Gaming machine

The gaming machine addresses the lack of engaging outcome notifications by using win/fail determination and symbol display controls to execute special games with varying performance symbols and effects, improving player engagement through dynamic outcome displays.

JP7863336B2Active Publication Date: 2026-05-21SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-01-30
Publication Date
2026-05-21

AI Technical Summary

Technical Problem

Existing gaming machines lack engaging and informative mechanisms to notify players of game outcomes, particularly in determining whether a game ball has entered a starting area and displaying the result in a variable and stop state.

Method used

The gaming machine incorporates a win/fail determination means to execute special games, symbol display control for result indication, and special game execution with varying performance symbols and effects to notify players of win/loss, including different standby states and special effects to enhance player engagement.

Benefits of technology

Enhances player engagement by providing clear and dynamic notifications of game outcomes through variable symbol displays and special effects, increasing the excitement and interest in gameplay.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007863336000003
Patent Text Reader

Abstract

To enhance the amusement property of a notice performance.SOLUTION: Display of a rare image R can be executed until the number of times of displaying an image of a performance symbol game reaches "100 times" in a high probability time-shortening mode in which the probability of determining a big winning is set to a high value in response to the big winning being determined in a normal game mode in which the probability of determining the big winning is set to a normal value. The rare image R is to definitively notify a player of the big winning. Even when the big winning game is played in a big winning game pattern with a small number of rounds, the display of the rare image R can be executed until the number of times of displaying the image of the performance symbol game reaches "100 times". For this reason, from the player's point of view, even if the number of game balls to be put out in the big winning game is small, the player can expect the probability of determining the big winning is high, thereby enhancing the amusement property of a big winning notice performance.SELECTED DRAWING: Figure 19
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Description

Technical Field

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[0006] ,

[0001] The present invention relates to a gaming machine such as a pachinko machine.

Background Art

[0002] Some of the above gaming machines are configured to determine whether a game ball has entered a starting area, and when the determination is made, display an image of a symbol game to notify the player of the determination result. This image of the symbol game displays an identification symbol in a variable state and then in a variable stop state, and the player is notified of the determination result by the aspect of the identification symbol in the variable stop state.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] This invention Ming aims to , highly interesting perform Executable and provide a gaming machine in for this purpose.

Means for Solving the Problems

[0006] The first invention, a game machine for solving the aforementioned problems, includes: a win / fail determination means (main control circuit 40) that determines whether or not to execute a special game advantageous to the player when the starting conditions are met (when a game ball enters the first starting port 18 / second starting port 23); a symbol display control means that, when the win / fail determination is made, displays a special symbol in a predetermined symbol display means and then stops displaying the special symbol indicating the result of the win / fail determination; and when the special game (jackpot game) is executed, the special symbol indicating that it was determined by the win / fail determination means is stopped and displayed on the symbol display means. The system includes a special game execution means (main control circuit 40) that executes the special game in which the player can acquire game balls, a game control means (main control circuit 40) that controls the game in any of a plurality of game states, including a first game state and a second game state which is more advantageous to the player than the first game state, and a performance control means that controls the performance, wherein the special game execution means executes a first special game in which the player can acquire a first number of game balls, and executes a second special game in which the player can acquire a second number of game balls which is greater than the first number, and the game system The means is such that when the special game is executed in the first game state, as determined by the win / failure determination means, the game can be controlled in the second game state after the special game has finished, and the performance control means executes a symbol game (performance symbol game) in which the performance symbols change in accordance with the change display of the special symbols, and the performance symbols stop in accordance with the stop display of the special symbols, in a manner that notifies the player of the win / failure determination result, and when the game is controlled in the second game state after the special game has finished, Based on the result of the aforementioned determination of correctness, a special effect (display of rare image R) can be executed to definitively notify the player that the effect symbols will be stopped and displayed in a manner that indicates that the special game will be executed, and the special effect can be executed until predetermined conditions are met, and the standby state in which neither the effect game nor the special game is being executed includes a first standby state which is the standby state after the main power is turned on and before the effect game is executed, and a second standby state which is the standby state after the effect game is executed, and the effect control means, when in the first standby state,An image that is not displayed until the main power is turned on again and the system returns to the first standby state is displayed as the initial image, and when the system is in the second standby state, a specific image different from the initial image is displayed without displaying the initial image. It is possible to do so. , The effects controlled by the aforementioned effect control means include a notification effect, a first pre-effect, a second pre-effect, and a suggestive effect, wherein the notification effect is an effect that suggests that the effect symbols may stop and be displayed in a manner that indicates that the special game will be executed while the effect symbols are being displayed in a variation, the first pre-effect is an effect that operates a first effect member during the first effect period while the effect symbols are being displayed in a variation, the second pre-effect is an effect that operates a second effect member during the first effect period, and the suggestive effect is an effect that definitively suggests that the notification effect will be executed by operating the second effect member during the second effect period, which is later than the first effect period, while the effect symbols are being displayed in a variation, the possibility of the notification effect being executed differs depending on whether the first pre-effect is executed during the first effect period or the second pre-effect is executed during the first effect period, and the mode of operation of the second effect member in the second pre-effect and the mode of operation of the second effect member in the suggestive effect are common to each other. It has a distinctive feature in that respect. [Brief explanation of the drawing]

[0007] [Figure 1] Figure illustrating Embodiment 1 of the present invention (perspective view showing the external appearance of a pachinko game machine) [Figure 2] Diagram showing a game board [Figure 3] Diagram showing the front frame [Figure 4] Block diagram showing the electrical configuration [Figure 5] (a) is a diagram showing a list of random number counters, (b) is a diagram showing the normal win judgment table, (c) is a diagram showing the normal variation display time table, (d) is a diagram showing the normal gameplay pattern table, (e) is a diagram showing the jackpot judgment table, (f) is a diagram showing the fall-out judgment table, (g) is a diagram showing the special figure 1 jackpot type table, (h) is a diagram showing the special figure 2 jackpot type table, (i) is a diagram showing the special figure 1 area, and (j) is a diagram showing the special figure 2 area. [Figure 6] (a) is a diagram showing the variation pattern table for Feature Figure 1, (b) is a diagram showing the variation pattern table 1 for Feature Figure 2, (c) is a diagram showing the variation pattern table 2 for Feature Figure 2, and (d) is a diagram showing the variation pattern table for Feature Figure 12. [Figure 7] (a) is a diagram showing the game pattern table, and (b) is a flowchart showing the main processing of the main control circuit. [Figure 8] Flowchart showing timer interrupt processing in the main control circuit [Figure 9] (a) is a flowchart showing the processing in Figure 2 of the main control circuit, and (b) is a flowchart showing the processing in Figure 1. [Figure 10] Flowchart showing the processing of the variation pattern table in the main control circuit [Figure 11] Flowchart showing the time reduction count update process of the main control circuit [Figure 12]Flowchart showing the fall determination process of the main control circuit [Figure 13] (a) is a diagram for explaining the transition of the game mode, and (b) and (c) are diagrams for explaining the transition of the production mode [Figure 14] (a) to (d) are diagrams showing the background images of the production symbol game, and (e) is a diagram showing a list of the production contents of the production symbol game [Figure 15] Diagram for explaining normal production and all - picture simultaneous stop production [Figure 16] Diagram for explaining normal reach production [Figure 17] Diagram for explaining special reach production [Figure 18] (a) and (b) are diagrams for explaining ultra - short - time production, and (c) is a diagram for explaining the big win game production [Figure 19] (a) is a diagram for explaining rare production 1, (b) is a diagram for explaining special rare production 1, and (c) is a flowchart showing the rare image display process of the sub - control circuit [Figure 20] (a) is a flowchart showing the main process of the sub - control circuit, and (b) is a flowchart showing the timer interrupt process [Figure 21] (a) is a flowchart showing the received command analysis process of the sub - control circuit, and (b) is a flowchart showing the start process of the symbol game production [Figure 22] Diagram corresponding to FIG. 11 showing Example 2 [Figure 23] Diagram corresponding to FIG. 10 [Figure 24] Diagram showing Example 3 (diagram for explaining special rare production 2) [Figure 25] Diagram showing Example 4 (diagram for explaining special rare production) [Figure 26] Diagram showing Example 5 (diagram for explaining special rare production) [Figure 27] Diagram showing Example 6 (diagram for explaining special rare production) [Figure 28] Diagram showing Example 7 (diagram for explaining retry production) [Figure 29](a) is a diagram showing the variation pattern table of Special Figure 12, and (b) and (c) are timing charts for explaining the retry effect [Figure 30] Flowchart showing the interval period processing of the sub-control circuit [Figure 31] Timing chart for explaining the special reach effect [Figure 32] Diagram showing Example 8. (a) is a corresponding diagram to Fig. 6(b), and (b) is a corresponding diagram to Fig. 30 [Figure 33] Diagram showing Example 9 (flowchart showing the demo effect processing 1 of the sub-control circuit) [Figure 34] (a) to (c) are diagrams for explaining the demo effect 1, and (d) is a diagram for explaining the retry effect [Figure 35] Timing chart for explaining the retry effect [Figure 36] Diagram for explaining the performance symbol game during the demo effect [Figure 37] Flowchart showing the demo effect processing 2 of the sub-control circuit [Figure 38] Diagram for explaining the fireball preview effect and the fireball effect [Figure 39] Diagram showing Example 10. (a) is a flowchart showing the processing when the sub-control circuit is powered on, (b) is a diagram showing the image waiting for the setting operation, and (c) is a diagram showing the image of the standby effect 2) [Figure 40] Diagram for explaining the image of the standby effect 1 [Figure 41] Flowchart showing the standby display processing 1 of the sub-control circuit [Figure 42] Flowchart showing the standby display processing 2 of the sub-control circuit [Figure 43] Diagram for explaining the image of the standby effect 3 [Figure 44] Diagram corresponding to Fig. 40 showing Example 11 [Figure 45] [[ID=4,8]]Diagram corresponding to Fig. 2 showing Example 12 [Figure 46](a) is a time chart to explain the gameplay of the symbols, (b) is a diagram showing a list of reach notification effects 1, (c) is a diagram showing a list of reach notification effects 2, and (d) is a diagram showing a list of special reach notification effects. [Figure 47] (a) is a flowchart showing the reach notification effect processing of the sub-control circuit, (b) is a diagram showing notification effect selection table 1, and (c) is a diagram showing notification effect selection table 2. [Figure 48] Figure 47(a) shows Example 13. [Figure 49] Figure 47, corresponding to Example 14 [Figure 50] (a) is a diagram to explain the "complete miss" prediction effect, and (b) is a time chart showing the flow of the game when the "complete miss" prediction effect occurs. [Figure 51] Diagram showing the screen of the notification display during the special reach notification sequence. [Figure 52] Diagram to explain battle images [Figure 53] Figure showing Example 15 (Figure showing shutter member) [Figure 54] Diagram to explain the reach notification effect [Figure 55] (a) is a flowchart showing the reach notification effect processing of the sub-control circuit, (b) is a diagram showing the operation count table 11, and (c) is a diagram showing the operation count table 12. [Figure 56] Diagram to explain the jackpot announcement effect 1. [Figure 57] Diagram to explain the jackpot announcement effect 1. [Figure 58] (a) is a flowchart showing the jackpot announcement processing of the sub-control circuit, (b) is a diagram showing the operation count table 21, and (c) is a diagram showing the operation count table 22. [Figure 59] Figure 56 equivalent, showing Example 16 [Figure 60] Figure illustrating Example 17 (a diagram illustrating the jackpot notification effect 2) [Figure 61] Diagram to explain the second jackpot announcement effect. [Figure 62](a) is a flowchart showing the jackpot announcement processing of the sub-control circuit, (b) is a diagram showing the number of performances table 1, and (c) is a diagram showing the number of performances table 2. [Modes for carrying out the invention]

[0008] [Example 1] 1. Mechanical configuration of a gaming machine The outer frame 1 in Figure 1 is installed on the island of a pachinko parlor. This outer frame 1 is a vertically elongated rectangular frame with openings on the front and rear, and an inner frame 3 is attached to the left end of the outer frame 1 via a hinge fitting 2. This inner frame 3 is a rectangular container with an opening on the front, and is rotatable relative to the outer frame 1 around the vertical axis of the hinge fitting 2, between a storage position where it is housed inside the outer frame 1 and a pulled-out position where it is pulled out from inside the outer frame 1. As shown in Figure 2, a vertical, flat game board 4 is attached to this inner frame 3. This game board 4 is made of a colorless, transparent synthetic resin and closes the front opening of the inner frame 3 from the front.

[0009] As shown in Figure 1, a front frame 5 is attached to the hinge fitting 2. This front frame 5 is rectangular in shape with an opening 6, and a colorless, transparent window plate 7 that covers the opening 6 is fixed to the front frame 5. This front frame 5 is rotatable around the vertical axis of the hinge fitting 2, allowing it to move between a closed state that covers the game board 4 from the front and an open state that leaves the game board 4 open. In the closed state of the front frame 5, the window plate 7 faces the game board 4 from the front with a gap in between. As shown in Figure 3, an upper tray 8 and a lower tray 9 are fixed to this front frame 5 in two stages, upper and lower. The upper tray 8 stores game balls, and the lower tray 9 stores game balls that cannot be stored in the upper tray 8. The upper tray 8 is equipped with an operation button 10 that can be operated by the player.

[0010] A launching device (not shown) is mounted on the front frame 5. This launching device has a hammer for striking the game balls and a launching motor for operating the hammer, and game balls are supplied to the hammer one at a time from the upper tray 8. This launching device supplies one new game ball to the hammer each time the hammer strikes one game ball, and a launching handle 11 is connected to the launching device as shown in Figure 3. This launching handle 11 is mounted on the lower right corner of the front frame 5 so as to be rotatable around an axis that points in the front-rear direction, and the force with which the hammer strikes the game ball is adjusted according to the amount of clockwise operation (rotation angle) of the launching handle 11.

[0011] As shown in Figure 2, an outer rail 12 and an inner rail 13 are fixed to the front of the game board 4. An arc-shaped launching passage 14 is formed between these outer rail 12 and inner rail 13, and the game ball struck by the striking hammer rises from bottom to top within the launching passage 14. These outer rail 12 and inner rail 13 demarcate a game area 15 on the front of the game board 4. This game area 15 is a circular area connected to the exit at the upper end of the launching passage 14, and the game ball rising within the launching passage 14 is released into the game area 15 from the exit of the launching passage 14. Multiple game pins (not shown) are driven into this game area 15, and the game ball released into the game area 15 falls within the game area 15 while colliding with the multiple game pins.

[0012] Within the game area 15, as shown in Figure 2, there are left-handed shooting areas 16 and right-handed shooting areas 17. The left-handed shooting area 16 is the area to the left of the center line in the left-right direction within the game area 15. When the amount of clockwise operation of the launch handle 11 is small, the game ball is released from the exit of the launch passage 14 into the left-handed shooting area 16. This method of shooting, in which the game ball is released into the left-handed shooting area 16, is called left-handed shooting. The right-handed shooting area 17 is the area to the right of the center line in the left-right direction within the game area 15. When the amount of clockwise operation of the launch handle 11 is large, the game ball passes through the left-handed shooting area 16 from the exit of the launch passage 14 and is released into the right-handed shooting area 17. This method of shooting, in which the game ball is released into the right-handed shooting area 17, is called right-handed shooting.

[0013] Within the game area 15, as shown in Figure 2, a first start opening 18 corresponding to the start area is fixed. This first start opening 18 is pocket-shaped with an open top, allowing game balls to be entered from above. This first start opening 18 is positioned across the left-handed area 16 and the right-handed area 17, allowing game balls to easily enter the first start opening 18 from the top entrance when playing left-handed, but becoming difficult to enter when playing right-handed.

[0014] Within the right-handed shooting area 17, as shown in Figure 2, a large prize opening 19 corresponding to the ball entry area is fixed. This large prize opening 19 is a horizontally elongated box shape with an open front and is equipped with a door plate 20. This door plate 20 is rotatable around a horizontal axis (not shown) at its lower end between a vertically closed state and a horizontally open state, and when the front entrance of the large prize opening 19 is closed, it prevents game balls from entering. When the game ball is shot to the right with the door plate 20 open, the game ball falls onto the door plate 20 and rolls along the door plate 20 from front to back, entering the entrance of the large prize opening 19. In other words, the large prize opening 19 is designed to allow game balls to enter when the game ball is shot to the right. A V-shaped prize opening (not shown) is provided inside this large prize opening 19. This V-shaped prize opening consists of an opening from which game balls that have entered the large prize opening 19 can fall, and is equipped with a V-shaped door plate (not shown). This V-shaped door panel is movable between a closed position that prevents the game ball from falling into the V-prize opening and an open position that allows the game ball to fall in. When a game ball enters the large prize opening 19, it can fall into the V-prize opening when the V-shaped door panel is in the open position, and it cannot fall into the V-prize opening when the V-shaped door panel is in the closed position.

[0015] Within the right-handed shooting area 17, as shown in Figure 2, a guide plate 21 is fixed below the large prize opening 19. This guide plate 21 slopes downward from right to left, and when the game ball is shot to the right, the game ball falls onto the guide plate 21 and then rolls along the guide plate 21 from right to left. Within the right-handed shooting area 17, a general-purpose starting opening 22 is fixed above the large prize opening 19. This general-purpose starting opening 22 is a U-shaped frame with openings on the top and bottom, and when the game ball is shot to the right, the game ball can pass through from the top to the bottom.

[0016] Within the game area 15, as shown in Figure 2, a second start opening 23 is fixed below the first start opening 18 and corresponds to the start area. This second start opening 23 has an open top and is equipped with an opening / closing member 24. This opening / closing member 24 is movable between an extended / retracted state, where it is extended forward from the front of the game board 4, and a retracted state, where it is retracted backward. The entrance to the top of the second start opening 23 is closed in the extended / retracted state of the opening / closing member 24, preventing game balls from entering. The entrance to the second start opening 23 is open when the opening / closing member 24 is retracted. When the game ball is shot to the right in the open state of the second start opening 23, it rolls from right to left along the guide plate 21 and enters the entrance to the second start opening 23.

[0017] As shown in Figure 2, an LED display 25 is fixed to the game board 4. This LED display 25 is located outside the game area 15, and the result of the win / loss determination is displayed on the LED display 25. A decorative frame 26 is fixed to the game board 4. This decorative frame 26 is colored and opaque, and has an opening 27. When viewed from the front, this decorative frame 26 forms a frame shape surrounding the display area E of the performance symbol display 28. As shown in Figure 1, this performance symbol display 28 consists of a color liquid crystal display fixed within the inner frame 3, and the display area E is set in a horizontally elongated rectangular shape. This performance symbol display 28 is equivalent to a display, and the display area E of the performance symbol display 28 is visible to the player through the window panel 7, the opening 27 of the decorative frame 26, and the game board 4.

[0018] As shown in Figure 3, an illuminated device 29 is fixed to the front frame 5. This illuminated device 29 is positioned at the upper end of the front frame 5 and has multiple hemispherical LED covers 30. Each of these LED covers 30 is set to a translucent white color, and an LED 31 is housed inside each LED cover 30. Each of these LEDs 31 is a full-color LED whose color and brightness can be controlled, and each LED cover 30 is illuminated in a manner corresponding to the color and brightness of the LED 31 when the LED 31 inside emits light. Two speakers 32 are fixed to the front frame 5. These two speakers 32 are positioned opposite each other on the left and right sides of the illuminated device 29, and sound is output from each speaker 32 towards the front.

[0019] As shown in Figure 2, a notification display device 33 is housed within the inner frame 3. This notification display device 33 has a colored, transparent, hemispherical decorative member 34 and is movable vertically between an upper limit position (see dashed line) and a lower limit position (see solid line). The upper limit position of this notification display device 33 is set above the display area E of the performance symbol display 28, so the notification display device 33 is not visible to the player at the upper limit position. The lower limit position of this notification display device 33 is set to overlap the display area E of the performance symbol display 28 from the front, so the notification display device 33 is visible to the player at the lower limit position. A full-color LED 35 (see Figure 4) with controllable color and brightness is housed within the decorative member 34 of this notification display device 33. This LED 35 corresponds to a light source, and the decorative member 34 emits light in a color corresponding to the color of the LED 35 when the LED 35 is lit. This decorative member 34 is connected to a pulse motor 36 (see Figure 4) via a lifting mechanism (not shown), and is moved between an upper limit position and a lower limit position in accordance with the forward and reverse drive control of the pulse motor 36.

[0020] 2. Electrical configuration of the gaming machine The main control circuit 40 in Figure 4 is primarily a microcomputer and includes ROM, RAM, CPU, and I / O. This main control circuit 40 controls game content such as special figure 1 lottery, special figure 2 lottery, special figure variable display, jackpot game, minor jackpot game, game state setting, normal figure lottery, normal figure variable display, and normal figure game, and corresponds to a game control means. The ROM of this main control circuit 40 stores a program for main processing, a program for timer interrupt processing, a normal figure jackpot judgment table, a normal figure variable display time table, a normal figure game pattern table, a jackpot judgment table, a fall-out judgment table, a special figure 1 jackpot type table, a special figure 2 jackpot type table, a special figure 1 variable pattern table, a special figure 2 variable pattern table 1, a special figure 2 variable pattern table 2, a special figure 12 variable pattern table, and a game pattern table. The RAM of the main control circuit 40 is set up with a special figure 1 area and a special figure 2 area.

[0021] As shown in Figure 4, the main control circuit 40 is connected to a first start port sensor 41, a second start port sensor 42, a general-purpose sensor 43, a large prize port sensor 44, and a V prize port sensor 48. The first start port sensor 41 detects a game ball that enters the first start port 18, the second start port sensor 42 detects a game ball that enters the second start port 23, the general-purpose sensor 43 detects a game ball that passes through the general-purpose start port 22, the large prize port sensor 44 detects a game ball that enters the large prize port 19, and the V prize port sensor 48 detects a game ball that falls into the V prize port. The main control circuit 40 is also connected to a start port solenoid 45, a large prize port solenoid 46, and a V prize port solenoid 47. The start port solenoid 45 operates the opening / closing member 24 of the second start port 23, the big prize port solenoid 46 operates the door plate 20 of the big prize port 19, and the V prize port solenoid 47 operates the V door plate of the V prize port. An LED display 25 is connected to this main control circuit 40, and the main control circuit 40 performs a special variable display in accordance with the control of the display content of the LED display 25.

[0022] The payout control circuit 50 in FIG. 4 is mainly composed of a microcomputer. This payout control circuit 50 has a ROM, a RAM, and a CPU. When the main control circuit 40 detects signals from the first start port sensor 41, the second start port sensor 42, and the big winning port sensor 44, it sends a payout command to the payout control circuit 50. A prize ball payout device 51 is connected to this payout control circuit 50. When the payout control circuit 40 detects the payout command from the main control circuit 40, it drives and controls the prize ball payout device 51, and accordingly pays out a unit number of game balls as prize balls into the upper tray 8.

[0023] The sub-control circuit 60 in FIG. 4 is mainly composed of a microcomputer. The main control circuit 40 sends commands according to the progress of the game to the sub-control circuit 60. The sub-control circuit 60 sets the display content of the effect symbol display 28, the lighting effect content of the lighting device 29, the sounding content of the speaker 32, and the operation content of the preview effect device 33 according to the commands from the main control circuit 40. This sub-control circuit 60 has a ROM, a RAM, a CPU, an I / O, an RTC, a drive circuit, a PWM circuit, a speaker circuit, and a motor circuit. Programs for main processing, reception interrupt processing, and timer interrupt processing are stored in the ROM. The RAM functions as a work memory, and the CPU executes the programs for main processing to timer interrupt processing in the ROM according to the commands from the main control circuit 40. An operation button 10 is connected to this sub-control circuit 60, and the sub-control circuit 60 detects the operation content of the operation button 10 according to the electrical signal from the operation button 10.

[0024] The drive circuit in Figure 4 is primarily a microcomputer. This drive circuit controls the performance symbol display 28 according to the display content settings of the sub-control circuit 60, and includes ROM, RAM, CPU, CGROM, CGRAM, and VDP. ROM stores an image control program for specifying image data, RAM functions as work memory, and the CPU executes the program in ROM. CGROM stores image data for displaying images on the performance symbol display 28, and the VDP reads image data from CGROM in response to commands from the CPU. The VDP expands the image data reading results into CGRAM, synthesizes the expanded image data results, draws them on the CGRAM's frame buffer, and outputs the image drawing results as RGB signals to the performance symbol display 28. The performance symbol display 28 then displays the image in color according to the RGB signals from the VDP.

[0025] The PWM circuit in Figure 4 is primarily controlled by a microcomputer and controls the color and brightness of multiple LEDs 31 of the light fixture 29 via PWM, causing the multiple LED covers 30 of the light fixture 29 to illuminate according to the set lighting content. Similarly, the decorative members 34 of the preview display unit 33 illuminate according to the set lighting content by controlling the color and brightness of the LEDs 35 of the preview display unit 33 via PWM. The speaker circuit in Figure 4 is primarily controlled by a microcomputer and outputs sound from both speakers 32 with a pitch, volume, and tone according to the set sound content. The motor circuit in Figure 4 is primarily controlled by a microcomputer and moves the preview display unit 33 between its upper and lower limits by driving the pulse motor 36 in the forward and reverse directions.

[0026] 3. Gaming Functions 3-1. General game 3-1-1. General Drawing When a game ball passes through the normal starting gate 22, the value of the normal random number in Figure 5(a) is obtained, and a normal win / loss judgment result is obtained from the normal win judgment table in Figure 5(b) according to the result of obtaining the value of the normal random number. This normal win judgment table has settings for non-electric support state and electric support state, and in the electric support state, the normal win judgment result is obtained with a higher probability compared to the non-electric support state.

[0027] 3-1-2. Display of General Chart Fluctuations If a result of the calculation of whether the regular diagram is correct or incorrect is obtained, the regular diagram variation display is started. This regular diagram variation display starts flashing a predetermined number of LEDs on the LED display unit 25 in a predetermined pattern, and then stops flashing in either the "regular diagram correct" or "regular diagram incorrect" manner. The predetermined number of LEDs stop flashing in the "regular diagram correct manner" when it is determined to be "regular diagram correct," and stop flashing in the "regular diagram incorrect manner" when it is determined to be "regular diagram incorrect." The time required for this regular diagram variation display is obtained from the regular diagram variation display time table in Figure 5(c). This regular diagram variation display time table assigns the regular diagram variation time to the "electric support state" and the "non-electric support state," and a shorter regular diagram variation display time is obtained in the "electric support state" compared to the "non-electric support state."

[0028] 3-1-3. General game If the regular symbol variation display stops in the "regular symbol win" state, a regular symbol game pattern corresponding to the current game state is selected from the regular symbol game pattern table in Figure 5(d), and the regular symbol game is started based on the selected regular symbol game pattern. This regular symbol game involves opening the second start port 23. In the "electric support state," the regular symbol game is performed by opening the second start port 23 for a long period (6 seconds) once, and in the "non-electric support state," the regular symbol game is performed by opening the second start port 23 for a short period (1 second) once.

