiple rows of decorative identification information (e.g., decorative patterns). The stopping order of the variable display of decorative identification information in each row differs depending on whether, in the first special state, the variable display of decorative identification information is not controlled to the advantageous state by the determination means and a non-specific display result is displayed, or in the second special state, the variable display of decorative identification information is not controlled to the advantageous state by the determination means and a non-specific display result is displayed (for example, in the decorative symbol display areas 5L, 5R, and 5C, the stopping order of the variable display of decorative symbols is left → right → middle in the case of a non-reach failure variation pattern in the probability variation state and time reduction state A, and in the case of a non-reach failure variation pattern in time reduction state B, left, middle, and right are stopped and displayed simultaneously. See Figure 19-51). It is characterized by the following. This feature allows for different display stop sequences for decorative identification information in each column between the first special state and the second special state, thereby creating different impressions for each state and enhancing the overall appeal.

[0374] A gaming machine of form 1-4 is a gaming machine described in any of forms 1-1 to 1-3, It is possible to display variable information for multiple rows of decorative identification information (e.g., decorative patterns). The stopping order of the variable display of decorative identification information in each column is common to both cases: when, in the first special state, the variable display of decorative identification information is not controlled to the advantageous state by the determination means and a non-specific display result is displayed without the variable display being controlled to the specific state; and when, in the second special state, the variable display of decorative identification information is not controlled to the advantageous state by the determination means and a non-specific display result is displayed without the variable display being controlled to the specific state. The time from when one decorative identification information in multiple rows is stopped to when the next decorative identification information is stopped differs depending on whether, in the first special state, the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in a variable display that is not determined to be controlled to the advantageous state by the determination means, or in the second special state, the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in a variable display that is not determined to be controlled to the advantageous state by the determination means (for example, decorative pattern display). The stopping order of the variable display of decorative symbols in areas 5L, 5R, and 5C is the same whether it is a non-reach failure variation pattern in the probability variation state, time reduction state A, or time reduction state B. However, the time from when a decorative symbol stops to when the next decorative symbol stops in one of the decorative symbol display areas 5L, 5R, or 5C may differ depending on whether it is a non-reach failure variation pattern in the probability variation state, time reduction state A, or time reduction state B. It is characterized by the following. This feature allows for different impressions and enhances interest by having different time intervals between the display of one decorative identification piece and the display of the next decorative identification piece in the first and second special states.

[0375] A gaming machine of form 1-5 is a gaming machine described in any of forms 1-1 to 1-4, It is possible to display variable information for multiple rows of decorative identification information (e.g., decorative patterns). The system includes an output means capable of outputting a stop sound when the decorative identification information for each column is displayed in a stopped state. The number of times the stop sound is output in the variable display of 1 differs depending on whether the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in the variable display where the determination means does not determine to control the advantageous state in the first special state, or whether the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed in the variable display where the determination means does not determine to control the advantageous state in the second special state (for example, the number of times the symbol stop sound is output in the variable display of 1 is 3 times in the case of a non-reach miss variation pattern in the probability variation state and time reduction state A because the left, middle, and right symbols stop at different timings, and 1 time in the case of a non-reach miss variation pattern in time reduction state B because the left, middle, and right symbols stop at the same timing. See Figure 19-51). It is characterized by the following. This feature allows the stopping sound to draw attention to the stopping of decorative identification information, and by having different numbers of stopping sounds output for the first special state and the second special state, it is possible to create different impressions for each state and enhance interest.

[0376] A gaming machine of form 1-6 is a gaming machine described in any of forms 1-1 to 1-5, It is possible to display variable information for multiple rows of decorative identification information (e.g., decorative patterns). The system includes an output means capable of outputting a stop sound when the decorative identification information for each column is displayed in a stopped state. The number of times the stop sound is output in the variable display of 1 is common to both cases: when the variable display of decorative identification information does not become a specific mode and a non-specific display result is displayed in the variable display where the determination means does not determine to control the advantageous state in the first special state; and when the variable display of decorative identification information does not become a specific mode and a non-specific display result is displayed in the variable display where the determination means does not determine to control the advantageous state in the second special state (for example, the number of times the symbol stop sound is output in the variable display of 1 may be common to both cases where it is a non-reach miss variation pattern in the probability variation state and time-saving state A; and cases where it is a non-reach miss variation pattern in time-saving state B). It is characterized by the following. This feature allows the stopping sound to draw attention to the stopping of decorative identification information, and by standardizing the number of times the stopping sound is output between the first and second special states, development costs can be reduced.