[0029] 3-2. Special Feature 1 Game 3-2-1. Acquisition of Special Feature 1 Game Data When a game ball successfully enters the first starting opening 18, the values ​​of the special symbol random number, the jackpot type random number, the fall random number, and the variation pattern random number shown in Figure 5(a) are acquired, and the acquisition results of the special symbol random number and the variation pattern random number are stored in RAM as a set of special symbol 1 game data. As shown in Figure 5(i), special symbol 1 reserve areas 1 to 4 are set in this RAM, and the special symbol 1 game data is stored in the order of acquisition: "special symbol 1 reserve area 4", "special symbol 1 reserve area 3", "special symbol 1 reserve area 2", and "special symbol 1 reserve area 1". In other words, if special symbol 1 game data is stored in all of the special symbol 1 reserve areas 1 to 4, the special symbol 1 game data in "special symbol 1 reserve area 4" is the oldest, and the special symbol 1 game data in "special symbol 1 reserve area 1" is the newest. When Special Feature 1 game data is stored in all of these Special Feature 1 Reserve Areas 1-4, the Special Feature 1 Reserve Count is referred to as "4". When Special Feature 1 game data is stored in three of the Special Feature 1 Reserve Areas 2-4, the Special Feature 1 Reserve Count is referred to as "3". When Special Feature 1 game data is stored in two of the Special Feature 1 Reserve Areas 3-4, the Special Feature 1 Reserve Count is referred to as "2". When Special Feature 1 game data is stored in one of the Special Feature 1 Reserve Areas 4, the Special Feature 1 Reserve Count is referred to as "1". When Special Feature 1 game data is not stored in any of the Special Feature 1 Reserve Areas 1-4, the Special Feature 1 Reserve Count is referred to as "0".

[0030] 3-2-2. Special Feature 1 Lottery If Special Feature 1 game data is stored in "Special Feature 1 Reserved Area 4", a Special Feature 1 lottery will be conducted on the condition that the game is currently stopped. This game stopped state refers to a state where Special Feature 1 gameplay, Special Feature 2 gameplay, jackpot gameplay, and minor jackpot gameplay are all stopped, and the Special Feature 1 lottery is permitted during normal gameplay. This game stopped state is equivalent to a playable state, and a state in which any one of Special Feature 1 gameplay, Special Feature 2 gameplay, jackpot gameplay, or minor jackpot gameplay is in progress is equivalent to a playable state.

[0031] When the game is stopped and special feature 1 game data is stored in "Special Feature 1 Reserve Area 4", the stored value of the special feature random number is detected from "Special Feature 1 Reserve Area 4". In the "high probability state", one of the following judgment results, "jackpot", "minor win", or "miss", is obtained from the jackpot judgment table for the high probability state shown in Figure 5(e) according to the detection result of the special feature random number. In the "normal probability state", one of the following judgment results, "jackpot", "minor win", or "miss", is obtained from the jackpot judgment table for the normal probability state according to the detection result of the special feature random number. The jackpot judgment probability in this "normal probability state" is set lower than the jackpot judgment probability in the "high probability state", and the jackpot judgment probability is set the same between the normal probability state and the high probability state. The jackpot probability in this high probability state is "40 / 1201", and the jackpot probability in the normal probability state is "3 / 1201".

[0032] If a "jackpot" result is obtained from the jackpot determination table, the value of the jackpot type random number is detected from "Special Feature 1 Reserve Area 4," and the jackpot type corresponding to the detection result of the jackpot type random number is obtained from the Special Feature 1 jackpot type table in Figure 5(g). This Special Feature 1 jackpot type table has three types of jackpots set: "jackpot symbol 1," "jackpot symbol 2," and "jackpot symbol 3." When "jackpot symbol 1" is obtained or when "jackpot symbol 3" is selected, "electric support state 1" and "high probability state" are set, respectively, and when "jackpot symbol 2" is obtained, "electric support state 2" and "normal probability state" are set.

[0033] If a "jackpot" result is obtained and the type of jackpot is determined, the value of the variable pattern random number is detected from "Special Feature 1 Reserved Area 4," and the special feature variable pattern and special feature variable display time corresponding to the detected value of the variable pattern random number are selected from the Special Feature 1 Variable Pattern Table in Figure 6(a). If a "miss" result is obtained, the value of the variable pattern random number is detected from "Special Feature 1 Reserved Area 4," and the special feature variable pattern and special feature variable display time corresponding to the detected value of the variable pattern random number are selected from the Special Feature 1 Variable Pattern Table in Figure 6(a).

[0034] 3-2-3. Elimination Draw When a special symbol variation pattern and special symbol variation display time are selected, the result of storing the fall random number value is detected from "Special Symbol 1 Reserve Area 4," and either "Fall Present" or "Fall Absent" is selected from the fall judgment table in Figure 5(f) according to the detection result of the fall random number value. If "Fall Present" is selected as the result of this judgment, the "High Probability State" is canceled if the current game state is "High Probability State," and the "Normal Probability State" is set in place of the "High Probability State."

[0035] 3-2-4. Special Feature 1: Variable Display When a special symbol variation pattern and special symbol variation display time are selected, the special symbol 1 variation display is started. This special symbol 1 variation display starts flashing a predetermined number of LEDs on the LED display unit 25 in a predetermined pattern and then stops flashing. The predetermined number of LEDs flash and stop in the "Special Symbol 1 Miss" pattern if it is determined to be a miss, flash and stop in the "Big Win" pattern according to the big win type determination result if it is determined to be a big win, and flash and stop in the "Small Win" pattern if it is determined to be a small win. This flashing from start to stop takes the required time according to the selection result of the special symbol variation display time.

[0036] 3-2-5. Minor win game When a predetermined number of LEDs on the LED display 25 stop flashing in a manner indicating a minor win, a minor win game pattern is selected from the game pattern table in Figure 7(a), and the minor win game begins according to the selected minor win game pattern. This minor win game pattern consists of an opening period, one round, and an ending period. The round allows game balls to enter the large prize opening 19 in accordance with the opening of the large prize opening 19, and the limit time for opening the round is set to a short value of "0.8 seconds". This round takes place with the V prize opening closed, and in the minor win game, game balls that have entered the large prize opening 19 are prohibited from falling into the V prize opening. The opening period is the period during which the large prize opening 19 is kept closed, and is a waiting period for the round to start. The ending period is the period during which the large prize opening 19 is kept closed, and is the period after the round ends for the player to recognize the end of the minor win game. The period from the start of the opening period to the end of the ending period is referred to as the "minor win game."

[0037] 3-2-6. Big Win Game When a predetermined number of LEDs on the LED display 25 stop flashing in a manner corresponding to the jackpot type determination result, either "jackpot symbol 1" or "jackpot symbol 2", jackpot game pattern 1 is selected from the game pattern table in Figure 7(a), and the jackpot game begins with jackpot game pattern 1. This jackpot game allows game balls to enter the large prize slot 19 in accordance with the opening and closing of the large prize slot 19. Jackpot game pattern 1 has an opening period set before the start of the first round and an ending period set after the end of the final round. The opening period is the period during which the large prize slot 19 is closed, and is a waiting period while waiting for the large prize slot 19 to change from a state where game balls cannot enter to a state where they can enter. The ending period is the period during which the large prize slot 19 is closed, and is the period during which the player is made aware that the jackpot game has ended. The period from the start of the opening period to the end of the ending period is called the jackpot game.

[0038] Jackpot game pattern 1 consists of 16 rounds. Each of these rounds involves continuously opening the large prize slot 19 until the time limit has elapsed, and then closing it for a certain period of time. If the maximum number of game balls enter before the time limit has elapsed, the game ends after being closed for a certain period of time without waiting for the time limit to expire. In other words, jackpot game pattern 1 consists of 16 unit games, with the first round starting when the opening period ends and the ending period starting after the closing period has elapsed following the end of the final round. This jackpot game pattern 1 is capable of paying out a large number of prize balls to the player. In jackpot game pattern 1 when jackpot symbol 1 is selected as the jackpot type, the V-entry slot is kept open during certain rounds (for example, the 13th to 15th rounds), allowing the game balls to fall into the V-entry slot. In jackpot game pattern 1 when jackpot symbol 2 is selected as the jackpot type, the V-entry slot is kept closed at all times, prohibiting the game balls from falling into the V-entry slot.

[0039] When a predetermined number of LEDs on the LED display 25 stop flashing in a manner corresponding to the jackpot type determination result "jackpot symbol 3", jackpot game pattern 2 is selected from the game pattern table in Figure 7(a), and the jackpot game starts with jackpot game pattern 2. This jackpot game pattern 2 is identical to jackpot game pattern 1 except that it has four rounds, and it is permitted for game balls to fall into the V-entry slot in accordance with the opening of the V-entry slot during a specific number of rounds (for example, the 2nd to 4th rounds). This jackpot game pattern 2 pays out fewer prize balls to the player compared to jackpot game pattern 1.

[0040] 3-2-7. Updating the game status 3-2-7-1. High probability state and normal probability state If "Winning Symbol 2" is selected, the "Normal Probability State" is set when the jackpot game ends, as shown in Figure 5(g). If "Winning Symbol 1" or "Winning Symbol 3" is selected, the "High Probability State" is set when the jackpot game ends. This "High Probability State" is set on the condition that a game ball falls into the V-entry slot during the jackpot game. If a game ball does not fall into the V-entry slot during the jackpot game, the "Normal Probability State" is set. This "High Probability State" continues until "Demotion Possible" is drawn.

[0041] 3-2-7-2. Electric support state and non-electric support state If "Winning Symbol 1" or "Winning Symbol 3" is selected, "Electric Support State 1" is set when the jackpot game ends. This "Electric Support State 1" has a minimum duration of "100 times". If the "High Probability State" drops to the "Normal Probability State" in response to a "Dropout" lottery before the total number of Special Symbol 1 and Special Symbol 2 games reaches the minimum number of "100 times", "Electric Support State 1" will continue until the total number of Special Symbol 1 and Special Symbol 2 games reaches the minimum number of "100 times". If the total number of Special Symbol 1 and Special Symbol 2 games has reached the minimum number of "100 times", the "High Probability State" drops to the "Normal Probability State" in response to a "Dropout" lottery, and the game switches to "Non-Electric Support State". If "Winning Symbol 2" is selected, "Electric Support State 2" is set when the jackpot game ends. This "Electric Support State 2" has a limit of "100 times," and when the total number of times Special Feature 1 and Special Feature 2 games are played reaches the limit, it switches to the "Non-Electric Support State."

[0042] 3-2-7-3. Special Feature 1 Pre-reading When a game ball enters the first start opening 18, if the acquisition result of the special figure 1 game data is stored in one of the special figure 1 reserve areas 1 to 4, a pre-determination of win / loss, pre-determination of the variation pattern, pre-determination of the variation display time, and pre-determination of whether or not there is a fall are performed according to the acquisition result of the special figure 1 game data. If the pre-determination result of win / loss is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are performed. These pre-determinations of win / loss and pre-determination of the jackpot type are performed according to the procedure described above, and the pre-determination of the game state is performed according to the pre-determination result of the jackpot type if the pre-determination result of win / loss is a jackpot. That is, if the pre-determination result of the jackpot type is "jackpot symbol 1" or "jackpot symbol 3", "electric support state 1" or "high probability state" is pre-determined, and if it is "jackpot symbol 2", "electric support state 2" or "normal probability state" is pre-determined.

[0043] If a pre-determination of win / loss and a pre-determination of the game state are performed, the pre-determination result of win / loss and the pre-determination result of the game state are stored in RAM as a set of special figure 1 pre-read data. As shown in Figure 5(i), this RAM has special figure 1 pre-read areas 1 to 4 set up, and special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 4" is stored in "special figure 1 pre-read area 4", special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 3" is stored in "special figure 1 pre-read area 3", special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 2" is stored in "special figure 1 pre-read area 2", and special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 1" is stored in "special figure 1 pre-read area 1".

[0044] 3-3. Special Feature 2 Game 3-3-1. Acquisition of Special Feature 2 Game Data When a game ball successfully enters the second starting port 23, the values ​​of the special symbol random number, the jackpot type random number, the fall random number, and the variation pattern random number shown in Figure 5(a) are acquired, and the acquisition results of the special symbol random number to the variation pattern random number are stored in RAM as a set of special symbol 2 game data. As shown in Figure 5(j), special symbol 2 reserve areas 1 to 4 are set in this RAM, and the special symbol 2 game data is stored in the order of acquisition: "special symbol 2 reserve area 4", "special symbol 2 reserve area 3", "special symbol 2 reserve area 2", and "special symbol 2 reserve area 1". When Special Feature 2 game data is stored in all of these Special Feature 2 Reserve Areas 1 to 4, the Special Feature 2 Reserve Count is referred to as "4". When Special Feature 2 game data is stored in three of the Special Feature 2 Reserve Areas 2 to 4, the Special Feature 2 Reserve Count is referred to as "3". When Special Feature 2 game data is stored in two of the Special Feature 2 Reserve Areas 3 to 4, the Special Feature 2 Reserve Count is referred to as "2". When Special Feature 2 game data is stored in one of the Special Feature 2 Reserve Areas 4, the Special Feature 2 Reserve Count is referred to as "1". When Special Feature 2 game data is not stored in any of the Special Feature 2 Reserve Areas 1 to 4, the Special Feature 2 Reserve Count is referred to as "0".

[0045] 3-3-2. Special Feature 2 Lottery If Special Feature 2 game data is stored in "Special Feature 2 Reserved Area 4" while the game is stopped, the stored value of the Special Feature random number is detected from "Special Feature 2 Reserved Area 4". In the "High Probability State", one of the following judgment results, "Big Win", "Small Win", or "Miss", is obtained from the Big Win Judgment Table for the High Probability State shown in Figure 5(e) according to the detection result of the Special Feature random number. In the "Normal Probability State", one of the following judgment results, "Big Win", "Small Win", or "Miss", is obtained from the Big Win Judgment Table for the Normal Probability State according to the detection result of the Special Feature random number. This Special Feature 2 lottery is performed preferentially over the Special Feature 1 lottery, and if Special Feature 2 game data is stored in "Special Feature 2 Reserved Area 4", the Special Feature 2 lottery is performed on the condition that the game is currently stopped. That is, if both Special Feature 1 game data and Special Feature 2 game data exist, the Special Feature 2 lottery is started according to the Special Feature 2 game data, and the Special Feature 1 lottery is started after all of the Special Feature 2 game data has been drawn.

[0046] The Special Feature 2 jackpot type table shown in Figure 5(h) is used to determine the type of jackpot in Special Feature 2. This Special Feature 2 jackpot type table has "jackpot symbol 1", "jackpot symbol 2", and "jackpot symbol 3" set. When "jackpot symbol 1" or "jackpot symbol 3" is obtained from the Special Feature 2 jackpot type table, "electric support state 1" and "high probability state" are set, respectively. When "jackpot symbol 2" is obtained from the Special Feature 2 jackpot type table, "electric support state 2" and "normal probability state" are set. In this Special Feature 2 jackpot type table, the probability of "jackpot symbol 1" being distributed is set higher than in the Special Feature 1 jackpot type table. When a jackpot is determined based on the game ball entering the second start port 23, the probability of "electric support state 1" and "high probability state" being set is higher compared to when a jackpot is determined based on the ball entering the first start port 18.

[0047] To determine the special symbol variation pattern and special symbol variation display time for special symbol 2, either the special symbol 2 variation pattern table 1 in Figure 6(b), the special symbol 2 variation pattern table 2 in Figure 6(c), or the special symbol 12 variation pattern table in Figure 6(d) is used. The special symbol 2 variation pattern table 1 is used when the current game state is "electric support state 2" or "electric support state 1" with 200 or fewer continuations, and differs from the special symbol 1 variation pattern table in that if a miss is determined, the special symbol variation pattern "PH07" for time reduction and the special symbol variation display time "1000 msec" for time reduction are assigned. The special symbol 2 variation pattern table 2 is used when the current game state is "electric support state 1" with 201 or more continuations, and differs from the special symbol 1 variation pattern table and the special symbol 2 variation pattern table 1 in that if a miss is determined, the special symbol variation pattern "PH08" for super time reduction and the special symbol variation display time "500 msec" for super time reduction are assigned. The state in which a special feature variation pattern is obtained from this special feature 2 variation pattern table 2 is called the "super electric support state." The special feature 12 variation pattern table is used in special cases where so-called consecutive wins occur in the "high probability state" and "electric support state 1."

[0048] 3-3-3. Elimination Draw When a special symbol variation pattern and special symbol variation display time are selected, the value of the fall random number is detected from "Special Symbol 2 Reserve Area 4," and either "Fall Present" or "Fall Absent" is selected from the fall judgment table in Figure 5(f) according to the detection result of the fall random number. If "Fall Present" is selected as the result of this judgment, the "High Probability State" is canceled if the current game state is "High Probability State," and the "Normal Probability State" is set in place of the "High Probability State."

[0049] 3-3-4. Special Feature 2 Variable Display When a special feature variation pattern and special feature variation display time for special feature 2 are selected, the special feature 2 variation display is performed for the required time according to the selected special feature variation display time. This special feature 2 variation display starts flashing multiple LEDs for special feature 2 on the LED display unit 25 in a predetermined pattern and then stops flashing. The LEDs for special feature 2 stop flashing in the manner of "special feature 2 miss" if it is determined to be a miss, stop flashing in the manner of "minor win" if it is determined to be a "minor win", and stop flashing in the manner according to the determination result of the type of big win if it is determined to be a big win. 3-3-5. Minor win game If a predetermined number of LEDs on the LED display unit 25 stop flashing in a manner that indicates a minor win, a minor win game pattern is selected from the game pattern table in Figure 7(a), and the minor win game is started according to the selected minor win game pattern.

[0050] 3-3-6. Big Win Game If the LED for Figure 2 of the LED display unit 25 stops blinking in a manner corresponding to the determination result of the jackpot type, a jackpot game pattern corresponding to the determination result of the jackpot type is selected from the game pattern table in Figure 7(a), and the jackpot game is started based on the selected jackpot game pattern. 3-3-7. Updating the game status If "Winning Symbol 2" is selected, "Electric Support State 2" and "Normal Probability State" are set when the jackpot game ends. If "Winning Symbol 1" or "Winning Symbol 3" is selected, "Electric Support State 1" and "High Probability State" are set when the jackpot game ends. This "High Probability State" is set on the condition that the game ball falls into the V-entry slot during the jackpot game. If the game ball does not fall into the V-entry slot during the jackpot game, the "Normal Probability State" is set.

[0051] 3-3-8. Special Feature 2 Pre-read When a game ball enters the second starting port 23, if the acquisition result of the special figure 2 game data is stored in one of the special figure 2 reserve areas 1 to 4, a pre-determination of win / loss, pre-determination of the variation pattern, pre-determination of the variation display time, and pre-determination of whether or not there is a fall are performed according to the acquisition result of the special figure 2 game data. If the pre-determination result of win / loss is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are performed. These pre-determinations of win / loss and game state are performed according to the procedure described above, and the pre-determination results of win / loss and game state are stored in RAM as a set of special figure 2 pre-read data. As shown in Figure 5(j), this RAM has four pre-read areas for Special Feature 2: Special Feature 2 pre-read data corresponding to Special Feature 2 game data in "Special Feature 2 Reserved Area 4" is stored in "Special Feature 2 Pre-read Area 4", Special Feature 2 pre-read data corresponding to Special Feature 2 game data in "Special Feature 2 Reserved Area 3" is stored in "Special Feature 2 Pre-read Area 3", Special Feature 2 pre-read data corresponding to Special Feature 2 game data in "Special Feature 2 Reserved Area 2" is stored in "Special Feature 2 Pre-read Area 2", and Special Feature 2 pre-read data corresponding to Special Feature 2 game data in "Special Feature 2 Reserved Area 1" is stored in "Special Feature 2 Pre-read Area 1".

[0052] 4. Processing functions of the main control circuit 40 4-1. Main Processing The main control circuit 40 detects the main processing program shown in Figure 7(b) from the ROM when the power is turned on, and sets interrupt disable in S1. Then, it updates the values ​​of each random number shown in Figure 5(a) in S2, and sets interrupt enable in S3. The values ​​of each random number are increased by adding "1" to the current value, and if the upper limit is reached, it is reset to "0" and added again.

[0053] 4-2. Timer Interrupt Handling When the main control circuit 40 sets interrupt enablement in S3, it allows the timer interrupt process in S4 to start. This timer interrupt process is executed at regular intervals, and the random number update process in S3 is repeated during the waiting time between the end of the current timer interrupt process and the start of the next timer interrupt process.

[0054] Figure 8 shows the timer interrupt processing of the main control circuit 40. In the output processing of S11 of the current timer interrupt processing, the main control circuit 40 sends the commands and other information that were set in the RAM output buffer in the previous timer interrupt processing to the sub-control circuit 60. Then, in the random number update processing of S12, the values ​​of each random number in Figure 5(a) are updated, and in the sensor detection processing of S13, the presence or absence of signals from the first start gate sensor 41, the second start gate sensor 42, the general diagram sensor 43, the big prize gate sensor 44, and the V prize gate sensor 48 is detected.

[0055] After completing the sensor detection process in S13, the main control circuit 40 determines in S14 whether or not it has detected a signal from the general diagram sensor 44. If it determines that it has not detected a signal from the general diagram sensor 44, it proceeds to S16. If it determines that it has detected a signal from the general diagram sensor 44, it obtains the value of the general diagram random number in the general diagram game data acquisition process in S15 and proceeds to S16.

[0056] When the main control circuit 40 moves to S16, it determines whether or not it has detected a signal from the second start port sensor 42. If it determines that it has not detected a signal from the second start port sensor 42, it moves to S19. If it determines that it has detected a signal from the second start port sensor 42, it compares the number of reserved special figures 2 with "4". If it determines that the number of reserved special figures 2 is "4", it moves to S19. If it determines that the number of reserved special figures 2 is less than "4", it acquires special figure 2 game data in S17. The acquired result of the special figure 2 game data is stored in one of the special figure 2 reserved areas 1 to 4 according to the storage order, a special figure 2 reserved command is set in the output buffer, and the process moves to S18. This special figure 2 reserved command notifies the sub-control circuit 60 of the number of reserved special figures 2 and is sent to the sub-control circuit 60 in the next timer interrupt processing.

[0057] When the main control circuit 40 moves to S18, it performs pre-determination of win / loss, pre-determination of variation pattern, pre-determination of variation display time, pre-determination of jackpot type, pre-determination of whether or not there is a fall, and pre-determination of game state on the acquired results of the special figure 2 game data, and stores the pre-determination results of win / loss to game state as special figure 2 pre-read data in one of the special figure 2 pre-read areas 1 to 4 according to the storage order. Next, it sets the stored results of the special figure 2 pre-read data in the RAM output buffer so that they can be sent to the sub-control circuit 81 in the next timer interrupt processing, and moves to S19.

[0058] When the main control circuit 40 moves to S19, it determines whether or not it has detected a signal from the first start port sensor 41. If it determines that it has not detected a signal from the first start port sensor 41, it proceeds sequentially to the general drawing processing in S22, the special drawing 2 processing in S23, and the special drawing 1 processing in S24. If it determines that it has detected a signal from the first start port sensor 41, it compares the number of special drawing 1 reserved balls with "4". If it determines that the number of special drawing 1 reserved balls is "4", it proceeds sequentially to S22 to S24. If it determines that the number of special drawing 1 reserved balls is less than "4", it acquires special drawing 1 game data in S20. The acquired result of the special drawing 1 game data is stored in one of the special drawing 1 reserved areas 1 to 4 according to the storage order, and a special drawing 1 reserved command is set in the output buffer. This special drawing 1 reserved command notifies the sub-control circuit 60 of the number of special drawing 1 reserved balls, and is sent to the sub-control circuit 60 in the next timer interrupt processing.

[0059] In S20, the main control circuit 40 stores the acquired results of the Special Feature 1 game data. In S21, it performs pre-determination of win / loss, pre-determination of the variation pattern, pre-determination of the variation display time, pre-determination of the type of jackpot, pre-determination of whether or not there is a fall, and pre-determination of the game state on the acquired results of the Special Feature 1 game data. The pre-determination results of win / loss and game state are stored as Special Feature 1 pre-read data in one of the Special Feature 1 pre-read areas 1 to 4 according to the storage order. Next, the stored results of the Special Feature 1 pre-read data are set in the RAM output buffer to be sent to the sub-control circuit 60 in the next timer interrupt processing, and the process proceeds sequentially to S22 to S24. 4-3. General diagram processing

[0060] The main control circuit 40 determines whether a win or loss occurs in the random number processing in S22 based on the acquisition result of the random number, and selects a random number variation display time from the random number variation display time table in Figure 5(c) that corresponds to the current game state. Then, it notifies the result of the random number win or loss determination when executing the random number variation display based on the selected random number variation display time. If the determination result is "random number win", it selects a random number game pattern corresponding to the current game state from the random number game pattern table in Figure 5(d), and allows the game ball to enter the second start opening 23 when playing the random number game based on the selected random number game pattern.

[0061] 4-4. Processing of Special Drawing 2 Figure 9(a) shows the S23 Special Feature 2 processing, in which the main control circuit 40 selectively executes the S31 Special Feature 2 lottery processing, the S32 time reduction count update processing, the S33 fall determination processing, the S34 Special Feature 2 variation stop processing, the S35 minor win game processing, and the S36 big win game processing according to the setting result of the value of the second pointer P2 in RAM. The value of this second pointer P2 is initially set to "1" when the power is turned on.

[0062] 4-4-1. Special Feature 2 Lottery Processing The main control circuit 40 proceeds to the S31 Special Feature 2 lottery process when the value of the second pointer P2 is set to "1". The value of this second pointer P2 is set to "1" when the game is stopped, and in the S31 Special Feature 2 lottery process, the main control circuit 40 determines whether or not Special Feature 2 game data is stored in the "Special Feature 2 Reserved Area 4". If it is determined that Special Feature 2 game data is not stored in the "Special Feature 2 Reserved Area 4", the Special Feature 2 lottery process ends, and if it is determined that Special Feature 2 game data is stored in the "Special Feature 2 Reserved Area 4", the main control circuit 40 determines whether it is a win or a loss, the variation pattern, and the variation display time based on the Special Feature 2 game data in the "Special Feature 2 Reserved Area 4", and if the result of the win or loss determination is a jackpot, the type of jackpot is determined. Then, the results of the hit / fail judgment, the results of the fluctuation pattern judgment, and the results of the jackpot type judgment are set in the RAM output buffer to be sent to the sub-control circuit 60 as special feature 2 game data, and the fluctuation start command 2 is set in the RAM output buffer to be sent to the sub-control circuit 60.

[0063] Figure 10 shows the variable pattern table processing performed by the main control circuit 40 in S31. In the variable pattern table processing, the main control circuit 40 selects one of the special figure 2 variable pattern table 1, special figure 2 variable pattern table 2, and special figure 12 variable pattern table. From the selection result of the special figure variable pattern table, it selects a special figure variable pattern and special figure variable display time corresponding to the value of the variable pattern random number in the special figure 2 hold area 4, and sets the selection result of the special figure variable pattern and the selection judgment result of the special figure variable display time into the RAM output buffer. In S91, the main control circuit 40 determines whether the current game state is "Super Electric Support State". If it determines that the current game state is "Super Electric Support State", in S92 it selects the special figure 2 variable pattern table 2 from Figure 6(c) and selects a special figure variable pattern and special figure variable display time from the special figure 2 variable pattern table 2. If the main control circuit 40 determines in S91 that the current game state is not "Super Electric Support State", in S93 it determines whether the current game state is "High Probability State" or "Electric Support State". If the current game state is determined to be either "normal probability state" or "electric support state," or "normal probability state" or "non-electric support state," then in S98, the Special Feature 2 Variation Pattern Table 1 in Figure 6(b) is selected, and the Special Feature Variation Pattern and Special Feature Variation Display Time are selected from the Special Feature 2 Variation Pattern Table 1.

[0064] If the main control circuit 40 determines in S93 that the current game state is "high probability state" or "electric support state", it determines in S94 whether the result of the win / loss judgment is a jackpot or not. If it determines that the result of the win / loss judgment is a "minor win" or a "miss", it proceeds to S98 and selects a special symbol variation pattern and special symbol variation display time from the special symbol 2 variation pattern table 1 in Figure 6(b). If the main control circuit 40 determines in S94 that the result of the win / loss judgment is a "jackpot", it proceeds to S95 and determines whether the result of the jackpot type judgment is "jackpot symbol 1". If it determines that the result of the jackpot type judgment is "jackpot symbol 2" or "jackpot symbol 3", it proceeds to S98 and selects a special symbol variation pattern and special symbol variation display time from the special symbol 2 variation pattern table 1 in Figure 6(b).

[0065] If the main control circuit 40 determines in S95 that the type of jackpot is "jackpot symbol 1", it compares the value of the probability variation counter with the predetermined value "4" in S96. This probability variation counter measures the number of consecutive "high probability state" and "electric support state" states, and is reset to its initial value of "0" when "high probability state" or "electric support state" is set in response to "jackpot symbol 1" or "jackpot symbol 3" being selected in the "normal probability state" or "non-electric support state".

[0066] If the main control circuit 40 determines in S96 that the value of the probability variation counter exceeds a specified value, it selects a special feature variation pattern and special feature variation display time from the special feature 2 variation pattern table 1 in Figure 6(b) in S98. If the main control circuit 40 determines in S96 that the value of the probability variation counter is less than or equal to a specified value, it selects the special feature 12 variation pattern table in Figure 6(d) in S97 and selects a special feature variation pattern and special feature variation display time from the special feature 12 variation pattern table. As shown in Figure 6(d), this special feature 12 variation pattern table has only one special feature variation pattern "PO00" and a special feature variation display time "1000 msec" set for big wins, and the main control circuit 40 selects the special feature variation pattern "PO00" and special feature variation display time "1000 msec" from the special feature 12 variation pattern table. In other words, based on the fact that the "high probability state" and "electric support state" are set in response to the selection of "jackpot symbol 1" or "jackpot symbol 3" in the "normal probability state" and "non-electric support state," the "high probability state" and "electric support state" are reset in response to a jackpot being determined within "4" or fewer special symbol 2 games. If "jackpot symbol 1" is selected, the special special symbol variation pattern "PO00" is always selected.

[0067] When the main control circuit 40 sets special figure 2 game data in the output buffer at S31 in Figure 9(a), it starts displaying the special figure variation and organizes "Special Figure 2 Reserved Area 1" to "Special Figure 2 Reserved Area 4". This process deletes the special figure 2 game data from "Special Figure 2 Reserved Area 4". If special figure 2 game data is stored in "Special Figure 2 Reserved Area 3", that special figure 2 game data is shifted to "Special Figure 2 Reserved Area 4". If special figure 2 game data is stored in "Special Figure 2 Reserved Area 2", that special figure 2 game data is shifted to "Special Figure 2 Reserved Area 3". If special figure 2 game data is stored in "Special Figure 2 Reserved Area 1", that special figure 2 game data is shifted to "Special Figure 2 Reserved Area 2". When the main control circuit 40 has organized "Special Figure 2 Reserved Areas 1 to 4", it organizes "Special Figure 2 Pre-read Area 1" to "Special Figure 2 Pre-read Area 4" using the same procedure and sets the value of the second pointer P2 to "2".

[0068] 4-4-2. Time Reduction Count Update Process If the value of the second pointer P2 is set to "2", the main control circuit 40 proceeds to the time-saving count update process in S32. Figure 11 shows the time-saving count update process, where the main control circuit 40 determines in S41 whether the current game state is "electric support state 1", "electric support state 2", "super electric support state", or "non-electric support state". If it determines that the current game state is "non-electric support state", it proceeds to S48, and if it determines that it is "electric support state 1", "electric support state 2", or "super electric support state", it adds "1" to the time-saving count counter in S42. The value of this time-saving count counter measures the number of consecutive electric support states, and when the time-saving count counter is increased, the main control circuit 40 sets the time-saving count command. This time-saving count command notifies the sub-control circuit 60 of the increment result of the time-saving count counter as the number of times the electric support state continues. When the main control circuit 40 sets the time-saving count command setting result in S43 to send to the sub-control circuit 60, it proceeds to S44.

[0069] When the main control circuit 40 moves to S44 in Figure 11, it determines whether the current game state is "Electric Support State 1". If it determines that the current game state is "Electric Support State 1", it moves to S45 and compares the sum of the values ​​of the time-saving counter with "201". If it determines that the value of the time-saving counter is "201", in S46 the current game state is changed from "Electric Support State 1" to "Super Electric Support State", and in S47 the Super Electric Support command is set in the RAM output buffer. This Super Electric Support command notifies the sub-control circuit 60 of the setting of "Super Electric Support State", and if the main control circuit 40 sets the Super Electric Support command in S47, it moves to S48.

[0070] If the main control circuit 40 determines in S44 of Figure 11 that the current game state is not "Electric Support State 1", it determines in S52 whether the current game state is "Electric Support State 2". If it determines that the current game state is not "Electric Support State 2", it proceeds to S48. If it determines that the current game state is "Electric Support State 2", it compares the value of the time-saving counter with the upper limit value "100" in S53. If it determines that the value of the time-saving counter is not the upper limit value "100", it proceeds to S48.

[0071] If the main control circuit 40 determines in S53 of Figure 11 that the value of the time-saving counter has reached its upper limit of "100", it changes the current game state from "electric support state 2" to "non-electric support state" in S54, and sets an electric support release command in the RAM output buffer in S55. This electric support release command notifies the sub-control circuit 60 that the state has switched from "electric support state 2" to "non-electric support state", and if the main control circuit 40 sets the electric support release command in S55, it proceeds to S48.

[0072] When the main control circuit 40 moves to S48, it determines whether the current game state is a "high probability state" or an "electric support state" ("high probability electric support state"). If it determines that the current game state is not a high probability electric support state, it sets the value of the second pointer P2 to "3" in S51, and if it determines that the current game state is a high probability electric support state, it moves to S49. Here, it determines whether the result of the win / loss judgment is a "jackpot" and whether the jackpot type selection result is "jackpot symbol 3". In this case, the value of the probability variation counter is reset to "0" in S50 and the game proceeds to S51. That is, the value of the probability variation counter is also reset to "0" when "Big Win Symbol 3" is selected in the high probability electric support state, and based on the fact that "Big Win Symbol 3" was selected in the high probability electric support state, if "Big Win Symbol 1" is selected in response to a judgment of a big win within "4" special symbol 2 games, the special symbol variation pattern "PO00" is always selected in accordance with the special symbol 12 variation pattern table being used.

[0073] If the main control circuit 40 determines in S49 of Figure 11 that it is not a jackpot with "jackpot symbol 3", it proceeds to S56 to determine whether the result of the hit / miss judgment is "miss". If it determines that it is "miss", it adds "1" to the value of the probability variation count counter in S57 and proceeds to S51. If it determines that it is a jackpot with jackpot symbol 1 or a jackpot or minor jackpot with jackpot symbol 2, it sets the value of the probability variation count counter to an invalid value (10000) in S58, invalidates the probability variation count counter, and proceeds to S51. This probability variation count counter is reset to "0" when a high probability electric support state is set in accordance with a jackpot judgment in the "normal probability state" or "non-electric support state", and is also reset to "0" when a jackpot with jackpot symbol 3 is judged in the high probability electric support state, and "1" is added when it is judged that it is a miss in the high probability electric support state.

[0074] 4-4-3. Fall detection process If the value of the second pointer P2 is set to "3", the main control circuit 40 proceeds to the fall determination process in S33 of Figure 9(a). Figure 12 shows the fall determination process in S33, where the main control circuit 40 determines in S61 whether the current game state is a "high probability state". If it is determined that the current game state is a "normal probability state", the value of the second pointer P2 is set to "4" in S72, and if it is determined that the current game state is a "high probability state", it proceeds to S62. Here, the value of the fall random number is detected from the "Special Figure 2 Reserve Area 4", and a determination result corresponding to the detection result of the fall random number is detected from the fall determination table in Figure 5(f).

[0075] When the main control circuit 40 detects the result of the fall determination in S62, it determines in S63 whether the detection result is "fall present" or not. If it determines that the detection result is "no fall", it sets the value of the second pointer P2 to "4" in S72. If it determines that the detection result is "fall present", it changes the "high probability state" to the "normal probability state" in S64 and sets it in the RAM output buffer in S65 to send a fall command to the sub-control circuit 60. This fall command notifies the sub-control circuit 60 that the "high probability state" has fallen to the "normal probability state", and is sent to the sub-control circuit 60 in the next timer interrupt processing.

[0076] When the main control circuit 40 sets a fall command in the output buffer in S65, it determines in S66 whether the current game state is "Electric Support State 1". If it determines that the current game state is "Electric Support State 1", it compares the value of the time-saving counter with "100" in S67. If it determines that the value of the time-saving counter is "100" or less, it changes "Electric Support State 1" to "Electric Support State 2" in S68, sets an electric support change command in the RAM output buffer in S69 to send to the sub-control circuit 60, and sets the value of the second pointer P2 to "4" in S72. This electric support change command notifies the sub-control circuit 60 that "Electric Support State 1" has switched to "Electric Support State 2", and is sent to the sub-control circuit 60 in the next timer interrupt processing.

[0077] If the main control circuit 40 determines in S67 that the value of the time-saving counter is "101" or greater, it changes the current game state from "electric support state 1" to "non-electric support state" in S70. Then, in S71, it sets the output buffer of the RAM to send an electric support change command to the sub-control circuit 60, and in S72, it sets the value of the second pointer P2 to "4". This electric support cancellation command notifies the sub-control circuit 60 that the "electric support state 1" has switched to the "non-electric support state", and is sent to the sub-control circuit 60 in the next timer interrupt processing.

[0078] The main control circuit 40 determines in S66 that the current game state is not "Electric Support State 1" if the current game state is "Super Electric Support State", and changes the current game state from "Electric Support State 1" to "Non-Electric Support State" in S70. Then, in S71, it sets the electric support change command to the RAM output buffer, and in S72, it sets the value of the second pointer P2 to "4". In other words, if the value of the time-saving counter is "100" or less and it is determined that there is a possibility of falling out of the "High Probability State" or "Electric Support State 1", the low probability state is set, but the electric support state continues. If the value of the time-saving counter is "101" or more and it is determined that there is a possibility of falling out of the "High Probability State" or "Electric Support State 1", it sets the "Low Probability State" or "Non-Electric Support State".

[0079] 4-4-4. Special Figure 2: Variable Stop Processing If the value of the second pointer P2 is set to "4", the main control circuit 40 proceeds to the special figure 2 variation stop process at S34 in Figure 9(a). Here, the timer value is added, and the result of adding the timer value is compared with the result of the special figure variation display time determination. If the result of adding the timer value has not reached the result of the special figure variation display time determination, the special figure 2 variation stop process is terminated. If the result of adding the timer value has reached the result of the special figure variation display time determination, the special figure variation display is stopped in a manner corresponding to the hit / fail determination result, and the variation stop command 2 is set in the output buffer to be sent to the sub-control circuit 60. If the hit / fail determination result is "miss", the value of the second pointer P2 is initialized to "1", if the hit / fail determination result is "minor hit", the value of the second pointer P2 is set to "5", and if the hit / fail determination result is "big hit", the value of the second pointer P2 is set to "6".

[0080] 4-4-5. Processing of minor wins If the value of the second pointer P2 is set to "5", the main control circuit 40 proceeds to the minor prize game processing at S35 in Figure 9(a), starts the minor prize game according to the minor prize game pattern, and then sets the output buffer to send a minor prize game start command to the sub-control circuit 60. If the main control circuit 40 has completed the minor prize game according to the minor prize game pattern, it ends the minor prize game, sets the output buffer to send a minor prize game end command to the sub-control circuit 60, and sets the value of the second pointer P2 to "1". This minor prize game involves closing the V-entry slot and opening the large prize slot 19, and during the minor prize game, it is forbidden for the game ball to fall into the V-entry slot. In other words, if a minor prize is determined to occur in a high-probability state, the high-probability state is maintained.

[0081] 4-4-6. Jackpot Game Processing If the value of the second pointer P2 is set to "6", the main control circuit 40 proceeds to the jackpot game processing in S36 of Figure 9(a). Here, the jackpot game is started, and a jackpot game start command is set in the output buffer to be sent to the sub-control circuit 60. Each time a round is started in the jackpot game, the main control circuit 40 sets a round start command in the output buffer and sends it to the sub-control circuit 60. This round start command indicates which round it is, and each time a round is stopped in the jackpot game, the main control circuit 40 sets a round stop command in the output buffer and sends it to the sub-control circuit 60. If the jackpot game has progressed to the end of the jackpot game pattern, the main control circuit 40 ends the jackpot game and sets a jackpot game end command in the output buffer to be sent to the sub-control circuit 60.

[0082] The main control circuit 40, when the result of the jackpot type determination is "jackpot symbol 2", closes the V-entry slot in each of the 1st to 16th rounds, thereby prohibiting the game ball from falling into the V-entry slot. When the result of the jackpot type determination is "jackpot symbol 1", it opens the V-entry slot in each of the 13th to 15th rounds, thereby allowing the game ball to fall into the V-entry slot. When the result of the jackpot type determination is "jackpot symbol 3", it opens the V-entry slot in each of the 2nd to 4th rounds, thereby allowing the game ball to fall into the V-entry slot. During jackpot play, the main control circuit 40 monitors whether or not a game ball has fallen into the V-entry slot in response to the output signal from the V-entry slot sensor, and records that a V-entry has occurred when it determines that a game ball has fallen into the V-entry slot.

[0083] If the main control circuit 40 allows a jackpot game to proceed to the end of the jackpot game pattern, it detects the jackpot type determination result when the jackpot game ends. If the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 3", it determines whether or not a V-win occurred. If it determines that a V-win occurred, it sets the game state to "high probability state" and "electric support state 1", resets the value of the time-saving counter and the probability variation counter to "0", and initializes the value of the second pointer P2 to "1". Then, it sets the "high probability command", "electric support command 1", and time-saving command 0 into the RAM output buffer in order to send them to the sub-control circuit 60. The "Time-Saving Count Command 0" notifies the sub-control circuit 60 that the number of consecutive times the electric support state has been set to "0 times," the "High Probability Command" notifies the sub-control circuit 60 that the "High Probability State" has been set to "100 times," and the "Electric Support Command 1" notifies the setting of Electric Support State 1, which has the potential to continue for more than "100 times."

[0084] The main control circuit 40, if the result of the jackpot type determination is "jackpot symbol 2", sets the game state to "normal probability state" and "electric support state 2", resets the value of the time-saving counter to "0", and initializes the value of the second pointer P2 to "1". Then, it sets the "normal probability command", "electric support command 2", and time-saving command 0 in the RAM output buffer in order to send them to the sub-control circuit 60. The "normal probability command" notifies the sub-control circuit 60 of the setting of "normal probability state", and the "electric support command 2" notifies the setting of electric support state 2, which has a limit of "100 times".

[0085] 4-5. Processing of Special Drawing 1 Figure 9(b) shows the S24 Special Feature 1 processing, in which the main control circuit 40 selectively executes the S81 Special Feature 1 lottery processing, the S82 time reduction count update processing, the S83 fall-out determination processing, the S84 Special Feature 1 variation stop processing, the S85 minor win game processing, and the S86 big win game processing depending on the setting result of the value of the first pointer P1 in RAM. The value of this first pointer P1 is initially set to "1" when the power is turned on.

[0086] 4-5-1. Special Feature 1 Lottery Processing The main control circuit 40 proceeds to the special figure 1 lottery process in S81 when the value of the first pointer P1 is set to "1". The value of this first pointer P1 is set to "1" when the game is stopped, and in the special figure 1 lottery process in S81, the main control circuit 40 determines whether or not special figure 1 game data is stored in the "special figure 1 reserve area 4". If it is determined that special figure 1 game data is not stored in the "special figure 1 reserve area 4", the special figure 1 lottery process ends, and if it is determined that special figure 1 game data is stored in the "special figure 1 reserve area 4", it determines whether or not special figure 2 game data is stored in the "special figure 2 reserve area 4".

[0087] If the main control circuit 40 determines that special figure 2 game data is stored in the "special figure 2 reserve area 4", it completes the special figure 1 lottery process. If it determines that special figure 2 game data is not stored in the "special figure 2 reserve area 4", in S81 it determines whether the result is a win or loss, the variation pattern, and the variation display time based on the special figure 1 game data in the "special figure 1 reserve area 4". If the result of the win or loss determination is a jackpot, it determines the type of jackpot. These determinations of the variation pattern and variation display time are performed according to the special figure 1 variation pattern table in Figure 6(a). The main control circuit 40 sets the result of the win or loss determination, the result of the variation pattern determination, and the result of the jackpot type determination in the RAM output buffer to send to the sub-control circuit 60 as special figure 1 game data, sets the variation start command 1 in the RAM output buffer to send to the sub-control circuit 60, and sets the special figure 1 reserve command in the RAM output buffer to send to the sub-control circuit 60. This special figure 1 reserve command notifies the sub-control circuit 60 of the number of special figure 1 reserves.

[0088] When the main control circuit 40 sets a variation start command 1, it starts displaying the special feature variation and then organizes "Special Feature 1 Reserved Area 1" to "Special Feature 1 Reserved Area 4". This process is carried out in the same way as for "Special Feature 2 Reserved Areas 1 to 4", and the main control circuit 40 organizes "Special Feature 1 Pre-read Areas 1 to 4" in the same way before setting the value of the first pointer P1 to "2". In other words, the special feature 1 lottery process is set to have a lower priority than the special feature lottery 2 process, and if the number of special feature 2 reserved items is not "0", the special feature 2 lottery process is performed preferentially over the special feature 1 lottery process, and the special feature 1 lottery process starts when the number of special feature 2 reserved items becomes "0".

[0089] 4-5-2. Time Reduction Count Update Process If the value of the first pointer P1 is set to "2", the main control circuit 40 executes the time reduction count update process shown in Figure 11 in S82 and sets the value of the first pointer P1 to "3". 4-5-3. Fall detection process If the value of the first pointer P1 is set to "3", the main control circuit 40 executes the fall detection process shown in Figure 12 in S83 and sets the value of the first pointer P1 to "4". 4-5-4. Special Figure 1: Fluctuation Stop Processing If the value of the first pointer P1 is set to "4", the main control circuit 40 proceeds to the special figure 1 variation stop process in S84 of Figure 9(b), and stops the special figure 1 variation display in a manner corresponding to the hit or miss judgment result when the sum of the timer values ​​reaches the judgment result of the special figure variation display time, and sets the variation stop command 1 in the output buffer to send to the sub-control circuit 60. If the hit or miss judgment result is "miss", the value of the first pointer P1 is initialized to "1", if the hit or miss judgment result is "minor hit", the value of the first pointer P1 is set to "5", and if the hit or miss judgment result is "big hit", the value of the first pointer P1 is set to "6".

[0090] 4-5-5. Processing of minor wins If the value of the first pointer P1 is set to "5", the main control circuit 40 proceeds to the minor prize game processing in S85 of Figure 9(b), starts the minor prize game according to the minor prize game pattern, and then sets the output buffer to send a minor prize game start command to the sub-control circuit 60. If the main control circuit 40 has completed the minor prize game according to the minor prize game pattern, it ends the minor prize game, sets the output buffer to send a minor prize game end command to the sub-control circuit 60, and sets the value of the first pointer P1 to "1". This minor prize game involves keeping the V prize slot closed and the large prize slot 19 open, and during the minor prize game, it is forbidden for the game ball to fall into the V prize slot.

[0091] 4-5-6. Jackpot Game Processing If the value of the first pointer P1 is set to "6", the main control circuit 40 proceeds to the jackpot game processing S86 in Figure 9(b), and after starting the jackpot game, sets a jackpot game start command in the output buffer to send to the sub-control circuit 60. The main control circuit 40 executes the jackpot game using jackpot game pattern 1 if the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 2", and executes the jackpot game using jackpot game pattern 2 if the jackpot type determination result is "jackpot symbol 3", and sets a round start command in the output buffer and sends it to the sub-control circuit 60 each time a round is started. The main control circuit 40 sets a round stop command in the output buffer and sends it to the sub-control circuit 60 each time a round is stopped during the jackpot game. If the main control circuit 40 has allowed the jackpot game to proceed to the end of the jackpot game pattern, it ends the jackpot game and sets the output buffer to send a jackpot game end command to the sub-control circuit 60.

[0092] The main control circuit 40 closes the V-entry slot in each of the 1st to 16th rounds if the jackpot type determination result is "jackpot symbol 2," and opens the V-entry slot in each of a specific set of rounds if the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 3." During a jackpot game, the main control circuit 40 monitors whether or not a game ball has fallen into the V-entry slot in response to the output signal from the V-entry slot sensor, and if the jackpot game is played to the end of the jackpot game pattern, it detects the jackpot type determination result when the jackpot game ends. If the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 3," it determines whether or not a V-entry occurred. If it is determined that a V-win has occurred, the game state is set to "High Probability State" and "Electric Support State 1", the value of the time-saving counter and the probability variation counter are reset to "0", and the value of the second pointer P2 is initially set to "1". Then, the "High Probability Command", "Electric Support Command 1", and time-saving command 0 are set in the RAM output buffer to be sent to the sub-control circuit 60. If the result of the jackpot type determination is "Jackpot Symbol 2", the main control circuit 40 sets the game state to "Normal Probability State" and "Electric Support State 2", the value of the time-saving counter is reset to "0", and the value of the second pointer P2 is initially set to "1". Then, the "Normal Probability Command", "Electric Support Command 2", and time-saving command 0 are set in the RAM output buffer to be sent to the sub-control circuit 60.

[0093] 5. Explanation of game modes Figure 13(a) shows the game flow, illustrating how the game state transitions, while Figures 13(b) and (c) show the relationship between the game mode and the performance mode. When the power is turned on, the normal game mode is set. This normal game mode is the "normal probability state" and the "non-electric support state." In the normal game mode, a left-shooting image prompting the player to shoot the game ball to the left is displayed on the performance symbol display 28. If the player shoots the game ball to the left according to this left-shooting image, the game ball enters the first start port 18. If a jackpot is determined based on the game ball entering the first start port 18, either the low probability time-saving mode or the high probability time-saving mode is set.

[0094] The low probability time-saving mode is set when "normal probability state" and "electric support state 2" are set, and is set when "jackpot symbol 2" is selected in response to a jackpot being determined in normal game mode. The high probability time-saving mode is set when "high probability state" and "electric support state 1" are set, and is set when "jackpot symbol 1" or "jackpot symbol 3" is selected in response to a jackpot being determined in normal game mode. In each of these low probability time-saving modes and high probability time-saving modes, a right-shooting image prompting the player to shoot the game ball to the right is displayed on the performance symbol display 28. If the player shoots the game ball to the right according to this right-shooting image, the game ball passes through the normal start opening 22, and the second start opening 23 is frequently opened for a long period of time in response to a high probability determination of a win, so the special symbol variation display time for time-saving, "1000 msec", is frequently obtained from the special symbol variation pattern table 1 in Figure 6(b). Therefore, in both the low-probability time-saving mode and the high-probability time-saving mode, the process of determining whether a jackpot or loss occurs is repeated at shorter time intervals compared to the normal game mode, increasing the probability of winning the next jackpot with fewer game balls consumed. In other words, both the low-probability time-saving mode and the high-probability time-saving mode are more advantageous to the player compared to the normal game mode.

[0095] In the low probability time-saving mode, the game balls are shot to the right. If the total number of draws for Special Symbol 1 and Special Symbol 2 (in reality, only Special Symbol 2 draws) reaches the limit of "100 times" without a jackpot being determined in the low probability time-saving mode, the game switches from "Electric Support State 2" to "Non-Electric Support State" and returns to normal game mode. If a jackpot is determined in this low probability time-saving mode before the total number of draws for Special Symbol 1 and Special Symbol 2 reaches the limit of "100 times", and "Jackpot Symbol 2" is selected, the low probability time-saving mode is repeated. If "Jackpot Symbol 1" or "Jackpot Symbol 3" is selected, the game switches to high probability time-saving mode. In this high-probability time-saving mode, the game balls are shot to the right, and if a jackpot is determined and "jackpot symbol 2" is selected, the low-probability time-saving mode is set. If "jackpot symbol 1" or "jackpot symbol 3" is selected, the high-probability time-saving mode is set again. This high-probability time-saving mode is a state in which jackpots are determined with a higher probability compared to the low-probability time-saving mode, and is more advantageous to the player than the low-probability time-saving mode. The degree of advantage for the player is higher in the "high-probability state" than in the "electric support state".

[0096] In the high probability time-saving mode, whether or not a fall occurs is determined each time a Special Symbol 1 lottery or Special Symbol 2 lottery is performed. If the total number of Special Symbol 1 and Special Symbol 2 lotteries does not exceed the limit of "100 times" and it is determined that a fall has occurred, the "normal probability state" and "electric support state 2" are set, and the game transitions from the high probability time-saving mode to the low probability time-saving mode. In this high probability time-saving mode, if the total number of Special Symbol 1 and Special Symbol 2 lotteries exceeds the limit of "100 times" and it is determined that a fall has occurred, the "normal probability state" and "non-electric support state" are set, and the game immediately falls from the high probability time-saving mode to the normal game mode.