[0377] A gaming machine of form 1-7 is a gaming machine described in any of forms 1-1 to 1-6, It is possible to display decorative identification information (e.g., decorative patterns) in a variable manner. When the determination means does not determine that the system should be controlled to the advantageous state, and the variable display mode of the decorative identification information is a variable display that displays a non-specific display result without becoming a specific mode, the system is equipped with a display means capable of executing a specific operation display that causes the decorative identification information to perform a specific operation when the decorative identification information is stopped from being displayed. In the first special state, if the decorative identification information is displayed as stopped, the specific action display is executed; in the second special state, if the decorative identification information is displayed as stopped, the specific action display is not executed (for example, in the probability variation state and time reduction state A, if the variation pattern is one of non-reach failure, the specific action display (symbol stop action) is performed, whereas in time reduction state B, if the variation pattern is one of non-reach failure, the specific action display (symbol stop action) is not performed. See Figures 19-51 to 19-54). It is characterized by the following. This feature allows for enhanced visual effects through specific action displays in the first special state, while smooth variable displays can be achieved by not performing specific action displays in the second special state.

[0378] A gaming machine of form 1-8 is a gaming machine described in any of forms 1-1 to 1-7, It is possible to display decorative identification information (e.g., decorative patterns) in a variable manner. When the determination means does not determine that the system should be controlled to the advantageous state, and the variable display mode of the decorative identification information is a variable display that displays a non-specific display result without becoming a specific mode, the system is equipped with a display means capable of executing a specific operation display that causes the decorative identification information to perform a specific operation when the decorative identification information is stopped from being displayed. The display mode of the specified action display is common to both the case where the decorative identification information is displayed in a stopped state in the first special state and the case where the decorative identification information is displayed in a stopped state in the second special state (for example, the specified action display (symbol stop action) is common to both the case where the non-reach miss variation pattern occurs in the probability variation state and time-saving state A and the case where the non-reach miss variation pattern occurs in time-saving state B, thereby enhancing the effect of the performance with the specified action display while making the mode of the specified action display common to the case of the probability variation state and time-saving state A and time-saving state B. See Figures 19-51 to 19-54). It is characterized by the following. This feature allows for enhanced visual effects through specific action displays, while simultaneously reducing development costs by standardizing the specific action display patterns between the first and second special states.

[0379] A gaming machine of form 1-9 is a gaming machine described in any of forms 1-1 to 1-8, It is possible to synchronize and variably display decorative identification information (e.g., decorative patterns) and predetermined identification information different from said decorative identification information (e.g., small patterns), The period from when the identification information is stopped to when the predetermined identification information is stopped is shorter in the case where the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed when the determination means does not decide to control the advantageous state in the second special state, compared with the case where the variable display of the decorative identification information does not become a specific mode and a non-specific display result is displayed when the determination means does not decide to control the advantageous state in the first special state (for example, the period from when the decorative symbol is stopped to when the small symbol is stopped is shorter in the case of a non-reach miss variation pattern in time-saving state B than in the case of a non-reach miss variation pattern in probability change state and time-saving state A {t1(ta6~ta7)>t2(tb3~tb4)} portion. See Figure 19-51). It is characterized by the following. This feature enables smooth variable display in the second special state.

[0380] A gaming machine of form 1-10 is a gaming machine described in any of forms 1-1 to 1-9, It is possible to display decorative identification information (e.g., decorative patterns) in a variable manner. In the first special state, the minimum period from when the decorative identification information is stopped displaying in variable display 1 until the variable display of the decorative identification information begins in the next variable display is common to both the first special state and the second special state. (For example, the symbol confirmation period (ta7~ta8), which is the minimum period from when the decorative symbol is stopped displaying in variable display 1 until the variable display of the decorative symbol begins in the next variable display in the probability variation state and time reduction state A, and the symbol confirmation period (tb4~tb5), which is the minimum period from when the decorative symbol is stopped displaying in variable display 1 until the variable display of the decorative symbol begins in the next variable display in time reduction state B, are common parts. See Figure 19-51.) It is characterized by the following. This feature allows for a reduction in development costs by standardizing control processes that take into account drawing processes and other factors until the decorative identification information is completely displayed.

[0381] A gaming machine of form 1-11 is a gaming machine described in any of forms 1-1 to 1-10, When the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in the second special state, and when the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in the first special state, and these are common (for example, when the variable display result is a "miss", the loss variation pattern that the CPU 103 can determine in "Time-Saving State B" (e.g., "Non-Reach A") and the loss variation pattern that can determine in "Time-Saving State A" and "Probability Variation State" (e.g., "Non-Reach A") are common parts). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set variable display patterns that can only be determined by the second special state.

[0382] (SG2020-070) Gaming machine of type 2-1, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. When the variable display is not determined by the determination means to control to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state and less than the number of variable display patterns that can be determined in the third special state (for example, when the variable display result is a "miss", the number of losing variation patterns that the CPU 103 can determine in "Shortened Time State B" (e.g., 2) is less than the number of variable display patterns that can be determined in "Shortened Time State A" (e.g., 3) and less than the number of losing variation patterns that can be determined in "Probability Change State" (e.g., 4)). When the variable display is not controlled to the advantageous state by the determination means, the average duration of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average duration of the variable display period of the variable display pattern determined in the first special state and shorter than the average duration of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is a "miss", the average duration of the variable display time of the losing variation pattern determined by the CPU 103 in "Time-Saving State B" (for example, about 2.2 seconds) is less than the average duration of the variable display time of the losing variation pattern determined in "Time-Saving State A" (for example, about 5.58 seconds) and less than the average duration of the variable display time of the losing variation pattern determined in "Probability Change State" (for example, about 4.83 seconds). See Figure 19-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system is not controlled to a favorable state, the variable displays for which it is not decided to control to a favorable state have fewer types of variable display patterns and a shorter average period of variable display time. As a result, the rate at which the variable displays are consumed is higher than in other states, thus providing a suitable second special state.

[0383] The gaming machine of form 2-2 is the gaming machine described in form 2-1, When the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in the second special state, and when the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in at least one of the first special state and the third special state, and these are common (for example, the losing variable pattern that the CPU 103 can determine in time-saving state B (e.g., no reach, SP reach D) and the losing variable display pattern that can determine in at least one of time-saving state A and probability change state (e.g., no reach, SP reach D) are common parts). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set variable display patterns that can only be determined by the second special state.

[0384] The gaming machine of form 2-3 is the gaming machine described in form 2-1 or form 2-2, When the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in the second special state, and when the variable display is not determined by the determination means to control it to the advantageous state, the variable display pattern determination means can determine a variable display pattern in both the first special state and the third special state, and these are common (for example, the losing variable pattern that the CPU 103 can determine in time-saving state B (e.g., non-reach, SP reach D) and the losing variable display pattern that can determine in both time-saving state A and probability-changing state (e.g., non-reach, SP reach D) are common parts). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set variable display patterns that can only be determined by the second special state.

[0385] A gaming machine of form 2-4 is a gaming machine described in any of forms 2-1 to 2-3, The average duration of the control period controlled to the second special state is shorter than the average duration of the control period controlled to the third special state, and the average duration of the control period controlled to the third special state is shorter than the average duration of the control period controlled to the first special state (for example, it is preferable that the average duration of the control period controlled to the time-saving state B is shorter than the average duration of the control period controlled to the probability variation state, and the average duration of the control period controlled to the probability variation state is shorter than the average duration of the control period controlled to the time-saving state A). It is characterized by the following. According to this feature, in the second special state, the average duration of the control period is shorter than in the third special state, which increases the rate at which the variable display is consumed, thus providing a more favorable second special state. In the first special state, the average duration of the control period is longer, which enhances the enjoyment of the game.