[0097] In high probability time-saving mode, if the total number of draws for Special Symbol 1 and Special Symbol 2 reaches the limit of "201 times" without being judged as "falling out," the "high probability state" and "super electric support state" are set. In this high probability super time-saving mode, the shortest special symbol variation display time for super time-saving, "500 msec," is frequently obtained from the Special Symbol 2 variation pattern table 2 in Figure 6(c). Therefore, in high probability super time-saving mode, the judgment process for big wins and misses is repeated at even shorter time intervals compared to high probability time-saving mode, increasing the probability of winning the next big win with an even smaller number of game balls consumed. In other words, high probability super time-saving mode is a more advantageous state for the player than high probability time-saving mode, and if "falling out" is judged in high probability super time-saving mode, the player will immediately fall from high probability super time-saving mode to normal game mode.

[0098] 6. Explanation of the performance modes The performance mode specifies the background image used when displaying images of the performance symbols during gameplay. There are four performance modes: Normal Mode, Chance Mode, Speed ​​Mode, and Super Speed ​​Mode. Normal Mode is the performance mode used when the normal gameplay mode is set. In Normal Mode, as shown in Figure 14(a), a normal background image resembling a cityscape is displayed in the display area E of the performance symbol display unit 28. Chance Mode is a common performance mode used when the low probability time-saving mode or high probability time-saving mode is set. In Chance Mode, as shown in Figure 14(b), a chance background image resembling four women is displayed in the display area E of the performance symbol display unit 28. Speed ​​Mode is entered from Chance Mode when the total number of draws for Special Symbol 1 and Special Symbol 2 exceeds the limit of "100 times" while in High Probability Time-Saving Mode. In Speed ​​Mode, as shown in Figure 14(c), a speed background image resembling an ancient landmass is displayed in the display area E of the performance symbol display unit 28. The Super Speed ​​Mode is entered when the High Probability Short Time Mode is enabled and the total number of Special Feature 1 and Special Feature 2 draws exceeds the limit of "200". In Super Speed ​​Mode, as shown in Figure 14(d), an image with the word "Rush" superimposed on the Speed ​​background image is displayed as the Super Speed ​​background image in the display area E of the performance symbol display 28.

[0099] 6-1. Behavior in the performance mode Figure 13(b) shows the behavior of the performance mode when the jackpot symbol 2 is selected in accordance with the determination of a jackpot. In this case, the chance mode is set in accordance with the setting of the low probability time-saving mode at the end of the jackpot game, and the chance background image is displayed from the first performance symbol game. If a total of 100 special symbol 1 lotteries and special symbol 2 lotteries are performed in this state without determining a jackpot, the normal game mode is set, and the normal mode is set in accordance with the setting of the normal game mode, and the normal background image is displayed from the 101st performance symbol game.

[0100] Figure 13(c) shows the behavior of the performance mode when either jackpot symbol 1 or jackpot symbol 3 is selected in response to a jackpot being determined. In this case, the chance mode is set in accordance with the setting of the high probability time-saving mode at the end of the jackpot game, and the chance background image is displayed from the first performance symbol game. If it is determined that there is a fall before a total of 100 special symbol 1 and special symbol 2 draws have been performed in this state, the low probability time-saving mode is set as the game mode, but as shown in the upper part of Figure 13(c), the chance background image continues to be displayed in accordance with the continuation of the chance mode as the performance mode. Then, the normal background image is displayed in accordance with the setting of the normal mode from the 101st performance symbol game.

[0101] The lower part of Figure 13(c) shows the behavior of the performance mode when the chance mode is set according to the high probability time-saving mode and a total of 100 or more special symbol 1 and special symbol 2 draws are performed without being judged as having dropped out. In this case, from the 101st performance symbol play, the speed mode is set and the speed background image is displayed, giving the player the impression that they have been promoted to the high probability time-saving mode. If this judgment of no drop continues beyond 200 times, the super speed mode is set according to the high probability super time-saving mode setting and the super speed background image is displayed from the next 201st time. If a drop is judged to have occurred while in either the super speed mode or speed mode setting, the normal mode is set according to the normal play mode setting and the normal background image is displayed from the next time.

[0102] 6-2. Visual Effects Game The image for the special effect symbol game is started in time synchronization with the start of the special effect symbol 1 variation display or special effect symbol 2 variation display by the sub-control circuit 60, and ends in time synchronization with the end of the special effect symbol 1 variation display or special effect symbol 2 variation display. This image for the special effect symbol game is displayed overlaid on the background image corresponding to the performance mode, and in normal mode it is displayed overlaid on the normal background image. In chance mode it is displayed overlaid on the chance background image, in speed mode it is displayed overlaid on the speed background image, and in super speed mode it is displayed overlaid on the super speed background image.

[0103] The images in the special effect game consist of special effect symbols made up of numbers from "1" to "9," displayed sequentially in three horizontal columns (left, middle, and right) in both scrolling and stopped states. The scrolling display in each column proceeds in ascending order from "1" to "2"... "9," then returns to "1" from "9" and repeats. The scrolling display in each column stops at one of the numbers from "1" to "9," and the odd numbers in each column ("1, 3, 5, 7, 9") are set to red, while the even numbers ("2, 4, 6, 8") are set to blue. The special effect symbols in the left, middle, and right columns each correspond to a symbol element, the three columns of special effect symbols correspond to identification symbols, the scrolling state corresponds to a variation state, the stopped scrolling state corresponds to a variation stop state, and the special effect game corresponds to a symbol game.

[0104] When the three-column scrolling display is stopped, there are three types of combinations: "jackpot combination," "miss combination," and "complete miss combination." A jackpot combination is one in which all three columns are identical, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special symbol variation pattern for jackpots (PO00~PO05). A miss combination is one in which the left and right columns are identical and the middle column is different, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special symbol variation pattern for misses (PH01~PH05). A complete miss combination is one in which the left and right columns are different, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special symbol variation pattern for misses (PH06~PH08). The jackpot combination corresponds to a winning pattern, while the miss combination and complete miss combination each correspond to a losing pattern.

[0105] Figure 14(e) shows a list of the effects for the special effect game, and there are five types of effects for the special effect game: "Normal effect", "All symbols stop simultaneously effect", "Normal reach effect", "Special reach effect", and "Super time reduction effect". The normal effect starts with "the start of a 3-column scrolling display", and the "stopping of the scrolling display" is set in the order of "left column", "right column", and "middle column". This normal effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation pattern PH06 for losing, and as shown in Figures 15(a)(b)(c)(d), in the normal effect, the "combination for a complete loss" is completed as the 3-column scrolling display stops in the order of "left column", "right column", and "middle column".

[0106] The simultaneous stop of all figures animation is initiated by the "start of scrolling display of 3 columns," as shown in Figure 14(e), and the "stop of scrolling display" is set for all 3 columns simultaneously. This "simultaneous stop of all figures animation" is set by the sub-control circuit 60 when the main control circuit 40 transmits the special figure variation pattern PH07 for losing, and in the "simultaneous stop of all figures animation," as shown in Figures 15(a) and (d), the "combination for a complete loss" is completed as the 3 columns of scrolling display stop simultaneously with each other. This simultaneous stop of all figures animation ends in the shortest time (1000 msec) of the special figure variation display time for the low probability time-saving mode and the high probability time-saving mode, and in the low probability time-saving mode and the high probability time-saving mode, the variation display time is shortened as the "special figure variation pattern PH07" is selected with high probability.

[0107] The normal reach animation begins with the "start of scrolling display of 3 columns," as shown in Figure 14(e), and the "scroll speed is reduced" for the "middle column" before the "scroll display stops." This normal reach animation is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation pattern PH05 for a miss and the special symbol variation pattern PO05 for a jackpot. As shown in Figures 16(a), (b), and (c), in the "normal reach animation," when the "scroll display stops" in the order of "left column" and then "right column," the "left column" and "right column" enter the same reach state, and the scrolling display of the "middle column" switches from normal speed to slow speed in the reach state.

[0108] In the "normal reach" sequence for losing outcomes, the scrolling display in the "middle column" stops on different symbols than those in the "left column" and "right column." In the "normal reach" sequence for losing outcomes, as shown in Figure 16(e), the combination for a losing reach is completed when the final scrolling display in the "middle column" stops. In the "normal reach" sequence for winning outcomes, the scrolling display in the "middle column" stops on the same symbols as those in the "left column" and "right column." In the "normal reach" sequence for winning outcomes, as shown in Figure 16(d), the combination for a winning outcome is completed when the final scrolling display in the "middle column" stops.

[0109] The special reach animation, as shown in Figure 14(e), begins with the "start of scrolling display of 3 columns," and the "scroll speed is reduced" for the "middle column" before the "scroll display stops." This special reach animation is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation patterns PH01~PH04 for losing and the special symbol variation patterns PO01~PO04 for winning. In the "special reach animation," a reach state is created when the "scroll display stops" in the order of "left column" then "right column," and the scrolling display of the "middle column" switches from normal speed to slow speed in the reach state.

[0110] As shown in Figure 14(e), the special reach animation is set to "reduce the scroll speed" for the "middle column" followed by "clearing three columns," and in the special reach animation, the three columns of animation symbols are cleared in a reach state. This special reach animation is set to "clear three columns" and "battle animation" after the normal reach animation. Figure 17 shows the battle images BL1 to BL4 that are displayed as battle animations. Each of these battle animation images BL1 to BL4 starts with the three columns of animation symbols cleared, and is set to depict the silhouette of a woman in a karate uniform fighting an enemy dinosaur with her bare hands.

[0111] Battle image BL1, as shown in Figure 17(a), is set with the enemy as "Dinosaur D1". This battle image BL1 is set to depict Dinosaur D1 fighting with female silhouette W, and is displayed when the main control circuit 40 sends the "Special Symbol Variation Pattern PO01" for a jackpot and when it sends the "Special Symbol Variation Pattern PH01" for a loss. Battle image BL2, as shown in Figure 17(b), is set with the enemy as "Dinosaur D2", and is displayed when the main control circuit 40 sends the "Special Symbol Variation Pattern PO02" for a jackpot and when it sends the "Special Symbol Variation Pattern PH02" for a loss. Battle image BL3, as shown in Figure 17(c), is set with the enemy as "Dinosaur D3", and is displayed when the main control circuit 40 sends the "Special Symbol Variation Pattern PO03" for a jackpot and when it sends the "Special Symbol Variation Pattern PH03" for a loss. As shown in Figure 17(d), battle image BL4 is displayed when the enemy is set to "Dinosaur D4" and is displayed when the main control circuit 40 sends the "Special Symbol Variation Pattern PO04" for a big win and when it sends the "Special Symbol Variation Pattern PH04" for a loss. The reliability of the big wins for these battle images BL1 to BL4 is set to be highest in the order of "Battle Image BL4", "Battle Image BL3", "Battle Image BL2", and "Battle Image BL1" (see Figure 6).

[0112] Each of the battle images BL1 to BL4 has two possible endings: a victory ending and a defeat ending. The victory ending, as shown in Figure 17(e), indicates that the female protagonist's silhouette W has won and is displayed when the "Special Symbol Variation Pattern PO01 to PO04" for big wins is transmitted. The defeat ending, as shown in Figure 17(f), indicates that the female protagonist's silhouette W has lost and is displayed when the "Special Symbol Variation Pattern PH01 to PH04" for losing reaches is transmitted. This defeat ending corresponds to a losing ending, and the victory ending corresponds to a winning ending.

[0113] As shown in Figure 14(e), the special reach animation is set to include a "battle animation" followed by "three static displays". As shown in Figure 17(e), in the special reach animation for a big win, after the protagonist wins the battle in each of the battle images BL1 to BL4, the three rows of animation symbols are displayed in a winning combination after the victory ending image. In the special reach animation for a loss, as shown in Figure 17(f), after the protagonist loses the battle in each of the battle images BL1 to BL4, the three rows of animation symbols are displayed in a losing reach combination after the defeat ending image.

[0114] The super-short time-saving effect is a special effect that is only displayed in high-probability super-short time mode, and is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation pattern PH08 for losing in high-probability super-short time mode. This super-short time-saving effect ends in the shortest possible time (500 msec) even shorter than the simultaneous all-symbol stop effect, and in high-probability super-short time mode, the variation display time is further shortened depending on the high probability of selecting "special symbol variation pattern PH08". As shown in Figure 14(e), this super-short time-saving effect starts with "the start of a 3-column scroll display", and the stopping order of the scroll display is set to "left column", "middle column", and "right column", which is different from all other effects.

[0115] Figures 18(a) and 18(b) show images of the super-short time-saving effect. As shown in Figure 18(a), the super-short time-saving effect begins with an image in which the effect symbols in the left column, the middle column, and the right column move simultaneously and at the same speed from their initial positions at the top of the LCD screen of the effect symbol display 28 downwards. These three columns of effect symbols are displayed in the order of left column → middle column → right column, and when they stop moving, they form a combination of a completely wrong arrangement that slopes upwards from right to left. This super-short time-saving effect displays the three columns of effect symbols in a diagonal arrangement that is different from all other effects, while they are scrolling and stopped. The image of this super-short time-saving effect is displayed superimposed in front of the super-speed background image and includes an announcement image A1 for "shoot to the right" and an announcement image A2 for time-saving information. Announcement image A1 prompts the player to shoot to the right, and announcement image A2 informs the player of the number of times the electric support state 1 will continue in numerical form.

[0116] 6-3. Reserved Performance The reserved performance is a performance that displays the special figure 1 reserved number or the special figure 2 reserved number. The special figure 1 reserved number is displayed in the normal mode, and the special figure 2 reserved number is displayed in each of the chance mode, the speed mode, and the super speed mode. Each of the special figure 1 reserved number and the special figure 2 reserved number is notified to the player as the number of cloud images C as shown in FIG. 15.

[0117] 6-4. Jackpot Game Performance The jackpot game performance is to display a background image for the jackpot game performance within the display area E of the display symbol display 28. It starts in response to the start of the jackpot game and ends in response to the end of the jackpot game. FIG. 18(c) is the background image for the jackpot game performance. This background image consists of an image in which the silhouettes of two women are dancing, and an announcement image A1 of "right hit" to prompt the player to hit right is superimposed in front of the background image for the jackpot game performance.

[0118] 6-5. Prize Ball Acquisition Performance During the jackpot game performance, a prize ball acquisition performance is carried out. This prize ball acquisition performance is to display prize ball acquisition information superimposed in front of the background image for the jackpot game performance. The prize ball acquisition information is to display the number of prize balls that the player can acquire in the currently ongoing jackpot game counting up from the initial value to the end value. The initial value of this prize ball acquisition information is set to "0", and the end value of the prize ball acquisition information is set to "1280". The counting up display of this prize ball acquisition information is carried out in response to the progress of the round. The update unit of this prize ball acquisition information is set to "80 / 1 round", and the prize ball acquisition information is counted up and displayed by "80" every round from the initial value "0" to the end value "1280". During this jackpot game, a display area E1 is set in the display symbol display 28, and as shown in FIG. 18(c), the prize ball acquisition information is counted up and displayed within the display area E1.

[0119] 7. Rare Performance 1 Figure 19(a) is Rare Image R. This Rare Image R is displayed as a cut-in for a certain period of time while the left, middle, and right columns of performance symbols are scrolling, and disappears after a certain period of time has elapsed since the cut-in. This Rare Image R is a special image that is only displayed as Rare Performance 1, and it definitively notifies the player with a "100%" probability that the three columns of performance symbols will be a winning combination in this performance symbol game. This Rare Image R also notifies the player with a "100%" probability that the "High Probability Time Reduction Mode" will continue without ending in response to a winning combination, and disappears while the three columns of performance symbols are scrolling.

[0120] The rare image display process in Figure 19(c) is executed at S124 in Figure 21 whenever the sub-control circuit 60 receives special symbol 2 game data from the main control circuit 40 while in high probability electric support mode. When the rare image display process is activated, the sub-control circuit 60 determines at S151 in Figure 19(c) whether there is a judgment result of "jackpot symbol 1" or "jackpot symbol 3" as the jackpot type in the received special symbol 2 game data. If it is determined that there is a judgment result of "jackpot symbol 1" or "jackpot symbol 3", the process moves to S152, where it is determined whether the current game mode is high probability time-saving mode. If it is determined that the current game mode is high probability time-saving mode, the process moves to S153, where it is determined from the received time-saving count command whether the number of continuations of high probability time-saving mode is "100 times" or less. If it is determined that the number of consecutive high-probability time-saving mode rounds is 100 or less, the game will proceed to S154, and the rare image R will be displayed during this round of symbolic gameplay. In other words, the rare image R will be displayed in the following cases [1] and [2].

[0121] [1] If a jackpot is determined in "Normal Game Mode" and "Jackpot Symbol 1" is selected, "High Probability Time Reduction Mode" is set at the end of the jackpot game in Jackpot Game Pattern 1. Based on the setting of this "High Probability Time Reduction Mode," if a jackpot is determined to occur when the total number of Special Symbol 1 and Special Symbol 2 games (in reality, the number of Special Symbol 2 games) is 100 or less, and "Jackpot Symbol 1" or "Jackpot Symbol 3" is selected, a rare image R will be displayed. [2] If a jackpot is determined in "Normal Game Mode" and "Jackpot Symbol 3" is selected, "High Probability Short Time Mode" is set at the end of the jackpot game in Jackpot Game Pattern 2. Based on the setting of this "High Probability Short Time Mode," if a jackpot is determined while the total number of Special Symbol 1 and Special Symbol 2 games is 100 or less, and "Jackpot Symbol 1" or "Jackpot Symbol 3" is selected, rare image R will be displayed. In other words, rare image R is displayed in front of the chance background image when Challenge Mode is set as the performance mode, and it suggests to the player that the High Probability Short Time Mode will continue.

[0122] 8. Special Rare Performance 1 Figure 19(b) is Special Rare Image R1. This Special Rare Image R1 is displayed as a cut-in for a certain period of time during the scrolling states of the performance symbols in the left column, middle column, and right column, and is a special image that is only displayed as Special Rare Performance 1. This Special Rare Image R1 is only displayed when "High Probability Time-Saving Mode" is set, and it definitively notifies the player with a "100%" probability that the performance symbols in the three columns will be a winning combination in this performance symbol game, and also notifies the player with a "100%" probability that "High Probability Time-Saving Mode" will continue without ending if a win occurs. This Special Rare Image R1 is accompanied by the announcement image A3 that says "Probability Continuation Confirmed!!".

[0123] Special rare image R1 and announcement image A3 are displayed when the sub-control circuit 60 transmits a special special symbol variation pattern PO00 from the main control circuit 40. When the sub-control circuit 60 transmits the special special symbol variation pattern PO00, it sets the three rows of performance symbols to an odd-numbered jackpot combination, and the three rows of performance symbols are stopped simultaneously to form an odd-numbered jackpot combination. When these three rows of performance symbols form an odd-numbered jackpot combination, the special rare image R1 and announcement image A3 are erased, informing the player that the combination of the three rows of performance symbols has been finalized.

[0124] The main control circuit 40 transmits the "special pattern variation PO00" to the sub-control circuit 60 in the cases of [1] and [2] below, and the special rare image R1 and announcement image A3 are displayed in the cases of [1] and [2] below. [1] In "Normal Game Mode," if a jackpot is determined and either "Jackpot Symbol 1" or "Jackpot Symbol 3" is selected, "High Probability Short Time Mode" is set at the end of the jackpot game, and the value of the probability change counter is reset. Based on the setting of this "High Probability Short Time Mode," if a jackpot is determined with "Jackpot Symbol 1" when a game ball enters the second start port 23 while the number of times the image of the performance symbol game is displayed is "4" or less, the special symbol 12 variation pattern table is selected (S97), and special rare image R1 is displayed when "Special Symbol Variation Pattern PO00" is selected from the special symbol 12 variation pattern table. In other words, special rare image R1 is displayed in front of the chance background image in performance symbol games of 4 or less based on the transition from normal game mode to high probability short time mode, and definitively foretells that a 16-round jackpot will occur without being downgraded to high probability short time mode. [2] If a jackpot is determined in "High Probability Short Time Mode" and "Jackpot Symbol 3" is selected, the value of the probability variation counter is reset. Based on this jackpot with "Jackpot Symbol 3" in "High Probability Short Time Mode", if a jackpot is determined with "Jackpot Symbol 1" when a game ball enters the second start port 23 while the number of times the image of the performance symbol game is displayed is "4 times" or less, the special symbol 12 variation pattern table is selected (S97), and special rare image R1 is displayed when "Special Symbol Variation Pattern PO00" is selected from the special symbol 12 variation pattern table. In other words, special rare image R1 is displayed in performance symbol game within 4 times based on the determination of a jackpot with "Jackpot Symbol 3" in "High Probability Short Time Mode", and definitively foretells that a 16-round jackpot will occur without being downgraded to High Probability Short Time Mode.

[0125] 8-1. Main Processing The sub-control circuit 60 detects the main processing program shown in Figure 20(a) from the ROM when power is turned on, sets permission to access RAM in S101, and sets interrupts to be disabled in S102. Then, it updates the values ​​of multiple random numbers in RAM in the random number update process in S103, enables interrupts in S104, and repeats steps S102 to S104. While interrupts are enabled, the receiving interrupt process in S105 and the timer interrupt process in S106 are allowed to be activated. 8-2. Interrupt handling for received data The sub-control circuit 60 activates the receive interrupt process S105 each time an STB signal from the main control circuit 40 is input to the INT terminal. This receive interrupt process takes precedence over the timer interrupt process S106, and the sub-control circuit 60 stores the commands and other information sent by the main control circuit 40 in the output process S11 in Figure 8 into the receive buffer in RAM using the receive interrupt process.

[0126] 8-3. Timer Interrupt Handling The sub-control circuit 60 activates the timer interrupt process S106 each time a timer interrupt signal is input at a fixed interval. Figure 20(b) shows the timer interrupt process S106, in which the sub-control circuit 60 performs the received command analysis process S111 and the prize ball acquisition animation process S112. In response to performing the prize ball acquisition animation process S112, the sub-control circuit 60 displays an image of the prize ball acquisition animation on the animation symbol display 28.

[0127] 8-3-1. Received command parsing process Figure 21(a) shows the received command analysis process in S111, where the sub-control circuit 60 determines in S121 whether or not special figure 1 lookup data or special figure 2 lookup data from the main control circuit 40 is stored in the receive buffer. If it is determined that special figure 1 lookup data or special figure 2 lookup data is stored, the process proceeds to S122, where the special figure 1 lookup data or special figure 2 lookup data from the receive buffer is shifted to the special figure lookup area of ​​the RAM. The RAM of this sub-control circuit 60 is set up with special figure 1 lookup areas 1 to 4 and special figure 2 lookup areas 1 to 4, the same as the main control circuit 40, and the sub-control circuit 60 shifts the special figure 1 lookup data to one of the special figure 1 lookup areas 1 to 4 using the same procedure as the main control circuit 40, and shifts the special figure 2 lookup data to one of the special figure 2 lookup areas 1 to 4 using the same procedure as the main control circuit 40. In other words, the RAM of the sub-control circuit 60 stores the same special figure 1 lookup data and special figure 2 lookup data as the main control circuit 40.

[0128] In S123 of Figure 21(a), the sub-control circuit 60 determines whether the special symbol 1 game data or special symbol 2 game data from the main control circuit 40 is stored in the receiving buffer. If it determines that the special symbol 1 game data or special symbol 2 game data is stored, it executes the symbol game performance start process in S124. Figure 21(b) shows the symbol game performance start process in S124, where the sub-control circuit 60 detects the reception result of the special symbol 1 game data (win / loss judgment result, jackpot type judgment result, special symbol variation pattern judgment result, and fall / loss judgment result) or the reception result of the special symbol 2 game data (win / loss judgment result, jackpot type judgment result, special symbol variation pattern judgment result, and fall / loss judgment result) from the receiving buffer in S141. The rare image display process in Figure 19(c) is executed in S124.

[0129] After completing S141 in Figure 21(b), the sub-control circuit 60 sets the combination of three rows of performance symbols in S142. These three rows of performance symbols are set to an odd number of "jackpot combinations" when the hit / fail detection result is "jackpot" and the jackpot type detection result is "jackpot symbol 1" and "jackpot symbol 3". When the hit / fail detection result is "jackpot" and the jackpot type detection result is "jackpot symbol 2", these performance symbols are set to an even number of "jackpot combinations". When the hit / fail detection result is "miss", these performance symbols are set to a "miss reach combination" when the variation pattern detection result is for misses "PH01~PH05", and to a "complete miss combination" when the variation pattern detection result is for complete misses "PH06~PH08". If the sub-control circuit 60 completes S142, in S143 it detects video data from the CGROM corresponding to the detection result of the variation pattern, and in response to starting playback of the detected video data, it starts displaying images of the performance symbol game on the performance symbol display 28.

[0130] In S125 of Figure 21(a), the sub-control circuit 60 determines whether a variation stop command 1 or variation stop command 2 from the main control circuit 40 is stored in the receiving buffer. If it determines that a variation stop command 1 or variation stop command 2 is stored, the symbol game performance stop process in S125 confirms and displays the three rows of performance symbols according to the combination setting result in S124.

[0131] In S127 of Figure 21(a), the sub-control circuit 60 determines whether a jackpot game start command from the main control circuit 40 is stored in the receive buffer. If it determines that a jackpot game start command is stored, the sub-control circuit 60 starts displaying the background image for the jackpot game on the performance symbol display 28 in accordance with the start of playback of the video data for the jackpot game in the jackpot game performance start process in S128. In S129, the sub-control circuit 60 determines whether a jackpot game stop command from the main control circuit 40 is stored in the receive buffer. If it determines that a jackpot game stop command is stored, the sub-control circuit 60 erases the background image for the jackpot game performance in accordance with the stop of playback of the video data for the jackpot game performance in the jackpot game performance stop process in S130.

[0132] According to the above Example 1, the following effects are achieved. Special rare image R1 was displayed to the player as a preview image to foreshadow a big win. This special rare image R1 can be displayed until the number of times the image of the performance symbols in the game has been displayed reaches 4, based on the setting of a high probability state in response to a big win being determined in the normal probability state. It can also be displayed until the number of times the image of the performance symbols in the game has been displayed reaches 4, based on the setting of a big win in the high probability state in response to a small number of game balls being dispensed. Therefore, from the player's perspective, even if the number of game balls dispensed in the big win game is small, they can expect the high probability state to continue, thus improving the enjoyment of the game. When a big win was determined while in a high-probability state, and the high-probability state continued, the special rare image R1 was displayed. Therefore, players can recognize the continuation of the high-probability state by seeing the special rare image R1, and continue playing in anticipation of a large payout. Based on the transition from the normal probability state to the high probability state, if the number of times the image of the game symbols is displayed is "4" or less, and the game is determined to be a jackpot in jackpot game pattern 1 with a large number of game balls dispensed, the special rare image R1 is displayed when the high probability state continues. Therefore, from the player's perspective, the special rare image R1 is a rare image that is displayed infrequently. Furthermore, the special rare image R1 is also displayed when the high probability state continues if the number of times the image of the game symbols is displayed is "4" or less, and the game is determined to be a jackpot in jackpot game pattern 1, based on the transition from the normal probability state to the high probability state with a small number of game balls dispensed in jackpot game pattern 2. As a result, the frequency of rare images being displayed from the player's perspective increases, improving the enjoyment of the game.