[0386] A gaming machine of form 2-5 is a gaming machine described in any of forms 2-1 to 2-4, When the variable display is not determined to be controlled to the advantageous state by the determination means, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state, and the number of variable display patterns that can be determined in the first special state is less than the number of variable display patterns that can be determined in the third special state (for example, the number of losing variation patterns that the CPU 103 can determine in time-saving state B (e.g., 2) is less than the number of losing variation patterns that can be determined in time-saving state A (e.g., 3), and the number of losing variation patterns that can be determined in time-saving state A (e.g., 3) is less than the number of losing variation patterns that can be determined in probability variation state (e.g., 4)). It is characterized by the following. According to this feature, in the second special state, the number of selectable variable display patterns is reduced to prioritize the consumption of the variable display, while in the third special state, the number of selectable variable display patterns is increased to enhance the enjoyment of the game.

[0387] (SG2020-071) A gaming machine of form 1-12 is a gaming machine described in any of forms 1-1 to 1-11, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed. When the variable display is determined by the determination means to be controlled to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state (for example, when the variable display result is "jackpot", the number of jackpot variation patterns that the CPU 103 can determine in "time-saving state B" (e.g., 1) is less than the number of variable display patterns that can be determined in "time-saving state A" (e.g., 2), and less than the number of losing variation patterns that can be determined in "probability variation state" (e.g., 3)). When the variable display is determined by the determination means to be controlled to the advantageous state, the average duration of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average duration of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is "jackpot", the average duration of the variable display time of the jackpot variation pattern determined by the CPU 103 in "Shortened Time State B" (for example, about 40 seconds) is less than the average duration of the variable display time of the jackpot variation pattern determined in "Shortened Time State A" (for example, about 62.8 seconds), and less than the average duration of the variable display time of the jackpot variation pattern determined in "Probability Variation State" (for example, about 51.1 seconds). See Figure 19-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the development costs can be reduced by having fewer types of variable display patterns in the variable display that is decided to control the system to an advantageous state. Furthermore, since the system is controlled to an advantageous state without being unnecessarily stimulated, a suitable second special state can be provided.

[0388] A gaming machine of form 1-13 is a gaming machine described in any of forms 1-1 to 1-12, The variable display that is determined to be controlled to the advantageous state by the determination means includes a variable display part that performs a variable display of identification information, and a post-performance part that notifies game value information that can identify the amount of game value granted in the advantageous state after the completion of the variable display part, The execution period of the variable display part in the first special state and the execution period of the variable display part in the second special state are different. The execution period of the post-event performance part in the first special state and the execution period of the post-event performance part in the second special state are the same (for example, the variable display time (50 seconds, 40 seconds) of the variable display part in the time-saving state A and the probability variation state is different from the variable display time (25 seconds) of the variable display part in the time-saving state B, while the symbol confirmation time (15 seconds) of the post-event performance part in the time-saving state A and the probability variation state is the same from the symbol confirmation time (15 seconds) of the post-event performance part in the time-saving state B. See Figure 19-61). It is characterized by the following. This feature allows for a reduction in development costs by unifying the execution period of post-event effects in variable displays that are controlled to be advantageous in both the first and second special states.

[0389] A gaming machine of form 1-14 is a gaming machine described in any of forms 1-1 to 1-13, It is possible to display identification information in a variable manner. The variable display that is determined to be controlled to the advantageous state by the determination means includes a variable display part that performs a variable display of identification information, and a post-performance part that notifies game value information that can identify the amount of game value granted in the advantageous state after the completion of the variable display part, The variable display includes a display means capable of performing a specific operation display that causes the identification information to be specifically operated when the identification information is stopped displaying during the execution period of the variable display part in the variable display which has been determined to be controlled to the advantageous state by the determination means, The execution period of the variable display part in the first special state and the execution period of the variable display part in the second special state are different. The execution period of the specific operation display in the first special state and the execution period of the specific operation display in the second special state are common (for example, the variable display time (50 seconds, 40 seconds) of the variable display part of the time-saving state A and the probability variation state are different from the variable display time (25 seconds) of the variable display part of the time-saving state B, while the display time (ta3~ta4) of the jackpot specific operation display in the time-saving state A and the probability variation state and the display time (ta3~ta4) of the jackpot specific operation display in the time-saving state B are common. See Figure 19-61). It is characterized by the following. This feature allows for a reduction in development costs by unifying the execution period of specific action displays in variable displays that are determined to be controlled to an advantageous state in the first special state and the second special state.

[0390] A gaming machine of form 1-15 is a gaming machine described in any of forms 1-1 to 1-14, When the variable display is determined by the determination means to be controlled to the advantageous state, the variable display pattern determination means can determine the variable display pattern in the second special state, and when the variable display is determined by the determination means to be controlled to the advantageous state, the variable display pattern determination means can determine the variable display pattern in the first special state, and these are common (for example, when the variable display result is "Big Win", the losing variation pattern that the CPU 103 can determine in "Shortened Time State B" (e.g., "SP Reach D") and the losing variation pattern that can determine in "Probability Variation State" (e.g., "SP Reach D") are common parts). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set variable display patterns that can only be determined by the second special state.

[0391] (SG2020-072) The gaming machine of form 2-6 is a gaming machine described in any of forms 2-1 to 2-5, A gaming machine (for example, a pachinko machine 1) that displays a variable status based on whether the starting conditions have been met (for example, when a game ball enters the starting prize slot) and can be controlled to an advantageous state for the player (for example, a jackpot game state), State control means capable of controlling between a non-special state and a special state in which the starting conditions are more likely to be met than in the non-special state (for example, a part in which the CPU 103 can control between a normal state, a time-saving state A in which time-saving control is performed to improve the fluctuation efficiency of special symbols (especially the second special symbol), a probability variation state, and a time-saving state B), A decision means capable of determining whether to control to the aforementioned advantageous state (for example, the part in which the CPU 103 executes a jackpot determination process in step 069SGS62 of the special symbol normal processing), Based on the determination result of the aforementioned determination means, a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns with different variable display periods (for example, the part in which the CPU 103 determines one of multiple types of variable patterns based on the variable display result in the variable pattern setting process of step 069SGS111), Equipped with, The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been performed, and a third special state (e.g., probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends. When the variable display is determined by the determination means to be controlled to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state and less than the number of variable display patterns that can be determined in the third special state (for example, when the variable display result is "jackpot", the number of jackpot variation patterns that the CPU 103 can determine in "time-saving state B" (e.g., 1) is less than the number of variable display patterns that can be determined in "time-saving state A" (e.g., 2) and less than the number of losing variation patterns that can be determined in "probability variation state" (e.g., 3)). When the variable display is determined by the determination means to be controlled to the advantageous state, the average duration of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average duration of the variable display period of the variable display pattern determined in the first special state and shorter than the average duration of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is "jackpot", the average duration of the variable display time of the jackpot variation pattern determined by the CPU 103 in "Shortened Time State B" (for example, about 40 seconds) is less than the average duration of the variable display time of the jackpot variation pattern determined in "Shortened Time State A" (for example, about 62.8 seconds) and less than the average duration of the variable display time of the jackpot variation pattern determined in "Probability Variation State" (for example, about 51.1 seconds). See Figure 19-50). It is characterized by the following. According to this feature, in the second special state controlled after a predetermined number of variable displays, considering that a long period of time has passed during which the system has not been controlled to an advantageous state, the development costs can be reduced by having fewer types of variable display patterns in the variable display that is decided to control the system to an advantageous state. Furthermore, since the system is controlled to an advantageous state without being unnecessarily stimulated, a suitable second special state can be provided.

[0392] A gaming machine of form 2-7 is a gaming machine described in any of forms 2-1 to 2-6, When the variable display is determined by the determination means to be controlled to the advantageous state, the variable display pattern determination means can determine a variable display pattern in the second special state, and when the variable display is determined by the determination means to be controlled to the advantageous state, the variable display pattern determination means can determine a variable display pattern in at least one of the first special state and the third special state, and these are common (for example, the jackpot variation pattern that the CPU 103 can determine in time-saving state B (e.g., SP reach D) and the jackpot variable display pattern that can determine in at least one of time-saving state A and probability variation state (e.g., probability variation state) (e.g., SP reach D) are common parts). It is characterized by the following. This feature allows for reduced development costs and program size by eliminating the need to set variable display patterns that can only be determined by the second special state.