[0133] The threshold for determining whether to display the special rare image R1 has been set to the same value as the number of pending spins, "4". Therefore, the special rare image R1 will be displayed when a so-called winning streak occurs without the high probability state dropping down to the normal probability state, thus increasing the perceived value of the special rare image R1 from the player's perspective. When "High Probability Electric Support Mode" is set, the chance background image is displayed until the number of times the performance symbol game image is displayed reaches "100 times," making it easy for players to recognize the period during which the special rare image R1 can be displayed from the chance background image. Moreover, even when "Low Probability Electric Support Mode" is set, the chance background image is displayed until the number of times the performance symbol game image is displayed reaches "100 times," making it possible to create a sense of anticipation for the display of the special rare image R1 even in "Low Probability Electric Support Mode."

[0134] [Example 2] The time-saving count update process in Figure 22 is executed by the main control circuit 40 in place of the time-saving count update process in Figure 11. In S201, the main control circuit 40 determines whether the current game state is in "Super Electric Support Mode". If it is determined to be in "Super Electric Support Mode", in S49 it determines whether the result of the win / loss judgment is a "jackpot" with "jackpot symbol 3". If it is determined to be a "jackpot" with "jackpot symbol 3", in S50 the value of the probability-saving count counter is reset to "0". This value of the probability-saving count counter is also reset to "0" when the game state is upgraded from "High Probability Electric Support Mode" to "Super Electric Support Mode", and in S57 "1" is added if it is determined to be a "miss" in "Super Electric Support Mode".

[0135] The variation pattern table processing in Figure 23 is performed by the main control circuit 40 in place of the variation pattern table processing in Figure 10. If the current game mode is "high probability electric support mode", the main control circuit 40 proceeds from S91 to S93 and then to S92, where it selects a special symbol variation pattern from the special symbol 2 variation pattern table 2. If the current game state is "low probability electric support mode", the main control circuit 40 proceeds from S91 to S93 and then to S98, where it selects a special symbol variation pattern from the special symbol 2 variation pattern table 1. If the current game mode is "high probability super electric support mode", the main control circuit 40 proceeds from S91 to S94, where it determines whether the result of the win / fail judgment is a jackpot or not. If the result of the win / fail judgment here is determined to be a jackpot, then in S95 it determines whether the result of the jackpot type judgment is "jackpot symbol 1". If the result of the jackpot type determination here is determined to be "jackpot symbol 2" or "jackpot symbol 3", the game proceeds to S92, and a variation pattern is selected from the Special Feature 2 Variation Pattern Table 2.

[0136] If the main control circuit 40 determines in S95 that the type of jackpot is "jackpot symbol 1", it proceeds to S96 to determine whether the value of the probability variation counter is "4" or less. If it determines that the value of the probability variation counter is greater than "4", it selects a variation pattern from the special symbol 2 variation pattern table 2 in S92. If it determines that the value of the probability variation counter is "4" or less, it selects the special variation pattern "PO00" from the special symbol 12 variation pattern table in S97. In this case, the special variation pattern "PO00" is transmitted from the main control circuit 40 to the sub-control circuit 60, and the sub-control circuit 60 displays the special rare image R1 in the current symbol game in response to receiving the special variation pattern "PO00". That is, the special rare image R1 is displayed in the following cases [1] and [2].

[0137] [1] When the game is upgraded from "High Probability Short Time Mode" to "High Probability Super Short Time Mode", the value of the probability variation counter is reset. Based on the setting of this "High Probability Super Short Time Mode", if a jackpot is determined when the number of times the image of the performance symbols is displayed is "4" or less, and "Jackpot Symbol 1" is selected, then "Special Symbol Variation Pattern PO00" is selected from the Special Symbol 12 Variation Pattern Table, and Special Rare Image R1 is displayed. [2] If a jackpot is determined to occur with "jackpot symbol 3" in "high probability super time-saving mode", the value of the probability variation counter is reset. Based on this determination of a jackpot with "jackpot symbol 3", if a jackpot is determined to occur when the number of times the image of the performance symbol game is displayed is "4" or less, and "jackpot symbol 1" is selected accordingly, then "special symbol variation pattern PO00" is selected from the special symbol 12 variation pattern table, and special rare image R1 is displayed. In other words, special rare image R1 definitively foretells to the player that a jackpot will occur in jackpot game pattern 1, in which the high probability super electric support mode will continue.

[0138] The above Example 2 provides the following effects. Based on the transition from a high-probability electric support state to a high-probability super electric support state, if the number of times the image of the performance symbols is displayed is "4" or less, and the high-probability super electric support state is determined to continue in accordance with the high-probability super electric support state, then the special rare image R1 is displayed. Therefore, from the player's perspective, the special rare image R1 is a rare image that is displayed infrequently. Furthermore, based on the transition from a high-probability super electric support state to a high-probability super electric support state, if the number of times the image of the performance symbols is displayed is "4" or less, and the high-probability super electric support state is determined to continue in accordance with the high-probability super electric support state, then the special rare image R1 is also displayed. As a result, the frequency of rare images being displayed from the player's perspective increases, improving the enjoyment of the game.

[0139] [Example 3] 9. Special Rare Performance 2 Figure 24 shows the special rare image R2. This special rare image R2 is displayed as a cut-in during the scrolling states of the performance symbols in the left column, middle column, and right column (see b). This special rare image R2 is a special image that is only displayed as special rare performance 2, and the performance symbol display unit 28 displays the announcement image A4 that says "Unfortunately, you have fallen out of the probability variation mode..." along with the special rare image R2. This announcement image A4 notifies the player with a "100%" probability that the three columns of performance symbols will be a winning combination in this performance symbol game, and also notifies the player with a "100%" probability that the "high probability time reduction mode" will be downgraded in accordance with the winning combination.

[0140] When a certain amount of time has elapsed since the start of displaying the special rare image R2 and announcement image A4, the scrolling display of the three rows of performance symbols stops simultaneously, resulting in the three rows of performance symbols forming an even-numbered jackpot combination (see c). When these three rows of performance symbols form an even-numbered jackpot combination, the special rare image R2 and announcement image A4 are erased, informing the player that the combination of the three rows of performance symbols has been finalized. This special rare image R2 is displayed by the sub-control circuit 60 in the following cases [1] and [2].

[0141] [1] In "Normal Game Mode," if a jackpot is determined and either "Jackpot Symbol 1" or "Jackpot Symbol 3" is selected, "High Probability Time Reduction Mode" is set at the end of the jackpot game, and the value of the probability variation counter is reset. Based on the setting of this "High Probability Time Reduction Mode," if a jackpot is determined and "Jackpot Symbol 1" is selected when the number of times the image of the performance symbol game is displayed is "4" or less, a special special symbol variation pattern PO00 is sent from the main control circuit 40 to the sub-control circuit 60, and special rare image R1 is displayed. If "Jackpot Symbol 2" is selected, a special different special symbol variation pattern PO00' is sent from the main control circuit 40 to the sub-control circuit 60, and special rare image R2 is displayed. [2] In "High Probability Time-Saving Mode," if a jackpot is determined to occur in jackpot game pattern 2, which has a small number of game balls dispensed, the value of the probability variation counter is reset. Based on this jackpot determination, if a jackpot is determined to occur when the number of times the image of the performance symbol game is displayed is "4 times" or less, and "jackpot symbol 1" is selected, a special special symbol variation pattern PO00 is transmitted from the main control circuit 40 to the sub-control circuit 60, and special rare image R1 is displayed. If "jackpot symbol 2" is selected, a special different special symbol variation pattern PO00' is transmitted from the main control circuit 40 to the sub-control circuit 60, and special rare image R2 is displayed.

[0142] The above Example 3 provides the following effects. Based on the transition from the normal probability state to the high probability state, if a jackpot is determined when the number of times the image of the performance symbols is displayed is "4" or less, the special rare image R2 is displayed when the high probability state ends. Therefore, from the player's perspective, the special rare image R2 is a rare image that is displayed infrequently. Furthermore, the special rare image R2 is also displayed when a jackpot is determined in the high probability state using jackpot game pattern 2, and the number of times the image of the performance symbols is displayed is "4" or less, when the high probability state ends. As a result, the frequency of rare images being displayed from the player's perspective increases, improving the enjoyment of the game. In the above embodiment 3, if the high probability state ends when the number of times the image of the performance symbol game is displayed is "4" or less, based on the transition from the normal probability state to the high probability state, then the special rare image R2 is displayed. If the high probability state ends when the number of times the image of the symbol game is displayed is "4" or less, based on the judgment of a jackpot in jackpot game pattern 2, then a special rare image other than special rare image R2 may be displayed. This other special rare image is intended to remind the player of special rare image R2, and for example, it may have a different color from special rare image R2.

[0143] [Example 4] The sub-control circuit 60 determines, in S122 of Figure 21, whether the pre-read result for "Big Win Symbol 1" is stored as special symbol 2 pre-read data in one of the special symbol 2 pre-read areas 1 to 4 of the RAM, when "Big Win Symbol 1" is selected in the normal game mode and high probability electric support mode is set at the end of the big win game. If it is determined that the pre-read result for "Big Win Symbol 1" is stored in one of the special symbol 2 pre-read areas 1 to 4, the color of the cloud image C corresponding to the pre-read result for "Big Win Symbol 1" is changed from the current normal color to a golden warning color. Figure 25(a) shows an example where the pre-read result for "Big Win Symbol 1" is stored in special symbol 2 pre-read area 1, which corresponds to the 4th performance symbol game. In this case, the color of the 4th cloud image C from the left is changed from the normal color to the warning color.

[0144] When the jackpot game in the big win game pattern 2 in the high-probability electric support mode ends, the sub-control circuit 60 determines, at S122 in FIG. 21, whether the pre-reading result of the "big win symbol 1" is stored as the pre-reading data of the special figure 2 in any of the special figure 2 pre-reading areas 1 to 4 in the RAM. If it is determined that the pre-reading result of the "big win symbol 1" is stored in any of the special figure 2 pre-reading areas 1 to 4, the color of the cloud image C corresponding to the pre-reading result of the "big win symbol 1" is changed from the normal color to the warning color. FIG. 25(b) illustrates the case where the pre-reading result of the "big win symbol 1" is stored in the special figure 2 pre-reading area 3 corresponding to the second production symbol game. In this case, the color of the second cloud image C from the left is changed from the normal color to the warning color.

[0145] When the sub-control circuit 60 changes the color of the cloud image C to the warning color, it displays the special rare image R1 and the announcement image A3 in the jackpot production symbol game corresponding to the cloud image C of the warning color, and warns the player that the three columns of production symbols will form a jackpot combination without the high-probability electric support mode dropping. When the rightmost cloud image C is displayed in the warning color in FIG. 25(a), the special rare image R1 and the announcement image A3 are displayed in the fourth production symbol game (see c), and the three columns of production symbols form an odd jackpot combination (see d). When the second cloud image C from the left is displayed in the warning color in FIG. 25(b), the special rare image R1 and the announcement image A3 are displayed in the second production symbol game (see c), and the three columns of production symbols form an odd jackpot combination (see d).

[0146] According to the above-described Example 4, the following effects are obtained. In cases where it is predicted that the high probability state will continue based on a jackpot being determined within four or fewer Special Symbol 2 games after transitioning from the normal probability state to the high probability state, and in cases where it is predicted that the high probability state will continue based on a jackpot being determined in jackpot game pattern 2 within four or fewer Special Symbol 2 games after transitioning from the high probability state to the high probability state, the color of the cloud image C is changed to the prediction color to foreshadow the occurrence of a jackpot and the continuation of the high probability state. As a result, the player is notified in advance that the special rare image R1 will be displayed during the performance symbol game, making it possible to increase the player's anticipation for the display of the special rare image R1 beforehand.

[0147] [Example 5] Figure 26 shows the pre-announcement image R3. This pre-announcement image R3 is displayed by the sub-control circuit 60 when the pre-announcement result for "Big Win Symbol 1" is stored in one of the special figure 2 pre-announcement areas 1 to 4 when the game transitions from normal game mode to high probability electric support mode, and when the pre-announcement result for "Big Win Symbol 1" is stored in one of the special figure 2 pre-announcement areas 1 to 4 when the big win game in big win game pattern 2 in high probability electric support mode is completed. The special rare image R1 and announcement image A3 are displayed in one of the four or fewer performance symbol games, and the high probability electric support mode is announced to continue depending on whether the combination of the three rows of performance symbols is an odd number.

[0148] The above embodiment 5 produces the following effects. In cases where the high probability state is predicted to continue based on a jackpot being determined within four or fewer Special Symbol 2 games after transitioning from the normal probability state to the high probability state, and in cases where the high probability state is predicted to continue based on a jackpot being determined within four or fewer Special Symbol 2 games after a jackpot with a small number of game balls paid out in the high probability state, the pre-announcement image R3 is displayed to predict the occurrence of a jackpot in one of the pending performance symbol games and the continuation of the high probability state. As a result, the player is notified in advance that the special rare image R1 will be displayed in the performance symbol game, making it possible to increase the player's anticipation for the display of the special rare image R1 beforehand. In the above embodiments 4 and 5, the configuration may be configured so that the special rare image R1 and the announcement image A3 are not displayed.

[0149] [Example 6] Figure 27 shows the special rare image R4. This special rare image R4 is displayed by the sub-control circuit 60 in place of the special rare image R1, and is an image similar to the special rare image R1 in the following respects [1] to [4]. This special rare image R4 corresponds to the second preview image. [1] The fact that it is displayed along with the announcement image A3 that says "Continued bonus round confirmed!!" [2] The special rare image R1 is displayed within the same display area E4. [3] The same three rows of symbols as the special rare image R1 are displayed in a scrolling state. [4] It is displayed with the same V-sign pose as the special rare image R1.

[0150] In the above embodiments 1 to 6, the following may be used as a jackpot prediction effect to predict a jackpot with a probability greater than 0% but less than 100%: display of rare image R, display of special rare image R1, display of special rare image R2, display of cloud image C in a prediction color, display of pre-announcement image R3, and display of special rare image R4. In the above embodiments 1 to 6, in addition to the upgrade from normal game mode to high probability time-saving mode, the special rare image R1, etc. may also be displayed on the condition that the number of times the image of the performance symbols is displayed is "4 times" or less, based on the upgrade from low probability time-saving mode to high probability time-saving mode. In short, the special rare image R1, etc. should be displayed on the condition that the number of times the image of the performance symbols is displayed is within a predetermined value, based on the fact that the probability of determining a jackpot has been switched from a normal value to a high value.

[0151] In the above embodiments 1 to 6, instead of displaying the special rare image R1, etc., a light source such as an LED may be blinked or a sound effect may be output from a speaker. In the above embodiments 1 to 6, when the jackpot symbol 3 is selected, the large prize slot 19 may be opened and closed in a manner that prevents game balls from entering. In short, when the jackpot symbol 3 is selected, the large prize slot 19 should be opened and closed in a manner that reduces the number of game balls dispensed. This manner that reduces the number of game balls dispensed includes the manner in which the number of game balls dispensed is zero. In the above embodiments 1 to 6, the value of the probability variation counter may be reset when a minor win is determined in "high probability electric support mode". In this configuration, if a big win is determined with big win symbol 1 while images of the performance symbol game are displayed within "4" times based on the determination of a minor win in "high probability electric support mode", a special rare image R1, etc. will be displayed, and the player will be definitively notified that a big win will occur without being downgraded to "high probability electric support mode". In this case, "minor win game" corresponds to a minor type of special game, and minor win corresponds to a win. In the above embodiments 1 to 6, based on the setting of the electric support state in response to a jackpot being determined in normal game mode, images such as Special Rare Effect R1 may be displayed until the set number of times the effect symbols are played. In this configuration, the electric support state corresponds to an advantageous state, and the non-electric support state corresponds to an unfavorable state. In the above embodiments 1 to 6, the probability of a minor win when a game ball enters the second starting port 23 is set higher than the probability of a minor win when a game ball enters the first starting port 18, and when a minor win is determined, the minor win game is performed in a manner that allows the game ball to enter the major prize port 19, and during the minor win game, the game ball may be allowed to enter the V prize port of the major prize port 19 in accordance with the opening of the V prize port. In this configuration, when a game ball enters the V prize port during the minor win game, it is determined to be a major win, and in accordance with the determination of a major win, the minor win game is developed into a major win game of major win game pattern 1 or 2. In short, instead of a probability variation machine, a type 1 and type 2 mixed machine may be used as the pachinko game machine. In this configuration, the electric support state corresponds to an advantageous state, and the non-electric support state corresponds to an unfavorable state.

[0152] Examples 1 to 6 described above include the following [Reference Inventions 1-1 to 1-10] in addition to the invention described in the claims. Some gaming machines are configured to determine whether a game ball is a win or a loss when it enters the starting area, and to notify the player of the result of the win or loss by displaying an image of a symbol game when a win or loss is determined. This image of the symbol game displays the identification symbol in a fluctuating state and then in a stopped fluctuating state, and the player is notified of the result of the win or loss by the appearance of the identification symbol in the stopped fluctuating state (see Japanese Patent Publication No. 2016-073869). Some gaming machines are configured to perform a preview effect before the appearance of the identification symbol is determined by the image of the symbol game. This preview effect only suggests to the player the degree of confidence that the image of the symbol game will notify them of a win, and there is room for improvement in terms of entertainment value.

[0153] [Reference Invention 1-1] A means for determining whether the starting conditions are met and whether the operation is successful or not, A special game to dispense game balls to the player is performed when a win is determined, and the special game is performed in a manner in which the number of game balls dispensed is relatively small or in a manner in which the number of game balls dispensed is relatively large, and A game state setting means that sets the game state in response to a hit being determined, and which can set an advantageous state that is favorable to the player and an unfavorable state that is less favorable to the player compared to the advantageous state, A symbol game means that displays an image of a symbol game to inform the player of the result of the win or loss judgment, The game includes a notification feature that, when a win is indicated by an image of the symbols in the game, will definitively or indefinitely notify the player, and is equipped with a notification feature mechanism that can perform a special notification feature as said notification feature until predetermined conditions are met when the game state switches from an unfavorable state to an advantageous state. The aforementioned notification performance means is characterized in that it can perform the special performance as a notification performance until the predetermined conditions are met, even when the special game is performed in a small manner in response to a hit being determined. In this embodiment, when a game ball enters the first start port 18 or the second start port 23, it corresponds to the fulfillment of the start condition; in jackpot game pattern 2, the jackpot game corresponds to a special game of a minor type; in jackpot game pattern 1, the jackpot game corresponds to a special game of a multiple type; the main control circuit 40 corresponds to a special game means and a game state setting means; the high probability state corresponds to an advantageous state; the normal probability state corresponds to an unfavorable state; the special reach effect corresponds to a pre-announcement effect; the display of special rare image R1, special rare image R2, pre-announcement image R3, pre-announcement color cloud image C, and special rare image R4 each corresponds to a special effect; and the start of the "4 times" effect symbol game corresponds to the fulfillment of a predetermined condition. According to the above method, if the game state switches from a disadvantageous state to an advantageous state in response to a hit being determined, a special effect can be executed until predetermined conditions are met. This special effect definitively or indefinitively notifies the player of a hit, and the special effect can be executed even if the special game is played in a small manner, until predetermined conditions are met. Therefore, from the player's perspective, they can expect to be in an advantageous state even if the number of game balls dispensed during the special game is small, thus improving the appeal of the notification effect.

[0154] [Reference Inventions 1-2] It is equipped with a means for setting the performance mode, The aforementioned symbol game means displays the image of the symbol game in a manner corresponding to the setting result of the performance mode. The gaming machine according to [Reference Invention 1-1], characterized in that the performance mode setting means sets a predetermined performance mode within the period during which the special performance can be executed. In the embodiment, the Normal Mode, Chance Mode, Speed ​​Mode, and Super Speed ​​Mode each correspond to a performance mode, and the Chance Mode corresponds to a predetermined performance mode. According to the above method, special effects can be executed when the image of the symbols for the game is displayed in a manner corresponding to a predetermined performance mode from the player's perspective, making it easy to recognize the period during which special effects can occur.

[0155] [Reference Inventions 1-3] The aforementioned game state setting means is capable of setting the probability of a win to a high value in both cases where a special game is performed in a limited manner and in a multi-many manner in response to a win being determined. The game machine according to [Reference Invention 1-1], characterized in that the aforementioned notification performance means is capable of performing the special performance until the predetermined conditions are met in each case where the probability of winning is switched from a normal value to a high value in response to the performance of multiple types of special games, and in cases where the probability of winning is switched from a normal value to a high value in response to the performance of a few types of special games. According to the above method, regardless of the type of special gameplay, players can recognize that the current probability of winning is high when they recognize the occurrence of a special effect.

[0156] [Reference Inventions 1-4] The aforementioned game state setting means sets a high probability state as an advantageous state where the probability of determining a win is high, and sets a normal probability state as an unfavorable state where the probability of determining a win is normal. The aforementioned pre-announcement performance means is characterized in that it performs the special performance on the condition that the state continues in response to a determination of a win in a high-probability state. [Reference Invention 1-1] According to the above method, from the player's perspective, if a special effect occurs while in a high-probability state, they can recognize that the high-probability state will continue, allowing them to continue playing with peace of mind while expecting a large payout.

[0157] [Reference Inventions 1-5] The aforementioned game state setting means sets the probability of winning to a high value or a normal value when a win is determined. The aforementioned announcement performance means performs the special performance when a win is determined to occur when the number of times the image of the symbol game is displayed is below a threshold, based on the fact that the probability of determining a win has been switched from a normal value to a high value, and the high probability state in which the probability of determining a win is high continues, and the special performance is also performed when a win is determined to occur when a small type of special game is executed in response to a win being determined to occur in the high probability state, based on the fact that the number of times the image of the symbol game is displayed is below the threshold, and the high probability state continues. This is a gaming machine as described in [Reference Invention 1-1]. The maximum number of pending cases in the example, "4," corresponds to a threshold. According to the above method, a special effect is triggered when the high probability state continues in accordance with the fact that the number of times the symbols displayed in the game is below a threshold, based on the transition from the normal probability state to the high probability state. Therefore, from the player's perspective, the special effect is a rare event that occurs infrequently. Moreover, a special effect is also triggered when the high probability state continues in accordance with the fact that the number of times the symbols displayed in the game is below a threshold, based on the fact that a small type of win is determined in the high probability state. As a result, the frequency of rare events from the player's perspective increases, improving the enjoyment of the game.

[0158] [Reference Invention 1-6] The aforementioned validity determination means is capable of postponing the execution of the validity determination process up to the same upper limit as the threshold, The game machine according to [Reference Invention 1-5], characterized in that the symbol game means displays the number of times the win / loss determination means has been pending the determination of win / loss. The number of pending cases in the example, "4," corresponds to the upper limit. According to the above method, a special effect is executed when a so-called winning streak occurs without the high probability state being downgraded to the normal probability state, thereby increasing the perceived value of the pre-announcement images from the player's perspective.

[0159] [Reference Inventions 1-7] A means for determining whether the result is a big win, a small win, or a loss when the starting conditions are met, A special game means that performs a special game to dispense game balls to the player, and if it is determined to be a big win, the special game is performed in the manner of a big win, and if it is determined to be a small win, the special game is performed in the manner of a small win, A probability setting means that sets the probability of determining a jackpot in the win / loss determination means to a high value or a normal value, on the condition that it is determined to be a jackpot, and maintains the determination probability at the current value when it is determined to be a minor win, A symbol game means that displays an image of a symbol game to inform the player of the result of the determination means of the correct / incorrect determination means, The game includes a means of displaying a notification image that informs the player in advance that a jackpot will be announced through an image of the game symbols. The aforementioned notification presentation means displays a first notification image as the notification image when a jackpot is determined in a normal probability state where the jackpot determination probability is set to a normal value, and the first notification image or a second notification image that reminds the player of the first notification image is displayed as the notification image when a minor jackpot is determined in a high probability state where the jackpot determination probability is set to a high value. When the game ball of the embodiment enters the first starting port 18 or the second starting port 23, it corresponds to the case where the starting condition is satisfied. The jackpot game of the jackpot game pattern 1 corresponds to the special game in the mode of the jackpot, the small win game corresponds to the special game in the mode of the small win, the special rare image R1 corresponds to the first preview image, and the special rare image R4 corresponds to the second preview image. According to the above means, the first preview image is displayed on the condition that the determination probability of the jackpot is set to a high value in response to the determination of the jackpot in the normal probability state. This first preview image pre-warns the player of the jackpot. The first preview image or the second preview image is displayed on the condition that the determination of the small win is made in the high probability state. This second preview image makes the player recall the first preview image. Although the number of game balls paid out in the special game is small from the player's line of sight, the continuation of the high probability state can be expected, so the interest of the game is improved.

[0160] [Reference Invention 1-8] A pass / fail determination means for determining whether it is a jackpot, a small win, or a miss when the starting condition is satisfied; Special game means for performing a special game in which a predetermined ball entry area is opened when it is determined to be a jackpot or a small win; A game mode setting means for setting a game mode advantageous to the player on the condition that it is determined to be a jackpot, and for upgrading the advantageous game mode to a more advantageous game mode for the player when a predetermined upgrading condition is satisfied in the advantageous game mode; Symbol game means for displaying an image of a symbol game for notifying the player of the determination result of the pass / fail determination means; It includes a preview effect means for displaying a preview image for pre-warn the player that a jackpot is notified by the image of the symbol game. The aforementioned notification presentation means displays a first notification image as the notification image when the game mode is maintained in accordance with the determination that a big win is achieved when the number of times the image of the symbol game, which is based on the criteria of being promoted from a game mode advantageous to the player to an even more advantageous game mode, is below a threshold, and the game mode is maintained in accordance with the determination that a big win is achieved when the number of times the image of the symbol game, which is based on being determined to be a minor win in the even more advantageous game mode, is below the threshold, and the first notification image or a second notification image that reminds the player of the first notification image is displayed as the notification image. In the embodiment, the high-probability time-saving mode corresponds to a game mode that is advantageous to the player, and the high-probability super time-saving mode corresponds to a game mode that is even more advantageous to the player.

[0161] [Reference Inventions 1-9] A means for determining whether the result is a big win, a small win, or a loss when the starting conditions are met, A special game means for dispensing game balls to the player, wherein if a big win is determined, the special game is performed in the manner of a big win, and if a small win is determined, the special game is performed in the manner of a small win, dispensing a smaller number of game balls to the player compared to the manner of a big win, A probability setting means that sets the probability of determining a jackpot in the win / loss determination means to a high value or a normal value, on the condition that it is determined to be a jackpot, and maintains the determination probability at the current value when it is determined to be a minor win, A symbol game means that displays an image of a symbol game to inform the player of the result of the determination means of the correct / incorrect determination means, The game includes a means of displaying a notification image that informs the player in advance that a jackpot will be announced through an image of the game symbols. The aforementioned notification presentation means displays a first notification image as the notification image when the high probability state is dropped based on the fact that the probability of determining a jackpot has been switched from a normal probability state, where the probability of determining a jackpot is a normal value, to a high probability state, and the number of times the image of the symbol game is displayed is below a threshold, and the high probability state is dropped based on the fact that the number of times the image of the symbol game is displayed is below the threshold, and the first notification image or a second notification image that reminds the player of the first notification image is displayed as the notification image. The special rare image R2 of the embodiment corresponds to the first preview image.

[0162] [Reference Invention 1-10] A special game means that determines whether a win or loss occurs when the starting conditions are met, and performs a special game in which a predetermined ball entry area is opened if a win is determined, A game state setting means that sets the game state in response to a hit being determined, and which can set an advantageous state that is favorable to the player and an unfavorable state that is less favorable to the player compared to the advantageous state, A symbol game means that displays an image of a symbol game to inform the player of the result of the win or loss judgment, The system includes a notification mechanism that displays one of several notification images during the display of the image of the symbol game, in advance to inform the player that a win will be announced by the image of the symbol game. The aforementioned notification presentation means is characterized in that, on the condition that a favorable state is set when a win is determined when the number of times the image of the symbol game that was last determined to be a win is displayed is below a threshold, a special image different from any of the plurality of notification images is displayed as the notification image. In this embodiment, the high probability state corresponds to an advantageous state, the normal probability state corresponds to an unfavorable state, the main control circuit 40 corresponds to a game state setting means, battle images BL1 to BL4 correspond to preview images, and special rare image R1, rare image R, and special rare image R4 correspond to special images. According to the above means, a special image is displayed on the condition that an advantageous state is set in response to a winning determination being made while the number of display times of the image of the symbol game determined as the last winning is below the threshold value. This special image is for pre - warning the player of a big win. Since the player can expect an advantageous state in response to visually recognizing the special image from the player's line of sight, the attractiveness of the game is improved.

[0163] [Example 7] FIG. 28(d) illustrates an image of the retry effect RT1. The image of this retry effect RT1 is set with the content that the silhouette W of a woman wearing a kendogi (traditional Japanese archery uniform) fights against the enemy dinosaur D1 with a bow. Only one type of victory ending is set in the image of the retry effect RT1. This victory ending image suggests that the silhouette W of the woman has won and is the same image as the victory ending images of the battle images BL1 - BL4 (see f). The image of this retry effect RT1 announces that the three - column performance symbols will be in a combination of an odd - numbered big win with a 100% probability, and when the "high - probability electric support mode" is set, it definitely suggests it to the player.

[0164] FIG. 28(e) illustrates an image of the retry effect RT2. The image of this retry effect RT2 is set with the content that the silhouette W of a woman with boxing gloves on her hands fights against the enemy dinosaur D1. Only one type of victory ending is set in the image of the retry effect RT2. This victory ending image suggests that the silhouette W of the woman has won and is the same image as the victory ending images of the battle images BL1 - BL4 (see f). The image of this retry effect RT2 announces that the three - column performance symbols will be in a combination of an odd - numbered big win with a 100% probability, and when the "high - probability electric support mode" is set, it definitely suggests it to the player. The image of this retry effect RT2 is set with a performance content different from that of the image of the retry effect RT1 and is set with a longer display time compared to the image of the retry effect RT1.

[0165] Each of the images of the retry effect RT1 and the retry effect RT2 is displayed on the effect symbol display 28 when the sub-control circuit 60 receives the "special figure change pattern PO000" from the main control circuit 40, and corresponds to a retry effect. This "special figure change pattern PO000" is recorded in the special figure 12 change pattern table instead of the "special figure change pattern PO00" as shown in Fig. 29(a), and the longest change display time among all the special figure change patterns is assigned to the "special figure change pattern PO000". Each of these images of the retry effect RT1 and the retry effect RT2 is displayed in place of the images of the special rare effect 1 of Examples 1 to 6. The image of the retry effect RT1 is displayed in the case of [1] below, and the image of the retry effect RT2 is displayed in the case of [2] below.

[0166] [1] When the "big win symbol 1" is selected in response to the determination of a big win before 5 "misses" are determined without either a "small win" or a "big win" being determined, based on the transition from the "normal game mode" to the "high-probability short mode", the "special figure change pattern PO000" is selected from the special figure 12 change pattern table, and the image of the retry effect RT1 is displayed accordingly. That is, the image of the retry effect RT1 warns the player of the occurrence of so-called consecutive wins. [2] When the "big win symbol 1" is selected in response to the determination of a big win before 5 "misses" are determined without either a "small win" or a "big win" being determined, based on the determination of a big win with the "big win symbol 3" in the "high-probability short mode", the "special figure change pattern PO000" is selected from the special figure 12 change pattern table, and the image of the retry effect RT2 is displayed accordingly. That is, the image of the retry effect RT2 warns the player of the occurrence of so-called consecutive wins.

[0167] Figures 29(b) and 29(c) show the flow of the game when "Special Symbol Variation Pattern PO000" is selected. In this case, after the scrolling display of the three columns of symbols begins, the scrolling display of the left column of symbols and the scrolling display of the right column of symbols stop in order, and the three columns of symbols enter a "reach" state (see Figure 28(a)). This reach state occurs on odd numbers, suggesting to the player that they are in "High Probability Electric Support Mode". When the three columns of symbols enter a reach state, the scrolling speed of the middle column of symbols decreases, and the three columns of symbols are erased while the middle column of symbols is scrolling slowly. When these three columns of symbols are erased, the battle image BL1 is displayed (see Figure 28(b)). This battle image BL1 will result in a defeat with 100% probability, and after battle image BL1 ends with the defeat ending image, three rows of performance symbols will be displayed statically in front of the defeat ending image in odd number combinations of losing reaches (see Figure 28(c)).

[0168] When a static display of a losing combination of three rows of performance symbols begins, as shown in Figures 29(b) and 29(c), an interval period D1 begins, during which the losing outcome image and the three rows of performance symbols of the losing combination are continuously displayed statically. When this interval period D1 ends, either the image of the retry performance RT1 or the image of the retry performance RT2 begins to be displayed. Each of these images, the retry performance RT1 and the retry performance RT2, always ends with a winning outcome image, and after each of the images, the three rows of performance symbols are continuously displayed statically, superimposed in front of the winning outcome image, in odd-numbered jackpot combinations. When a static display of a jackpot combination of these three rows of performance symbols begins, as shown in Figures 29(b) and 29(c), an interval period D2 begins, during which the winning outcome image and the three rows of performance symbols of the jackpot combination are continuously displayed statically.

[0169] The interval processing in Figure 30 is activated when the sub-control circuit 60 receives the special symbol variation pattern "PO000" from the main control circuit 40. In S301, the sub-control circuit 60 determines whether the current jackpot determination for "jackpot symbol 1" was made within four attempts of the last jackpot determination for "jackpot symbol 3" in "high probability electric support mode" (whether it falls under [2] above). If the current winning streak is based on the last jackpot for "jackpot symbol 3" in "high probability electric support mode", then in S302, the standard value L1 is set for the interval period D1, and in S303, the standard value L2 is set for the interval period D2. This sub-control circuit 60, if the jackpot determination for "jackpot symbol 1" in this case is made within 4 attempts based on the transition from normal game mode to high probability time-saving mode (corresponding to [1] above), proceeds from S301 to S304, sets a short value (L1-α) for the interval period D1, and sets the standard value L2 for the interval period D2 in S305. These differences in interval period D1 cancel out the difference between the display time of the image for retry performance RT1 and the display time of the image for retry performance RT2 (<display time of the image for retry performance RT1), and when the special symbol variation pattern "PO000" is received, the performance symbol game ends with a common variation display time regardless of whether the image for retry performance RT1 or retry performance RT2 is displayed.

[0170] In other words, if the consecutive wins in this "High Probability Electric Support Mode" are based on a jackpot with "Jackpot Symbol 3", then standard values ​​are set for both interval period D1 and interval period D2. Based on the fact that the three rows of symbols in the performance symbol game begin to display in a losing reach combination, the image of the retry performance RT1 will start to be displayed when the standard value interval period D1 has elapsed, and based on the fact that the three rows of symbols begin to display in a jackpot combination, the performance symbol game will end when the standard value interval period D2 has elapsed. This performance pattern is called the retry performance pattern 1. If the consecutive wins in this "High Probability Electric Support Mode" are based on the transition from "Normal Game Mode" to "High Probability Electric Support Mode", then a short value is set for interval period D1 and a standard value is set for interval period D2. Then, when the three rows of symbols in the performance symbol game start to display as a losing combination, and a short interval period D1 has elapsed, the image of the retry performance RT2, which has a longer performance content different from the retry performance RT1, starts to be displayed. When the three rows of symbols start to display as a winning combination, and a standard interval period D2 has elapsed, the performance symbol game ends. This performance pattern is called retry performance pattern 2.

[0171] Figure 31 illustrates the flow of the battle image BL1 showing the defeat outcome, which is displayed when the sub-control circuit 60 receives the "special symbol variation pattern PH01" for losing. The battle image BL1 showing the defeat outcome has an interval period D0 set. This interval period D0 begins when, after the special symbol variation pattern PH01 is received, the battle image BL1 ends with the defeat outcome image, and then the three rows of performance symbols are superimposed in front of the defeat outcome image to begin displaying a losing reach combination. The performance symbol game ends when the interval period D0 has elapsed. This interval period D0 is set to a constant value, while the interval period D1 for retry performance pattern 1 and retry performance pattern 2 are set to be longer than the interval period D0. The interval period D1 corresponds to a non-standard time, and the interval period D0 corresponds to a standard time and a predetermined time.

[0172] The above embodiment 7 produces the following effects. In the game's visual effects, if three rows of symbols form a losing combination, and a variable interval period D1 has elapsed, the image for either the Retry RT1 or Retry RT2 animation begins to be displayed. As a result, the timing of when the Retry RT1 or Retry RT2 animation begins to be displayed is difficult for the player to discern, thus increasing the sense of surprise the player feels when the Retry RT1 or Retry RT2 animation begins to be displayed. Moreover, when the Retry RT1 or Retry RT2 animation begins to be displayed, the three rows of symbols are guaranteed to form a winning combination, thus improving the overall enjoyment of the game. After the battle image BL1 ends with a defeat image, the three rows of symbols are set to a losing combination. After a variable interval period D1 has elapsed since the three rows of symbols were set to a losing combination, the image of either the retry animation RT1 or retry animation RT2 is displayed. As a result, the player has a strong impression that the three rows of symbols are definitely a losing combination, and then the image of the retry animation RT1 or retry animation RT2 is unexpectedly displayed, after which the three rows of symbols become a winning combination, thus improving the enjoyment of the game.

[0173] When the combination of three rows of symbols results in a losing reach, and a variable interval period D1, which is longer than the interval period D0 in the battle image BL1, has elapsed, the image of the retry animation RT1 or retry animation RT2 is displayed. As a result, from the player's perspective, the impression that the combination of three rows of symbols is definitely a losing reach is reinforced, and then the image of the retry animation RT1 or retry animation RT2 is unexpectedly displayed, after which the combination of three rows of symbols becomes a winning combination, thus improving the enjoyment of the game. After the three rows of symbols are set as a losing combination for a reach, the image of either the retry animation RT1 or the retry animation RT2 is displayed after a variable interval period D1 has elapsed. The display of the retry animation RT1 image and the retry animation RT2 image are each completed after different time periods depending on the content of the animation, thus improving the enjoyment of the game. If the consecutive wins in "High Probability Electric Support Mode" are based on a jackpot with "Jackpot Symbol 3", a standard value is set for the interval period D1. If the consecutive wins are based on the transition from "Normal Play Mode" to "High Probability Electric Support Mode", a short value is set for the interval period D1. This allows players to understand the cause of the consecutive wins based on the length of the interval period D1.

[0174] In the above embodiment 7, the display of the three rows of performance symbols may begin with a combination of losing reaches, and only the image of the retry performance RT1 may be displayed after a variable interval period D1 has elapsed. In other words, the image of the retry performance RT2 may be omitted. In the above embodiment 7, the interval period D1 of the retry animation RT1 and the interval period D1 of the retry animation RT2 are set to be shorter than the interval period D0 of the losing battle image BL1, and the combination of the three rows of animation symbols may be set to a winning combination in accordance with the start of displaying the image of the retry animation RT1 or the retry animation RT2 before the player becomes convinced that the combination of the three rows of animation symbols is a losing reach. In the above embodiment 7, one of the interval periods D1 of the retry animation RT1 and the retry animation RT2 may be set shorter than the interval period D0 of the losing battle image BL1, while the other may be set longer. In the above embodiment 7, the reliability of the image for retry animation RT1 and the reliability of the image for retry animation RT2 may be made different. In the above embodiment 7, the images for the retry animation RT1 and the retry animation RT2 may be displayed as images that non-definitely foreshadow a big win. In this configuration, it is preferable to set the reliability of the images for the retry animation RT1 and the retry animation RT2 to be higher than the reliability of the battle image BL1.

[0175] [Example 8] The special symbol 2 variation pattern table 1 in Figure 32(a) is stored in the main control circuit 40 in place of the special symbol 2 variation pattern table 1 in Figure 6(b). This special symbol 2 variation pattern table 1 in Figure 32(a) has "special symbol variation pattern PO000" set for the retry effect RT1 for big wins, and the main control circuit 40 selects "special symbol variation pattern PO000" at the set probability when it determines that a big win has occurred in "high probability electric support mode". When the main control circuit 40 selects "special symbol variation pattern PO000", it transmits "special symbol variation pattern PO000" to the sub-control circuit 60, and when the sub-control circuit 60 receives "special symbol variation pattern PO000", it displays the battle image BL1 of the losing outcome in the effect symbol game, and then displays the image of the retry effect RT1. In other words, the image of the retry effect RT2 has been abolished.

[0176] The interval processing shown in Figure 32(b) is activated when the sub-control circuit 60 receives the "special pattern variation pattern PO000". In S311, the sub-control circuit 60 compares the number of consecutive times the electric support state is in effect with a threshold of "50". The sub-control circuit 60 determines this number of consecutive times the electric support state is in effect from the time reduction command from the main control circuit 40. If the sub-control circuit 60 determines that the number of consecutive times the electric support state is in effect is "50 times or less", it sets the standard value for interval period D1 in S302 and the standard value for interval period D2 in S303. If the sub-control circuit 60 determines that the number of consecutive times the electric support state is in effect is "more than 50", it sets a short value for interval period D1 in S304 and a long value for interval period D2 in S305. In other words, in "High Probability Electric Support Mode," if a jackpot is determined within a number of Special Feature 2 games below the threshold based on the previous jackpot determination, a standard interval period D1 is set. If a jackpot is determined within a number of Special Feature 2 games exceeding the threshold, a short interval period D1 is set. Therefore, from the player's perspective, the length of the interval period D1 can be used to determine how many games have been played since the previous jackpot. In the above embodiment 8, N (2 or more integers) different confidence levels may be set for each image of the retry animation RT1. In this configuration, it is preferable to set a longer interval period D1 as the confidence level of the retry animation RT1 increases, and to suggest the confidence level of the retry animation RT1 to the player according to the length of the interval period D1.

[0177] Examples 7-8 above describe the inventions described in the claims, as well as the following [Reference Inventions 2-1 to 2-6]. Some gaming machines are configured to determine whether a game ball is a win or a loss when it enters the starting area, and to notify the player of the result of the win or loss by displaying an image of a symbol game when a win or loss is determined. This image of the symbol game displays the identification symbol in a fluctuating state and then in a stopped state, and the player is notified of the result of the win or loss by the appearance of the identification symbol in the stopped state (see Japanese Patent Publication No. 2016-073869). Some gaming machines are configured to display an image of a reach animation before the appearance of the identification symbol is determined by the image of the symbol game. This image of a reach animation only increases the player's expectation that the identification symbol will be in a winning state, and there is room for improvement in terms of entertainment value.

[0178] [Reference Invention 2-1] A means for determining whether the starting conditions are met and whether the operation is successful or not, A symbol game means that displays an image of a symbol game in which the identification symbol is configured according to the result of the hit or miss judgment, and is capable of displaying the image of the symbol game in a restart pattern in which the identification symbol is first configured as a miss when a hit is determined, and then as a hit. When the image of the symbol game is displayed in the aforementioned re-play pattern, a re-play animation is performed to suggest to the player that the identification symbol, which is in a temporary losing state, will become a winning state, and the re-play animation means is provided to start the re-play animation between when the identification symbol is in a temporary losing state and when it becomes a winning state. The aforementioned retry animation means is characterized in that it is possible to start the retry animation after a variable waiting period has elapsed since the identification symbol was set to a temporary state of being a miss. In this embodiment, if a game ball enters the first start port 18 or the second start port 23, it corresponds to the start condition being met; the three rows of performance symbols correspond to identification symbols; when "Special Symbol Variation Pattern PO000" is set, the combination of losing reaches corresponds to a temporary form of a losing identification symbol; the combination of big wins corresponds to a winning form of the identification symbols; retry performances RT1 and RT2 correspond to a restart performance; and interval period D1 corresponds to a waiting period. According to the above method, the replay animation begins after a variable waiting period has elapsed since the identification symbol in the image of the game displaying a losing symbol. As a result, the timing of the replay animation's start is difficult for the player to discern, increasing the sense of surprise the player feels when the replay animation begins. Moreover, since the identification symbol is definitively in a winning state when the replay animation begins, the overall enjoyment of the game is improved.

[0179] [Reference Invention 2-2] The system includes a reach animation mechanism that displays an image of a reach animation, which has a successful outcome image that suggests to the player when the identification pattern is in a winning configuration, and an unsuccessful outcome image that suggests to the player when it is in a losing configuration. The reach animation means displays the reach animation image when the image of the symbol game is displayed in the retry pattern, and is characterized in that it displays the image of the failed reach animation outcome before the identification symbol becomes a temporary losing state. [Reference Invention 2-1] In this embodiment, the battle image BL1 corresponds to the image for the reach animation, the victory ending image corresponds to the success ending image, the defeat ending image corresponds to the failure ending image, and the sub-control circuit 60 corresponds to the reach animation means. According to the above method, after the reach animation ends with an image indicating failure, the identification symbol temporarily changes to a losing state. After a variable waiting period has elapsed since the identification symbol changed to the losing state, a replay animation is initiated, and when the replay animation ends, the identification symbol changes to a winning state. Therefore, from the player's perspective, the impression that the identification symbol has definitely changed to a losing state is reinforced, and then the replay animation suddenly begins, after which the identification symbol changes to a winning state, thus improving the enjoyment of the game.

[0180] [Reference Invention 2-3] The aforementioned symbol game means ends the symbol game when a predetermined time has elapsed since the image of the reach effect was displayed during the symbol game, after the identification symbol was set to a losing state. The retry animation means is characterized in that the retry animation is started after a variable waiting period longer than the predetermined time has elapsed since the identification symbol was set to a temporary losing state in the retry pattern, as described in [Reference Invention 2-2]. In the example, the interval period D0 corresponds to a predetermined time. According to the above method, after the reach animation ends with an image indicating failure, the identification symbol temporarily changes to a losing state. If a long waiting period has passed since the identification symbol changed to the losing state, the replay animation begins. Therefore, from the player's perspective, the impression that the identification symbol has definitely changed to a losing state is further reinforced, and then the replay animation suddenly begins, after which the identification symbol changes to a winning state, thus improving the enjoyment of the game.

[0181] [Reference Invention 2-4] The retry animation means is characterized in that the retry animation is started in one of several types of animations, each with a different duration, after a variable waiting period has elapsed since the identification symbol was set to a temporary state of being a miss. [Reference Invention 2-1] The retry animations RT1 and RT2 in the embodiment correspond to multiple forms of retry animations with different required times. According to the above method, after the identification pattern is set to a temporary losing state, a variable waiting period elapses before a replay sequence begins in one of several modes, and the replay sequence ends after a time period corresponding to the mode of the replay sequence has elapsed, thus improving the enjoyment of the game.

[0182] [Reference Invention 2-5] The aforementioned restart presentation means is characterized by suggesting to the player game information different from the probability of a win being announced, depending on the length of the waiting period, as described in [Reference Invention 2-1]. The length of the interval period D1 in the embodiment suggests to the player, as game information, what caused the current winning streak, or the length of the number of symbol spins from the previous jackpot to the current jackpot. According to the above method, players can obtain game information different from the probability of winning based on the length of the waiting period from when the identification pattern is set to a temporary losing state until the restart animation begins, thereby improving the enjoyment of the game.

[0183] [Reference Invention 2-6] A means for determining whether the starting conditions are met and whether the operation is successful or not, A symbol game means that displays an image of a symbol game in which the identification symbol is configured according to the result of the hit or miss judgment, and is capable of displaying the image of the symbol game in a restart pattern in which the identification symbol is first configured as a miss when a hit is determined, and then as a hit. When the image of the symbol game is displayed in the aforementioned re-play pattern, a re-play animation is performed to suggest to the player that the identification symbol, which is in a temporary losing state, will become a winning state, and the re-play animation means is provided to start the re-play animation between when the identification symbol is in a temporary losing state and when it becomes a winning state. The game machine is characterized in that the retry animation means is capable of performing the retry animation in multiple ways with different animation durations. The retry animations RT1 and RT2 in the embodiment correspond to multiple types of retry animations with different animation durations. According to the above method, after the identification symbol in the image of the symbol game appears in a temporary state of being a miss, a restart animation is initiated in one of several different forms, thereby improving the enjoyment of the game.

[0184] [Example 9] The preview device 33 suggests to the player that the image of the retry performance RT1 (see Example 7) will be displayed in response to a downward operation from the upper limit position to the lower limit position before the display of the image of the retry performance RT1 starts. This retry preview performance is carried out with a setting probability of less than 100% (10%) when the image of the retry performance RT1 is displayed. In the player's line of sight, when the preview device 33 descends from the upper limit position to the lower limit position, after the image of the retry performance RT1 is displayed, the three columns of performance symbols will form an odd jackpot combination with a probability of 100%.

[0185] As shown in FIG. 35, the preview device 33 is lowered from the upper limit position to the lower limit position when the set time T1 elapses based on the start of the scroll display of the three columns of performance symbols in the performance symbol game, and is raised from the lower limit position to the upper limit position when the set time T2 (>T1) elapses. The set time T1 is set during the display of the losing end image of the battle image BL1, and the preview device 33 is superimposed in front of the losing end image of the battle image BL1 at the lower limit position. The set time T2 is set during the display of the successful end image of the retry performance RT1, and the preview device 33 remains stationary at the lower limit position from the losing end image of the battle image BL1 to the successful end image of the retry performance RT1. This preview device 33 is controlled to blink in a retry pattern when it is stationary at the lower limit position. This retry pattern is a blinking pattern that suggests the determination of a jackpot to the player.

[0186] A power supply board (not shown) is mounted on the rear of the inner frame 3 when it is closed. This power supply board is electrically connected to the island power supply, and a power switch (not shown) is mounted on the rear of the power supply board. This power switch consists of a rocker switch that can be operated by the pachinko hall but not by the player, and is mechanically held in the ON and OFF states. When this power switch is ON, the island power supply is supplied to the power supply board. This power supply board generates power from the island power supply for all electrical components except the launch motor, and the display symbols 28, LED 35, pulse motor 36, main control circuit 40, first start port sensor 41, second start port sensor 42, sub control circuit 60, etc., are supplied with power from the power supply board when the power switch is ON.

[0187] The main control circuit 40 and the sub-control circuit 60 each start up when the power switch is operated from the off state to the on state and enter a standby state waiting for the start of the game. This standby state is a state in which the special effect game, normal game, big win game, and small win game are all stopped, and corresponds to a game stop state. When the sub-control circuit 60 is in the standby state, it executes the demo effect process 1 shown in Figure 33. This demo effect process 1 is executed by the timer interrupt process shown in Figure 20(b), and the sub-control circuit 60 selectively executes the origin detection process S401 to the origin return process 2 S406 in the demo effect process 1 depending on the setting result of the value of the RAM pointer PD1. The value of this pointer PD1 is initially set to "1" when the power is turned on.

[0188] When the setting result of the pointer PD1 is "1", the sub-control circuit 60 determines whether the home sensor (not shown) is on in the home position detection process of S401. This home sensor consists of a photoelectric switch provided on the inner frame 3, and it becomes on when the preview display device 33 is stationary at the upper limit position and becomes off when the preview display device 33 is not at the upper limit position. When the sub-control circuit 60 determines in S401 that the home sensor is on, it sets "3" to the value of the pointer PD1, and when it determines that the home sensor is off, it sets "2" to the value of the pointer PD1. When the setting result of the pointer PD1 is "2", the sub-control circuit 60 proceeds to the home return process 1 of S402. Here, in response to performing a forward or reverse operation of the pulse motor 36 until the on state of the home sensor is detected, the preview display device 33 is moved toward the upper limit position, and when the on state of the home sensor is detected, "3" is set to the value of the pointer PD1.

[0189] When the setting result of the pointer PD1 is "3", the sub-control circuit 60 proceeds to the operation confirmation process of S403 and performs an operation confirmation operation of the preview display device 33. This operation confirmation operation is to lower the preview display device 33 from the upper limit position to the lower limit position and then raise it from the lower limit position to the upper limit position (see FIGS. 34(a) and (b)). When the sub-control circuit 60 finishes the operation confirmation operation, it sets "4" to the value of the pointer PD1. When the setting result of the pointer PD1 is "4", the sub-control circuit 60 proceeds to the demo performance start process of S404 in FIG. 33. This demo performance start process is to lower the preview display device 33 from the upper limit position to the lower limit position (see FIG. 34(c)), and when the LED 35 starts blinking at the lower limit position of the preview display device 33, the lighting decoration of the preview display device 33 is started. The lighting decoration of this preview display device 33 is performed in a retry pattern, which suggests the retry pattern RT1 and the determination of a big win to the player. When the sub-control circuit 60 starts the lighting decoration of the preview display device 33 in the demo performance start process of S404, it sets "5" to the value of the pointer PD1. The lowering operation of the preview display device 33 from the upper limit position to the lower limit position and the raising operation from the lower limit position to the upper limit position together correspond to one forward and backward operation of the performance member.

[0190] When the setting result of the value of pointer PD1 is "5", the sub-control circuit 60 shifts to the demo performance stop process of S405 in FIG. 33. This demo performance stop process determines whether or not a special figure 1 game (performance symbol game) has started a specified number of times (for example, 10 times) without determining either a big win or a small win during the lighting decoration at the lower limit position of the preview performer 33. When it is determined that a big win or a small win has occurred before the number of starts of the special figure 1 game reaches the specified number, and when the special figure 1 game has started the specified number of times without determining either a big win or a small win, it is determined that the demo performance stop condition is satisfied. When the sub-control circuit 60 determines in S405 that the demo performance stop condition is satisfied, it sets "6" in the value of pointer PD1. When the setting result of the pointer PD1 of this sub-control circuit 60 is "6", it shifts to the origin return process 2 of S406, switches the LED 35 from the blinking state to the off state, raises the preview performer 33 from the lower limit position to the upper limit position in the off state of the LED 35, and then sets the value of the pointer PD1 to "1". That is, the preview performer 33 performs two forward and backward operations when the main power is turned on, and is stopped at the lower limit position until a performance symbol game of a specified number of times starts during the second forward and backward operation. The start of this performance symbol game of a specified number of times corresponds to the operation restart condition.