[0393] A gaming machine of form 2-8 is a gaming machine described in any of forms 2-1 to 2-7, When the variable display is determined by the determination means to be controlled to the advantageous state, at least a portion of the variable display pattern that the variable display pattern determination means can determine in the second special state and the variable display pattern that the variable display pattern determination means can determine in both the first special state and the thir...

Claims

[Claim 1] A gaming machine that can be controlled to create a favorable state for the player, Movable body and, A light-emitting body, A means of operation that can be operated by the player, An effect execution means capable of executing: a specific effect that can notify that the system is controlled to the advantageous state; an operation effect that prompts operation of the operation means in the specific effect; a movable body effect that operates the movable body when it is notified in the specific effect that the system is controlled to the advantageous state; a post-effect that is executed after the movable body effect; multiple types of suggestion effects that indicate that the system is controlled to the advantageous state and have different levels of expectation depending on the effect mode; and a special effect that changes the suggestion effect being executed in one effect mode to an effect mode with a higher level of expectation than the one effect mode. It comprises a special image display means capable of moving and displaying special images, The aforementioned performance execution means is capable of executing, as the suggestive performance, a first suggestive performance, a second suggestive performance having a smaller performance execution area than the first suggestive performance, and a third suggestive performance having a smaller performance execution area than the second suggestive performance. The aforementioned performance execution means is capable of executing the special performance in a manner in which, when the suggestive performance is being executed, a special corresponding image is displayed at the position where the performance image related to the suggestive performance is displayed. When the suggestive performance to which the special performance applies is the first suggestive performance, the special corresponding image is displayed in a first display size corresponding to the performance execution area of ​​the first suggestive performance; when it is the second suggestive performance, the special corresponding image is displayed in a second display size corresponding to the performance execution area of ​​the second suggestive performance, the second display size being smaller than the first display size. The aforementioned performance execution means is As a special effect, when the second suggestion effect is being executed, the special image display means displays the special image in a manner that moves toward a position corresponding to the second suggestion effect, then displays the special corresponding image at the position corresponding to the second suggestion effect, and after the special image is superimposed on the special corresponding image, the first special effect targeting the second suggestion effect can be executed. As a special effect, when the second suggestion effect is being executed, the special image is displayed by the special image display means in a manner that it moves toward a position corresponding to the second suggestion effect, and then the special image is displayed in a manner that it passes through the position corresponding to the second suggestion effect, and the special effect targeting the second suggestion effect is not executed without displaying the special corresponding image at the position corresponding to the second suggestion effect, and then, when the third suggestion effect is being executed, the special corresponding image is displayed at the position corresponding to the third suggestion effect, and after the special image is superimposed on the special corresponding image, the second special effect targeting the third suggestion effect can be executed. The aforementioned advantageous state includes a first advantageous state and a second advantageous state which is more advantageous to the player than the first advantageous state. The aforementioned performance execution means is As for the aforementioned specific effects, it is possible to execute a first specific effect that displays a specific character, a second specific effect that displays a special character, and a third specific effect that does not display either the specific character or the special character. As a post-event performance, a first post-event performance can be performed in which the specific character is displayed after the movable body performance is performed in the first specific performance. As a post-event effect, a second post-event effect can be performed in which the special character is displayed after the movable body effect is performed in the second specific effect. As a post-event performance, after the movable body performance is performed in the third specific performance, a third post-event performance can be performed in a performance mode related to the third specific performance, in which neither the specific character nor the special character is displayed. As the aforementioned operation performance, a first operation performance that executes the aforementioned operation performance can be performed in the first specific performance, As the aforementioned operation performance, a second operation performance can be executed in the second specific performance, It is possible to make the light-emitting element light up in the aforementioned post-event effect, the aforementioned operation effect, and the aforementioned movable body effect. In the first post-event effect, it is possible to make the light-emitting element emit light using a light-emitting pattern common to the second post-event effect. In the third post-event effect, it is possible to make the light-emitting element emit light using a different light emission pattern than the first post-event effect and the second post-event effect. The light-emitting element can be made to emit light using a common light-emitting pattern in both the first operation effect and the second operation effect. The proportion of the game that is controlled to the second advantageous state varies depending on whether the first specific performance, the second specific performance, or the third specific performance is executed. A gaming machine characterized by the following features.

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