[0191] Figure 36 is an image of the performance symbol game during demo performance 1. Demo performance 1 begins when the notification display device 33 starts descending from the upper limit to the lower limit for the first time, and ends when the notification display device 33 is operated to rise from the lower limit to the upper limit for the second time. During demo performance 1, a special area Es is set within the display area E of the performance symbol display device 28 (see b). This special area Es is set in the area behind the notification display device 33 at the lower limit position of the notification display device 33, and during demo performance 1, the scrolling display and scrolling stop display of the three columns of performance symbols are performed within the special area Es. This special area Es is smaller in size than the normal area En. This normal area En is the normal area where the scrolling stop display of the three columns of performance symbols is performed when demo performance 1 is stopped, and at the lower limit position of the notification display device 33, the notification display device 33 overlaps a part of the normal area En from the front.

[0192] Except immediately after the main power is turned on, the sub-control circuit 60 executes the demo performance process 2 shown in Figure 37 when the game is stopped. This demo performance process 2 is executed by the timer interrupt process shown in Figure 20(b), and in demo performance process 2, the sub-control circuit 60 selectively executes the demo performance waiting process S411 to the origin return process 2 S416 depending on the setting result of the value of the RAM pointer PD2. The value of this pointer PD2 is initially set to "1" when the power is turned on.

[0193] If the setting result of pointer PD2 is "1", the sub-control circuit 60 determines in the demo performance waiting process of S411 whether or not the game is currently stopped. If the sub-control circuit 60 determines in S411 that the game is stopped, it measures the duration of the game stopped state and compares the measured duration with a threshold (5 minutes). If the sub-control circuit 60 determines that the measured duration has reached the threshold, it resets the measured duration to "0" and sets the value of pointer PD2 to "2". If the setting result of pointer PD2 is "2", the sub-control circuit 60 determines in the origin detection process of S412 whether or not the origin sensor is on. If it determines that the origin sensor is on, it sets the value of pointer PD2 to "4", and if it determines that the origin sensor is off, it sets the value of pointer PD2 to "3". If the setting result of pointer PD2 is "3", the sub-control circuit 60 proceeds to the origin return process 1 of S413. Here, the pulse motor 36 is rotated forward or backward until the origin sensor is detected to turn on, and the preview display device 33 is moved toward the upper limit position accordingly. When the origin sensor is detected to turn on, the value of the pointer PD2 is set to "4".

[0194] When the setting result of the pointer PD2 is "4", the sub-control circuit 60 shifts to the demo performance start process of S414. Here, the preview performer 33 is lowered from the upper limit position to the lower limit position, and the LED 35 starts lighting decoration at the lower limit position of the preview performer 33. The lighting decoration of this preview performer 33 is performed in a retry pattern. When the sub-control circuit 60 starts the lighting decoration of the preview performer 33 in the retry pattern, it sets "5" to the value of the pointer PD2. When the setting result of the value of the pointer PD2 of this sub-control circuit 60 is "5", it shifts to the demo performance stop process of S415. This demo performance stop process determines whether the special figure 1 game (performance symbol game) or the special figure 2 game (performance symbol game) has started. When the special figure 1 game or the special figure 2 game has started, it is determined that the demo performance stop condition is satisfied. When the sub-control circuit 60 determines in S415 that the demo performance stop condition is satisfied, it sets "6" to the value of the pointer PD2. When the setting result of the pointer PD2 of this sub-control circuit 60 is "6", it shifts to the origin return process 2 of S416, switches the LED 35 from the blinking state to the extinguished state, raises the preview performer 33 from the lower limit position to the upper limit position in the extinguished state of the LED 35, and then sets the value of the pointer PD2 to "1". The period from when the preview performer 33 starts moving toward the lower limit position to when it returns to the upper limit position in this demo performance process 2 is referred to as the demo performance 2. In the demo performance 2, one forward and backward operation of the preview performer 33 is performed.

[0195] FIG. 38(d)(e) is an image of the retry effect RT1. In the retry effect RT1, an image of a fireball FR being launched toward the dinosaur D1 is displayed as the silhouette W of a woman wearing a kendogi draws a bow. This image of the fireball effect is displayed before the display of the victory ending image, and the victory ending image is displayed after the image of the fireball effect (see (f)). This image of the fireball effect is displayed as a special effect for jackpot announcement that definitely notifies the player that the combination of the three columns of effect symbols will be an odd big win combination. When the sub-control circuit 60 receives the "special figure variation pattern PO000" for the retry effect RT1 from the main control circuit 40, it is displayed on the effect symbol display 28. The image FR of the fireball is circular and moves toward the image of the dinosaur D1 while blinking in the retry pattern. The image FR of the fireball reminds the player of the contour shape and the electrical decoration mode of the announcement effect device 33 that blinks in the jackpot confirmation retry pattern, and corresponds to a symbolic image. That is, the announcement effect device 33 has a contour shape imitating the image FR of the fireball and blinks in a mode imitating the image FR of the fireball.

[0196] As shown in FIG. 38, the sub-control circuit 60 performs a fireball preview effect. This fireball preview effect is determined to be executed with a set probability of 20% on the condition that the sub-control circuit 60 determines not to perform a retry preview effect when receiving the “special figure variation pattern PO000” for the retry effect RT1 from the main control circuit 40. When the sub-control circuit 60 determines to execute the fireball preview effect, it lowers the preview device 33 from the upper limit position to the lower limit position during the normal reach effect before the start of the battle image BL1 (see b), and starts the electrical decoration of the preview device 33 in the retry pattern at the lower limit position of the preview device 33. This sub-control circuit 60 returns the preview device 33 from the electrically decorated state to the light-off state and returns it from the lower limit position to the upper limit position immediately before starting to display the battle image BL1 (see c). The preview device 33 is stationary arranged at the lower limit position in the electrically decorated state for a certain period of time overlapping with the image of the normal reach effect in which the middle column of the effect symbols is slowly scrolled and displayed. That is, from the player's line of sight, the anticipation for the occurrence of the fireball effect increases in response to the preview device 33 being in the electrically decorated state in the retry pattern at the lower limit position during the normal reach effect. After becoming invisible in response to the preview device 33 rising from the lower limit position to the upper limit position, the fireball effect as predicted occurs and the combination of the effect symbols in the three columns becomes an odd jackpot combination.

[0197] According to the above Embodiment 9, the following effects are obtained. The demo effect 1 was performed in the game stop state where both the effect symbol game, the jackpot game, and the small win game had stopped. This demo effect 1 consists of two advancing and retreating operations of the preview device 33, and during the demo effect 1, the preview device 33 is stopped at the lower limit position visible to the player until a specified number of effect symbol games are started. Therefore, since the frequency of moving the preview device 33 to the lower limit position increases, the player can easily know how the effect members with any appearance behave. When the main power supply was turned on before the opening of the pachinko hall, Demo Performance 1 was automatically started. For this reason, since Demo Performance 1 is executed without requiring special operations, it becomes possible to easily show Demo Performance 1 to the player, and it also becomes possible for the pachinko hall side to easily confirm whether the preview display device 33 operates without problems.

[0198] In Demo Performance 1, when the preview display device 33 was lowered from the upper limit position to the lower limit position for the last second time, it was stopped at the lower limit position until a specified number of performance symbol games were started. Therefore, it becomes possible to promptly execute a retry preview performance (see Example 7) of determining a jackpot when the preview display device 33 is lowered from the upper limit position to the lower limit position during the performance symbol game after the end of Demo Performance 1. Since each forward and backward operation of the preview display device 33 in Demo Performance 1 was performed in a manner that the preview display device 33 was visible to the player, it was possible to give the player many opportunities to view the preview display device 33. Demo Performance 2 was started in response to the duration of the standby state reaching the threshold value (5 minutes) in the standby state shifted from the game state in which any one of the performance symbol game, jackpot game, and minor jackpot game was being executed. For this reason, since an opportunity for Demo Performance 2 to start is generated every time the game state shifts to the standby state, it becomes possible to give the player even more opportunities to view the preview display device 33. Moreover, when Demo Performance 2 was started in the standby state shifted from the game state, it was determined that the demo performance stop condition was satisfied in response to the start of the performance symbol game, and the preview display device 33 was returned from the lower limit position to the upper limit position in a light-off state. For this reason, it is possible to prevent the preview display device 33 from being inadvertently stopped in the lower limit position in a decorative state for a long time in Demo Performance 2, and to prevent giving the player a misunderstanding when a reserved consecutive win in an odd combination is determined (a retry performance RT1 occurs).

[0199] During the execution of Demo Performance 1 and Demo Performance 2, the preview display device 33 was decorated at the lower limit position of the preview display device 33, so it becomes possible to strongly attract the player's line of sight to the preview display device 33. Moreover, since the preview display device 33 was decorated in a retry pattern for determining a jackpot, it becomes possible to more strongly attract the player's interest to the preview display device 33. When it is determined during Demo Performance 1 immediately after the main power is turned on, before the start of a jackpot and a special pattern 1 game of a specified number of times, and before the start of a minor win and a special pattern 1 game of a specified number of times, Demo Performance 1 is forcibly terminated. For this reason, as the preview display device 33 moves from the lower limit position to the upper limit position during Demo Performance 1, a jackpot or a minor win is suggested to the player, improving the appeal of the game. During Demo Performance 1, the three columns of performance symbols were scrolled and displayed within the special area Es, so that even during Demo Performance 1, the player can be shown the image of the symbol game without being obstructed by the preview display device 33 at the lower limit position. Before starting to display the image of the fireball performance in the symbol game, a fireball preview performance was performed by lowering the preview display device 33 from the upper limit position to the lower limit position. This preview display device 33 imitates the image FR of the fireball in the fireball performance, and it becomes clear to the player's line of sight that the fireball performance will be performed when the preview display device 33 moves from the upper limit position to the lower limit position. Moreover, since the electric decoration at the lower limit position of the preview display device 33 is performed in the same retry pattern as the image FR of the fireball, the visual aspect at the lower limit position of the preview display device 33 can be made closer to the image FR of the fireball.

[0200] In the above-mentioned Example 9, when it is determined that there is a jackpot or a minor win during Demo Performance 1, the preview display device 33 may be moved from the lower limit position to the upper limit position in a blinking state, etc., in a different manner from the case where Demo Performance 1 ends by executing a specified number of symbol games. In this case, it becomes possible to clearly announce a jackpot or a minor win to the player. In the above-mentioned Example 9, when one or more of the following conditions [1] to [4] are satisfied during Demo Performance 1, Demo Performance 1 may end. [1] The sensor has detected that a game ball has been launched into the game board 4. [2] The current time has reached the set time input to the sub-control circuit 60 by the pachinko hall side. [3] The continuous time of Demo Performance 1 has reached the set value. [4] The operation button 10 has been operated during Demo Performance 1.

[0201] In the above Example 9, in Demo Performance 1 and Demo Performance 2, the preview device 33 may be in a decorative state in a manner different from the retry pattern. In the above Example 9, during the performance symbol game, the preview device 33 is moved from the upper limit position to the lower limit position, and at the lower limit position of the preview device 33, the preview device 33 is decorated in any one of a plurality of decorative patterns, and a reliability of a big win is notified to the player according to the decorative pattern of the preview device 33. In this case, in Demo Performance 1 and Demo Performance 2, it is preferable that the preview device 33 is decorated in a dedicated demo pattern different from any of the plurality of decorative patterns.

[0202] In the above Example 9, the first forward and backward operation of the preview device 33 in Demo Performance 1 is performed in a manner of "upper limit position → middle position (a position in the middle between the upper limit position and the lower limit position) → upper limit position", and the second forward and backward operation is performed in a manner of "upper limit position → lower limit position → upper limit position", and in the second forward and backward operation of the preview device 33, the preview device 33 may be stationary at the lower limit position. In this case, it is preferable to set the middle position of the preview device 33 at a position where the player can visually recognize the preview device 33. In short, in Demo Performance 1, the forward and backward operations of the preview device 33 may be performed in two or more different manners. In the above Example 9, in Demo Performance 1, the forward and backward operations of the preview device 33 may be performed in one common manner or two or more different manners. In the above Example 9, in Demo Performance 2, the forward and backward operations of the preview device 33 are performed twice, and in the second forward and backward operation, the preview device 33 may be stationary in a decorative state in the retry pattern at the lower limit position. In this case, in response to the start of the performance symbol game in a state where the preview device 33 is stationary at the lower limit position, the preview device 33 may be returned to the upper limit position in a turned-off state, and Demo Performance 2 may be ended. In short, Demo Performance 2 may be performed in the same manner as Demo Performance 1. In this case, even if the pachinko hall side misses the operation of the preview device 33 when the main power is turned on, it is possible to confirm the operation of the preview device 33.

[0203] In addition to the invention described in the claims, the following [Reference Inventions 3-1 to 3-11] are described in the above-mentioned Example 9. Some gaming machines are configured to determine whether a game ball is a hit or miss when it enters the starting area, and to notify the player of the result of the hit or miss determination by displaying an image of a symbol game when a hit or miss is determined. This image of the symbol game is displayed with the identification symbol in a moving state and then in a stopped state, and the player is notified of the result of the hit or miss determination by the appearance of the identification symbol in the stopped state (see Japanese Patent Publication No. 2016-073869). Some of these gaming machines are equipped with a performance member. This performance member can move back and forth between a standby position that is difficult for the player to see and a performance position that is easy to see, and when a notification condition such as a hit is met, it is operated to move from the standby position to the performance position, informing the player in advance that the identification symbol will be in a winning state. This performance member remains stationary in the standby position for most of the time during gameplay. Therefore, players have very few opportunities to see the visual effects components, and there was a problem in that they could not know what kind of visual effects components were installed.

[0204] [Reference Invention 3-1] A means for determining whether the starting conditions are met and whether the operation is successful or not, A special game mechanism that performs a special game in which a predetermined ball entry area is opened up when a hit is determined, A symbol game means that displays an image of the symbol game on a predetermined display device to inform the player of the result of the win or loss judgment, A display component that is capable of moving forward and backward is used to display images in a symbol game, The device is used to move the aforementioned performance component forward and backward, and includes a demonstration operation means for performing a demonstration operation of the performance component in a game stop state where both the symbol game and the special game have stopped. The demonstration operation means performs multiple forward and backward movements of the performance member as the demonstration operation, and the gaming machine is characterized in that the performance member is kept in a state visible to the player during the demonstration operation until the conditions for restarting operation are met. When the game ball of the embodiment enters the first start port 18 or the second start port 23, it corresponds to the case where the start condition is satisfied. The main control circuit 40 corresponds to the lottery determination means and the special game means. The big winning port 19 corresponds to the ball entry area. The big win game and the small win game correspond to the special game. The effect symbol game corresponds to the symbol game. The effect symbol display 28 corresponds to the display. The sub-control circuit 60 corresponds to the symbol game means and the demo operation means. The preview effect device 33 corresponds to the effect member. The movement operation of the preview effect device 33 from the upper limit position to the lower limit position and then back to the upper limit position corresponds to the forward and backward operation. The standby state corresponds to the game stop state. The demo effect 1 corresponds to the demo operation. According to the above means, the demo operation is performed in the game stop state where both the symbol game and the special game have stopped. This demo operation consists of a plurality of forward and backward operations of the effect member, and during the demo operation, the effect member is stopped until the operation restart condition is satisfied in a state visible to the player. Therefore, since the player has more opportunities to see the effect member, the player can easily know what kind of appearance the effect member has and what kind of behavior it exhibits.

[0205] [Reference Invention 3-2] The gaming machine according to [Reference Invention 3-1], wherein the demo operation means starts the demo operation in response to the main power supply being turned on. According to the above means, the demo operation is automatically started in response to the main power supply being turned on before the pachinko hall opens. Therefore, since the demo operation is executed without requiring special operations, the pachinko hall side can easily confirm whether the effect member operates without problems.

[0206] [Reference Invention 3-3] The gaming machine according to [Reference Invention 3-1], wherein the demo operation means performs each forward and backward operation of the effect member in the demo operation in a manner visible to the player. According to the above means, every time the effect member is moved forward and backward during the demo operation, the effect member becomes visible to the player. Therefore, a plurality of opportunities for the player to see the effect member can be provided in one demo operation.

[0207] [Reference Invention 3-4] The system includes a notification effect mechanism that performs a notification effect that suggests a win to the player in response to the movement of the aforementioned performance element, The aforementioned preview performance means starts the preview performance by moving the performance member from a standby position to a performance position that is more easily visible than the standby position, and ends the preview performance by moving the performance member back from the performance position to the standby position. The demonstration operation means moves the performance member from the standby position to the performance position when it is last moved forward or backward during the demonstration operation, and after stopping it in the performance position until the conditions for restarting the operation are met, it moves it back from the performance position to the standby position, as described in [Reference Invention 3-1]. In this embodiment, the upper limit position of the notification display device 33 corresponds to the standby position, the lower limit position of the notification display device 33 corresponds to the performance position, and the fireball notification performance corresponds to the notification performance. According to the above method, when the performance component is moved forward or backward for the last time during the demo run, it is stopped in the performance position until the conditions for restarting the operation are met, and then moved back from the performance position to the standby position. This makes it possible to quickly execute a pre-announcement performance that moves the performance component from the standby position to the performance position during symbol gameplay after the demo run has ended.

[0208] [Reference Invention 3-5] The game machine according to [Reference Invention 3-1], characterized in that the demonstration operation means starts the demonstration operation when the conditions for starting the operation are met in a game stop state that has been transitioned from a game state in which a symbol game or special game is being performed. In the embodiment, the duration of the waiting period reaching the threshold (5 minutes) corresponds to the fulfillment of the operation start condition. According to the above method, an opportunity to start a demo run is generated each time the game transitions from a game-playing state to a game-stopped state, making it possible to give players even more opportunities to see the performance elements.

[0209] [Reference Invention 3-6] The demonstration operation means starts the demonstration operation unconditionally in response to the main power being turned on, and in the game stop state transitioning from the game state, starts the demonstration operation in response to the fulfillment of predetermined operation start conditions, and when the demonstration operation is started in the game stop state transitioning from the game state, the performance member is kept in a state visible to the player until an operation restart condition different from the operation restart condition is fulfilled, as described in [Reference Invention 3-5]. The start of either the Special Feature 1 game or the Special Feature 2 game in the embodiment corresponds to the fulfillment of a different operation restart condition than the operation restart condition. According to the above method, if a demo operation is started in a game-stopped state that has transitioned from a game state, the display elements will remain visible to the player until different restart conditions are met compared to when the demo operation is started in a game-stopped state immediately after the main power is turned on. Therefore, the display elements will not remain visible to the player for an unnecessarily long time, thus preventing the player from being misled into thinking that a pre-announcement display suggesting a win is being performed.

[0210] [Reference Invention 3-7] The game machine according to [Reference Invention 3-1], characterized in that the demonstration operation means terminates the demonstration operation in accordance with the action member being retracted when it is determined that a win has been achieved during the demonstration operation while the conditions for restarting the operation have not been met. According to the above method, the player is given a hint of a win when the performance elements are moved out of the player's line of sight during the demo run, thus improving the enjoyment of the game.

[0211] [Reference Invention 3-8] The aforementioned performance element is equipped with a light source for illuminating it, The game machine according to [Reference Invention 3-1], characterized in that the demonstration operation means illuminates the illuminated member in response to driving the light source while the performance member is in a state visible to the player during the demonstration operation. In this example, LED35 corresponds to the light source. According to the above method, the lighting is activated while the performance elements are stopped in a position visible to the player during the demo run, making it possible to strongly attract the player's attention to the performance elements.

[0212] [Reference Invention 3-9] A means for determining whether the starting conditions are met and whether the operation is successful or not, A special game mechanism that performs a special game in which a predetermined ball entry area is opened up when a hit is determined, A symbol game means that displays an image of the symbol game on a predetermined display device to inform the player of the result of the win or loss judgment, A performance component that can be moved to a standby position and to a performance position that is more easily visible to the player than the standby position, A light source for illuminating the aforementioned performance element, The aforementioned performance element is moved from a standby position to a performance position during a symbol game to perform a pre-announcement performance that suggests a win to the player, and the pre-announcement performance means illuminates the performance element in a pre-announcement pattern in accordance with the control of the light source during the pre-announcement performance, The system performs a demonstration by moving the aforementioned performance component from a standby position to a performance position while the game is stopped, and includes a demonstration means for illuminating the performance component in accordance with the control of the light source during the demonstration. The aforementioned demonstration means is characterized in that it illuminates the performance member in the aforementioned preview pattern in accordance with the control of the light source in the demonstration. The retry pattern in the embodiment corresponds to the preview pattern, and Demo Performance 1 and Demo Performance 2 each correspond to a demo performance. According to the above method, when a demo performance starts while the game is stopped, the performance components are moved from the standby position to the performance position. As the performance components are moved to the performance position, they become easily visible to the player, thus increasing the frequency of the performance components being moved to the performance position. As a result, players have more opportunities to see the performance components, making it easy for them to learn what kind of performance components have what kind of appearance and what kind of behavior they exhibit. Moreover, since the performance components are illuminated with a notification pattern for the notification performance during the demo performance, it is possible to strongly attract the player's attention to the performance components.

[0213] [Reference Invention 3-10] A means for determining whether the starting conditions are met and whether the operation is successful or not, A special game mechanism that performs a special game in which a predetermined ball entry area is opened up when a hit is determined, A symbol game means that displays an image of the symbol game on a predetermined display device to inform the player of the result of the win or loss judgment, A notification system that allows for the execution of multiple effects, including specific effects, as a pre-announcement effect that suggests to the player in advance when a win is announced by an image of the game symbols, It is different from the aforementioned display and comprises a performance component that is modeled in a manner that suggests to the player the content of the specific performance, The aforementioned notification means is characterized in that it suggests to the player that the specific performance will be performed in accordance with the activation of the performance member before the start of the specific performance. The display of battle images BL1 to BL4 in the embodiment corresponds to multiple pre-announcement effects, the fireball pre-announcement effect corresponds to a specific effect among the multiple pre-announcement effects, and the pre-announcement effect device 33 corresponds to an effect member modeled in a manner that suggests to the player the image FR of the fireball in the fireball pre-announcement effect. According to the above method, when the performance component is activated, a specific performance from among several pre-announcement performances will be performed. This performance component is modeled in a way that suggests the content of the specific performance to the player, making it clear from the player's perspective that when the performance component is activated, a specific performance from among several pre-announcement performances will be performed.

[0214] [Reference Invention 3-11] The aforementioned preview effect means displays a symbolic image on the symbol display device during a scene of the specific effect, The gaming machine according to [Reference Invention 3-10], characterized in that the performance member is modeled in a manner that suggests the symbolic image to the player. The image FR of the fireball in the example corresponds to a symbolic image. According to the above method, since the performance component is modeled after a symbolic image displayed in a specific scene of a performance, it becomes even clearer to the player that a specific performance will occur when the performance component is activated.

[0215] [Example 10] A reset switch (not shown) is mounted on the rear of the power supply board. This reset switch is a push switch that electrically turns on when operating force is applied and electrically turns off when the operating force is removed. This reset switch is positioned adjacent to the power switch so that the pachinko hall can manually turn it on at the same time as the power switch. When the power switch is operated from the off state to the on state simultaneously with the reset switch, island power is supplied to the power supply board, and the special figure 1 game data, special figure 2 game data, special figure 1 pre-read data, special figure 2 pre-read data, and game mode setting results stored in the RAM of the main control circuit 40 and the RAM of the sub-control circuit 60 are cleared. When the power switch is operated from the off state to the on state by itself, island power is supplied to the power supply board, but the special figure 1 game data, special figure 2 game data, special figure 1 pre-read data, special figure 2 pre-read data, and game mode setting results stored in the RAM of the main control circuit 40 and the RAM of the sub-control circuit 60 are not cleared.

[0216] The power-on process in Figure 39(a) begins after the sub-control circuit 60 sets permission for RAM access in S101 of the main process in Figure 20(a). The sub-control circuit 60 determines in S151 whether or not it has received a reset command from the main control circuit 40. This reset command is sent when the main control circuit 40 detects simultaneous operation of the power switch and the reset switch, and is not sent when it detects operation of the power switch alone. If the sub-control circuit 60 determines in S151 that there is a reset command, it starts displaying an image waiting for setting operation on the performance symbol display 28 in S157.

[0217] When the sub-control circuit 60 determines in S151 that there is no reset command, it starts displaying the image of standby effect 1 on the effect symbol display 28 in S152. Next, in S153, the preview effect device 33 is lowered from the upper limit position to the lower limit position, and in S154, the lighting decoration in the retry pattern of the preview effect device 33 is started. When the sub-control circuit 60 finishes S154 or S157, it starts the timing operation by the timer TD in S155. This timer TD measures the display time of the image of standby effect 1 or the image waiting for the setting operation, and a fixed value is added to the current value every time the sub-control circuit 60 activates the timer interrupt processing in Fig. 20(b). When the sub-control circuit 60 starts the timing operation in S155, it sets "1" to the value of the flag F1 in S156. This flag F1 is reset to "0" by the sub-control circuit 60 when the main power supply is cut off.

[0218] Fig. 40 is the image of standby effect 1 that the sub-control circuit 60 starts displaying on the effect symbol display 28 in S152. This image of standby effect 1 consists of the silhouettes of five young people. In the display state of the image of standby effect 1, a demo display area Ed1 is set at the upper end in the display area E of the effect symbol display 28. This demo display area Ed1 is set in a horizontally long rectangular shape, and the central part of the demo display area Ed1 is covered by the preview effect device 33 from the front and cannot be visually recognized at the lower limit position of the preview effect device 33. A message image Rm1 of "Welcome to Pachinko" is displayed in this demo display area Ed1 (see (a)). This message image Rm1 is scrolled from right to left in the demo display area Ed1, and the scrolling display of the message image Rm1 forms a state where the first half image of "Welcome to" is visible on the right side of the preview effect device 33 (see (b)) and a state where the second half image of "Pachinko" is visible on the left side of the preview effect device 33 (see (c)).

[0219] Figure 39(b) shows an image of the sub-control circuit 60 waiting for a setting operation to begin displaying on the performance symbol display 28 in S157. This setting operation waiting image prompts the pachinko hall to perform various setting operations such as the volume of the speaker 32, the brightness of the LED 35, and the start time of the RTC performance mode by operating the operation button 10. The operation button 10 becomes active when the setting operation waiting image is displayed and becomes inactive when the setting operation waiting image is cleared. When the operation button 10 is operated while active, the volume of the speaker 32, the brightness of the LED 35, the start time of the RTC performance mode, etc. are set according to the operation of the operation button 10. The remaining time Tr is displayed on this setting operation waiting image. This remaining time Tr is the time until the operation button 10 is switched from active to inactive, and the display of the remaining time Tr is decremented by a unit value (1) each time a unit time (1 second) has elapsed. Furthermore, the RTC (Real-Time Clock) performance mode is a different performance mode from Normal Mode, Chance Mode, Speed ​​Mode, and Super Speed ​​Mode. It is a performance mode that displays special images that are not shown in any of the Normal Mode through Super Speed ​​Mode.

[0220] The standby display process 1 in Figure 41 is executed each time the sub-control circuit 60 activates the timer interrupt process in Figure 20(b). The sub-control circuit 60 determines in S161 whether flag F1 is on or off. The sub-control circuit 60 determines that flag F1 is on when the standby animation 1 image or the setting operation waiting image is displayed, and in S162 compares the timing result of timer TD with the display switching time Ta (300 seconds). This display switching time Ta is set to be the same as the validity period of the operation button 10. If the sub-control circuit 60 determines that the timing result of timer TD has not reached the display switching time Ta, it proceeds to S163 and determines whether it has received special feature 1 game data or special feature 2 game data from the main control circuit 40.

[0221] If the sub-control circuit 60 determines in S163 that it has received special feature 1 game data or special feature 2 game data, it proceeds to S164, where it erases the standby effect 1 image if it is currently displaying the standby effect 1 image, and erases the setting operation waiting image if it is currently displaying the setting operation waiting image. If the standby effect 1 image was being displayed, in S165 the notification display device 33 is switched from the illuminated state to the off state, and after being raised from the lower limit position to the upper limit position, the value of flag F1 is set to "0" in S166. In other words, if a game ball enters the first start port 18 or the second start port 23 while the standby effect 1 image is displayed before the timer TD timing result reaches the display switching time Ta, the standby effect 1 image is erased, and after the notification display device 33 returns to the upper limit position in the off state, the image of the effect symbol game is displayed. Furthermore, if a game ball enters the first start port 18 or the second start port 23 while the image of waiting for setting operations is displayed before the timer TD measurement result reaches the display switching time Ta, the image of waiting for setting operations will be erased, and after the operation button 10 is switched from the enabled state to the disabled state, the image of the performance symbols game will start to be displayed.

[0222] When the sub-control circuit 60 determines in S162 that the timing result of timer TD has reached the display switching time Ta, it starts displaying the image of standby animation 2 on the animation symbol display 28 in S171. If the sub-control circuit 60 was displaying the image of standby animation 1, it turns off the notification display 33 in S172, then returns it from the lower limit position to the upper limit position, sets the value of flag F1 to "0" in S173, and sets the value of flag F2 to "1" in S174. In other words, if the timing result of timer TD reaches the display switching time Ta without any game balls entering either the first start opening 18 or the second start opening 23 while the image of standby animation 1 is displayed, the notification display 33 is turned off and returned from the lower limit position to the upper limit position, and the image of standby animation 2 is displayed instead of the image of standby animation 1. Furthermore, if the timer TD reaches the display switching time Ta without any game balls entering either the first start port 18 or the second start port 23 while the setting operation waiting image is displayed, the standby animation 2 image will be displayed instead of the setting operation waiting image, and the operation button 10 will be switched from the enabled state to the disabled state.

[0223] Figure 39(c) shows an image of standby animation 2, which the sub-control circuit 60 starts displaying on the animation symbol display 28 in S171. This standby animation 2 image continuously displays animation symbols "3" in the left column, "5" in the middle column, and "7" in the right column in a static state. These three columns of animation symbols are arranged to form the vertices of an isosceles triangle, with the left and right columns of animation symbols positioned on a common horizontal line, and the middle column of animation symbols positioned lower than the left and right columns. In other words, in the standby animation 2 image, the three columns of animation symbols are displayed statically in an arrangement different from any of the animation modes (normal mode, chance mode, speed mode, super speed mode, and RTC animation mode).

[0224] The sub-control circuit 60 determines in S161 of Figure 41 that flag F1 is off when the image of standby animation 2 is displayed, and determines in S167 that flag F2 is set to "1". This flag F2 is reset to "0" by the sub-control circuit 60 when the main power is cut off. If the sub-control circuit 60 determines that flag F2 is on, it determines in S168 whether or not it has received special symbol 1 game data or special symbol 2 game data from the main control circuit 40. If it determines that it has received special symbol 1 game data or special symbol 2 game data, it proceeds to S169 and erases the image of standby animation 2. Then, it starts displaying the image of the animation symbol game and sets the value of flag F2 to "0" in S170. In other words, when the display state of the image of standby animation 2 after the timing result of timer TD has reached the display switching time Ta, the image of standby animation 2 continues to be displayed until a game ball enters the first start opening 18 or the second start opening 23. The image in this standby animation 2 is erased when a game ball enters the first start slot 18 or the second start slot 23. Once the standby animation 2 image is erased, the image for the animation symbol game begins to be displayed.

[0225] The standby display process 2 in Figure 42 is executed each time the sub-control circuit 60 activates the timer interrupt process in Figure 20(b). In S181, the sub-control circuit 60 determines whether both flag F1 and flag F2 are set to "0". After switching the image of standby animation 1, standby animation 2, or the image waiting for setting operation to the image of the animation symbol game, the sub-control circuit 60 determines that both flag F1 and flag F2 are off, and in S182 determines whether the game is currently stopped. If all of the special animation 1 game (animation symbol game), special animation 2 game (animation symbol game), big win game, and small win game are stopped, it is determined that the game is stopped, and in S183, the measurement result of the timer TR value is compared with a threshold (3 minutes). The value of this timer TR measures the duration of the game stop state, and each time the sub-control circuit 60 activates the timer interrupt process in Figure 20(b) while the game is stopped, a fixed value is added to the current value.

[0226] If the sub-control circuit 60 determines in S183 that the measurement result of timer TR is at the threshold, it determines in S184 whether the value of flag F3 is set to "0". If it determines that flag F3 is off, it starts displaying the image of standby animation 3 on the animation symbol display 33 in S185. Then, in S186, it lowers the notification display 33 from the upper limit position to the lower limit position, in S187 it starts lighting up the notification display 33 in a retry pattern at the lower limit position of the notification display 33, and in S188 it sets the value of flag F3 to "1". In other words, the images of standby animation 1, standby animation 2, and the image waiting for setting operation are each made available to be displayed only immediately after the main power is turned on, and if an animation symbol game is played, they will not be displayed until the main power is turned on again.

[0227] Figure 43 shows the image for standby animation 3. This standby animation 3 image is a special image that is displayed only when the game stop state, which is a transition from the game state, continues, and is different from the images for standby animation 1, standby animation 2, and the image for waiting for setting operations. When this standby animation 3 image is displayed, a vertically elongated rectangular demo display area Ed2 is set at the left end of the display area E of the animation symbol display unit 28, and the message image Rm2 of "On Break" is displayed by scrolling from bottom to top within the demo display area Ed2. There is no restriction on the redisplay of this standby animation 3 image, and even after the standby animation 3 image is erased, the sub-control circuit 60 displays the standby animation 3 image and the message image Rm2 each time it determines that the conditions for starting the display of the standby animation 3 image have been met in the standby display process 2.

[0228] The sub-control circuit 60, when the image of standby animation 3 is displayed and either special feature 1 game, special feature 2 game, big win game, or small win game is started, determines in S181 of Figure 42 that flags F1 and F2 are off, determines in S182 that the game is not stopped, and determines in S189 that flag F3 is on. Then, in S190, the image of standby animation 3 is erased, in S191 the notification display device 33 is switched from the illuminated state to the off state and then raised from the lower limit position to the upper limit position, and in S192 flag F3 is turned off. In other words, the image of standby animation 3 is erased when the image of the performance symbol game is displayed while the image of standby animation 3 is displayed.

[0229] The above example 10 provides the following effects. Since the standby animation 1 image or the setting operation waiting image is displayed when the game is stopped after the main power is turned on, it is possible to alleviate the boredom of a player who is seated in front of the game machine. Furthermore, after the image of the performance symbols is displayed for the first time after the main power is turned on, the display of either the standby animation 1 image or the setting operation waiting image is prohibited until the main power is turned on again. Therefore, if a player starts playing while the standby animation 1 image or the setting operation waiting image is displayed, and the performance symbols are played, neither the standby animation 1 image nor the setting operation waiting image will be displayed even when the game is stopped, thus preventing other players from mistakenly believing that the game machine is not in use. If the display switching time Ta elapses after the main power is turned on without any game balls entering either the first start port 18 or the second start port 23, the images for standby animation 1 and the setting operation waiting screen are changed to the images for standby animation 2. This helps to alleviate boredom for players who are seated in front of the game machine after the display switching time Ta has elapsed since the main power was turned on. After the image for standby animation 1 or the image for waiting for setting operation is switched to the image for standby animation 2, the display of the image for standby animation 2 is prohibited even if the game is stopped. This prevents players from mistakenly believing that the game machine is not in operation.

[0230] Since the system prevents the display of the "waiting for setting operation" image when the player starts playing while the image of "waiting for setting operation" is displayed, and after the performance symbols have been played, it is possible to prevent players from mistakenly believing that the content of the performance symbols can be set. After the initial gameplay sequence is completed while the image for standby animation 1, standby animation 2, or the image for waiting for setting operations is displayed, the image for standby animation 3 is displayed each time the display start condition is met, depending on the continuation of the game-stopped state. This makes it possible to alleviate the boredom that players may feel when in the standby state after transitioning from the game-stopped state. Since the image of standby animation 1 is displayed immediately after the main power is turned on and the game is stopped, it is possible to alleviate the boredom of a player who is seated in front of the game machine. Furthermore, since the image of standby animation 3, which is different from the image of standby animation 1, is displayed after the image of standby animation 1 is displayed while the game is stopped, it is possible to prevent other players from mistakenly believing that the game machine is not in use.

[0231] [Example 11] When a game ball enters the first start port 18 or the second start port 23 while the standby animation 1 image is displayed, the sub-control circuit 60 turns off the LED 35, then raises the notification display device 33 from the lower limit to the upper limit while it is off, as shown in Figure 44, and starts displaying the image of window area Ew superimposed on the standby animation 1 image. The image of window area Ew is a horizontally elongated rectangle, and when the sub-control circuit 60 starts displaying the image of window area Ew, it starts displaying three rows of animation symbols in a scrolling state within window area Ew (see b). The sub-control circuit 60 stops the scrolling display of the three rows of animation symbols in a combination according to the hit or miss judgment result (see c), and when the scrolling display of the three rows of animation symbols is stopped, it turns off flags F1 and F2, and starts displaying a background image according to the current animation mode setting result instead of the standby animation 1 image.

[0232] The above embodiment 11 provides the following effects. The image for the animation sequence is displayed while the image for the standby animation sequence 1 is in view, and the image for the animation sequence 1 is displayed overlaid on top of the image for the standby animation sequence 1. When the animation sequence 1 is finished, the image for the standby animation sequence 1 is erased. This makes it easy for the player to recognize that this animation sequence 1 is the first game played after the main power is turned on. In the above embodiment 11, if a game ball enters the first start port 18 or the second start port 23 while the image of waiting for setting operations is displayed, the image of the performance symbol game may be superimposed in front of the image of waiting for setting operations. Alternatively, if a game ball enters the first start port 18 or the second start port 23 while the image of the standby performance 2 is displayed, the image of the performance symbol game may be superimposed in front of the standby performance 2 image.

[0233] In the above embodiments 10 to 11, when the main power is turned on, the image of standby animation 2 is displayed instead of the image of standby animation 1. After the animation symbols are played in response to the player starting to play while the image of standby animation 2 is displayed, the game may be stopped and the image of standby animation 2 will not be displayed until the main power is turned on again. The image of standby animation 2 has odd-numbered animation symbols that remind the player that the high probability electric support mode is set, and it is possible to prevent the player from being misled into thinking that the high probability time reduction mode is set when it is not. In the above embodiments 10 to 11, when the image for waiting for setting operations is displayed, the entry of game balls into the first start port 18 and the second start port 23 may be disabled. That is, when the image for waiting for setting operations is displayed, the hit / fail judgment process and the display of the performance symbol game images may be prohibited. In this configuration, it is preferable to switch the image for waiting for setting operations to the standby performance 2 image when the display switching time Ta has elapsed since the display of the image for waiting for setting operations began, and to allow the hit / fail judgment process and the display of the performance symbol game images when the standby performance 2 image is displayed.

[0234] Examples 10 to 11 described above include the following [Reference Inventions 4-1 to 4-6] in addition to the invention described in the claims. Some gaming machines have a configuration that determines whether a game ball is a hit or miss when it enters the starting area, and if it is determined to be a hit, a special game is played in which a predetermined ball entry area is opened. In this configuration, an image of a symbol game is displayed before the start of the special game, and the result of the hit or miss determination is notified to the player by the image of the symbol game (see Japanese Patent Publication No. 2016-073869). In this gaming machine, a game stop state always occurs immediately after the main power is turned on. Since there is a high probability that the player is not seated in front of the gaming machine during this initial game stop state, efforts to improve the entertainment value during this initial game stop state have been overlooked.

[0235] [Reference Invention 4-1] A special game means that determines whether a win or loss occurs when the starting conditions are met, and performs a special game in which a predetermined ball entry area is opened if a win is determined, A symbol game means that displays an image of a symbol game to inform the player of the result of the win or loss judgment, The system includes an initial image display means that displays an initial image in the game stop state after the main power is turned on, when both special games and symbol games have stopped. The game machine is characterized in that the initial image display means displays an image as the initial image that will not be displayed after the image of the symbol game is displayed for the first time after the main power is turned on, until the main power is turned on again. In this embodiment, when a game ball enters the first start port 18 or the second start port 23, it corresponds to the start condition being met; the big prize port 19 corresponds to the ball entry area; the big win game and the small win game correspond to special games; the main control circuit 40 corresponds to special game means; the performance symbol game corresponds to symbol game; the sub-control circuit 60 corresponds to symbol game means and initial image display means; and the image of standby performance 1 and the image waiting for setting operation correspond to the initial image. According to the above method, the initial image is displayed when the game is stopped after the main power is turned on, so if a player is seated in front of the game machine, it can alleviate their boredom. Moreover, once the game is played in response to the player starting to play while the initial image is displayed, the initial image is not displayed again even when the game is stopped, so it is possible to prevent other players from mistakenly believing that the game machine is not in use.

[0236] [Reference Invention 4-2] The initial image display means displays an image of a game symbol instead of the initial image if the start condition is met before a predetermined time has elapsed since the main power was turned on, and changes the initial image to a different form if a predetermined time has elapsed since the main power was turned on without the start condition being met, as described in [Reference Invention 4-1]. In this embodiment, the display switching time Ta corresponds to a predetermined time, and the image of the standby effect 2 corresponds to the initial image of another embodiment. According to the above method, if a predetermined time has elapsed since the main power was turned on without the starting conditions being met, the initial image will be changed to a different form. Therefore, if a player is seated in front of the gaming machine after a predetermined time has elapsed since the main power was turned on, it is possible to alleviate the player's boredom.

[0237] [Reference Invention 4-3] The amusement machine according to [Reference Invention 4-2], characterized in that the initial image display means displays an image that will not be displayed until the main power is turned on again as the initial image of the other embodiment. According to the above method, once the initial image is switched to a different version, the initial image of that different version will not be displayed even if the game is stopped. This prevents the player from mistakenly believing that the game machine is not in operation.

[0238] [Reference Invention 4-4] The system includes a game mode setting means that sets a game mode advantageous to the player in response to a hit being determined. The aforementioned symbol game means suggests that a game mode advantageous to the player is set in accordance with the image of the symbol game, where the identification symbol is set to a predetermined winning configuration. The amusement machine according to [Reference Invention 4-1], characterized in that the initial image display means displays an image that suggests the identification pattern of the predetermined winning form as the initial image. In this embodiment, the main control circuit 40 corresponds to a game mode setting means, the high probability time reduction mode corresponds to a game mode that is advantageous to the player, the combination of identical odd numbers in the three rows of display symbols corresponds to a predetermined winning pattern, and the image of the standby display 2, "3 5 7", corresponds to an initial image that suggests the identification symbols of the predetermined winning pattern. According to the above method, once the player starts playing with the initial image displayed, the initial image is not displayed again after the game has stopped. This prevents the player from being misled into believing that a game mode advantageous to them has been set.

[0239] [Reference Inventions 4-5] The amusement machine according to [Reference Invention 4-1], characterized in that the initial image display means displays an image for setting the game content as the initial image. The image displayed while waiting for the setup operation in this embodiment corresponds to the initial image used to set the game content. According to the above method, once the player starts playing the game with the initial image for setting the game content displayed, the initial image is not displayed when the game stops after the game has started. This prevents the player from being misled into believing that the game content can be set.

[0240] [Reference Invention 4-6] A special game means that determines whether a win or loss occurs when the starting conditions are met, and performs a special game in which a predetermined ball entry area is opened if a win is determined, A symbol game means that displays an image of a symbol game to inform the player of the result of the win or loss judgment, The system includes an image display means that displays a standby image when both special games and symbol games have stopped, The image display means displays an image as a standby image that will not be displayed until the main power is turned on again when the game is stopped after the main power has been turned on, and the game is characterized in that a different standby image is displayed when the game is stopped after the image has been displayed. In this embodiment, the sub-control circuit 60 corresponds to an image display means, the image for standby effect 1 and the image waiting for setting operation correspond to standby images, and the image for standby effect 3 corresponds to a different standby image. According to the above method, a standby image is displayed when the game is stopped after the main power is turned on, which can alleviate the player's boredom if they are seated in front of the game machine. Moreover, since a different standby image is displayed when the game is stopped after the standby image has been displayed, it is possible to prevent other players from mistakenly believing that the game machine is not in use.

[0241] [Example 12] As shown in Figure 45, a notification indicator 101 is housed within the inner frame 3. This notification indicator 101 consists of a color liquid crystal display and is connected to a pulse motor (both shown) via a lifting mechanism. This pulse motor is connected to a sub-control circuit 60, which controls the pulse motor to move the notification indicator 101 between an upper limit position (see solid line) and a lower limit position (see dashed line). The lower limit position is at the rear of the game board 3, and the notification indicator 101 becomes invisible to the player at this position. The upper limit position is where the indicator overlaps the lower end of the performance symbol display 28 from the front, and the notification indicator 101 becomes visible to the player at this position. This notification indicator 101 corresponds to the second movable member and the second performance member.

[0242] During the gameplay of the performance symbols, either Reach Announcement Effect 1 or Reach Announcement Effect 2 will be executed. Each of these Reach Announcement Effect 1 and Reach Announcement Effect 2 starts after the scrolling display of the three columns of performance symbols begins, as shown in Figure 46, and ends before the scrolling display of the performance symbols in the right column stops. In Figure 46, symbol Dr1 is the announcement period during which Reach Announcement Effect 1 is executed, and symbol Dr2 is the announcement period during which Reach Announcement Effect 2 is executed. Both of these announcement period periods are set to the same period from when the images of the performance symbol game start to be displayed until the reach state occurs, and correspond to the announcement period.

[0243] The reach preview effect 1 lowers the preview device 33 from the upper limit position to the lower limit position, decorates the preview device 33 at the lower limit position, and then raises it to the upper limit position, corresponding to the first pre-performance. The reach preview effect 2 raises the preview display 101 from the lower limit position to the upper limit position, displays an image at the upper limit position on the preview display 101, and then lowers it to the lower limit position, corresponding to the second pre-performance. Each of these reach preview effects 1 and 2 definitely suggests to the player when an image of a normal reach effect is displayed in the pattern game. This image of the normal reach effect is an image in which the left and right columns stop scrolling with the same pattern and the pattern in the middle column is scrolled and displayed at a low speed. As shown in FIG. 14(e), when the main control circuit 40 transmits the special pattern variation pattern "PH05" for the off-normal reach effect, the special pattern variation patterns "PH01 to PH04" for the off-special reach effect, the special pattern variation pattern "PO05" for the jackpot normal reach effect, and the special pattern variation patterns "PO01" to "PO04" for the jackpot special reach effect, it is displayed.

[0244] When the main control circuit 40 transmits any of the special pattern variation patterns "PH01 to PH04" for the off-special reach effect and the special pattern variation patterns "PO01" to "PO04" for the jackpot special reach effect, the sub-control circuit 60 displays the battle images BL1 to BL4 in which a woman fights a dinosaur as the special reach effect image after the normal reach effect image. This special reach effect image is set with a higher jackpot reliability than the normal reach effect image (see FIG. 6), and when the normal reach effect image progresses to the special reach effect image from the player's line of sight, the expectation of winning the jackpot increases.

[0245] In the reach notification effect 1, the notification device 33 is illuminated at its lower limit position. This reach notification effect 1 definitively notifies the player when the image of the normal reach effect is displayed, and when the normal reach effect progresses to the special reach effect, it notifies the player with a degree of reliability corresponding to the color of the light emitted at the lower limit position. As shown in Figure 46(b), there are two types of light emitted at the lower limit position of this notification device 33: "white" and "red". When the notification device 33 is illuminated in "white" at its lower limit position, the normal reach effect progresses to the special reach effect with a "medium" probability (>0), and when it is illuminated in "red", it progresses with a "high" probability (>medium).

[0246] In Reach Notification Effect 2, an image is displayed at the upper limit of the notification display 101. This Reach Notification Effect 2 definitively notifies the player when the image for the normal reach effect is displayed, and when the normal reach effect progresses to the special reach effect, it notifies the player with a degree of confidence corresponding to the image at the upper limit. As shown in Figure 46(c), there are two types of images set for the upper limit of the notification display 101: "Do your best" and "Chance". When the image "Do your best" is displayed at the upper limit of the notification display 101, the normal reach effect progresses to the special reach effect with an "extremely low" probability (< medium < high), and when the image "Chance" is displayed, it progresses with a "low" probability (extremely low < low < medium < high). In other words, Reach Notification Effect 2 has a lower degree of confidence in the special reach effect compared to Reach Notification Effect 1, and the confidence in the jackpot, where the three rows of effect symbols form a jackpot combination, is also set lower than in Reach Notification Effect 1.

[0247] During the performance symbol game, as shown in Fig. 46, a special reach preview performance is executed. This special reach preview performance is to raise the preview display 101 with a lower reliability compared to the preview device 33 from the lower limit position to the upper limit position and then lower it from the upper limit position to the lower limit position, and to operate the preview display 101 with the same behavior as the reach preview performance 2. This special reach preview performance displays a different "High?" image from the reach preview performance 2 on the preview display 101 at the upper limit position (see d), and is started during the normal reach performance after the reach preview performance 1 is executed or during the normal reach performance after the reach preview performance 2 is executed, and ends before the image of the special reach performance is started (see a). This special reach preview performance definitely pre-warns the player that the image of the normal reach performance will progress to the image of the special reach performance. The reference symbol Ds in Fig. 46 is the preview performance period during which the special reach preview performance is executed and corresponds to another preview period. This preview performance period Ds is set during the normal reach performance after the image of the normal reach performance is started and before the image of the special reach performance is started. The image of this special reach preview performance may be displayed when neither the reach preview performance 1 nor the reach preview performance 2 is executed. In this case, in addition to definitely pre-warn the player that the image of the normal reach performance will definitely progress to the image of the special reach performance, it is also definitely pre-warned to the player that the three columns of performance symbols will form a jackpot combination.

[0248] The reach notification effect processing in Figure 47(a) is executed by the sub-control circuit 60 in the symbol game effect start processing at S124 in Figure 21. The sub-control circuit 60 determines whether to execute reach notification effect 1, reach notification effect 2, or special reach notification effect in the reach notification effect processing, and executes the one from reach notification effect 1 to special reach notification effect according to the determination result in the current symbol game effect. In S501, the sub-control circuit 60 detects the special symbol variation pattern from the received special symbol 1 game data or special symbol 2 game data, and in S502 compares the detected special symbol variation pattern with "PH05" and "PO05" for normal reach effects. If it is determined that the detected special symbol variation pattern is either "PH05" or "PO05" for normal reach effects, in S503 it determines whether to execute reach notification effect 1 or reach notification effect 2. This process is performed with a probability corresponding to the prediction effect selection table 1 in Figure 47(b). If a normal reach effect occurs in the current symbol game but no special reach effect occurs, then the "red" reach prediction effect 1, the "white" reach prediction effect 1, the "chance" reach prediction effect 2, and the "do your best" reach prediction effect 2 will occur with equal probability. In other words, the "red" reach prediction effect 1, the "white" reach prediction effect 1, the "chance" reach prediction effect 2, and the "do your best" reach prediction effect 2 all definitively predict that a normal reach effect will occur in the current symbol game, and non-definitely predict that a special reach effect will occur.

[0249] When the sub-control circuit 60 determines in S502 that the detection result of the special symbol variation pattern is not any of "PH05" or "PO05" for the normal reach effect, it compares the detection result of the special symbol variation pattern with each of "PH01 to PH04" and "PO01 to PO04" for the special reach effect in S504. If it is determined here that the detection result of the special symbol variation pattern is any of "PH01 to PH04" and "PO01 to PO04" for the special reach effect, it determines in S505 whether to execute reach preview effect 1 or reach preview effect 2. This process is performed with a probability according to the preview effect selection table 2 in FIG. 47(c). When the normal reach effect and the special reach effect occur in sequence in the current lottery game, the reach preview effects occur with a high probability in the order of "Ganbatte" reach preview effect 2 → "Chance" reach preview effect 2 → "White" reach preview effect 1 → "Red" reach preview effect 1. That is, the reliability for the occurrence of the special reach effect in the current lottery game is set high in the order of "Ganbatte" reach preview effect 2 → "Chance" reach preview effect 2 → "White" reach preview effect 1 → "Red" reach preview effect 1, and the reach preview effect 2 is set to have a lower reliability for the special reach effect compared to the reach preview effect 1.

[0250] After the sub-control circuit 60 finishes S505, it determines in S506 whether the execution of reach preview effect 1 or reach preview effect 2 has been determined. If it is determined here that the execution of reach preview effect 1 or reach preview effect 2 has been determined, it proceeds to S507 and determines with a "20%" probability whether to execute the special reach preview effect in the current lottery game. That is, when the special reach preview effect occurs during the normal reach effect after reach preview effect 1 or reach preview effect 2 has been executed in the current lottery game, the special reach effect is definitely generated.

[0251] When the sub-control circuit 60 determines in S506 that neither the reach preview effect 1 nor the reach preview effect 2 is determined, it compares the detection result of the special figure variation pattern with each of "PO01 to PO04" for the big win in S508. If it is determined here that the detection result of the special figure variation pattern is any one of "PO01 to PO04" for the big win, it proceeds to S509 and determines with a "5%" probability that the special reach preview effect will be executed in the current effect symbol game. That is, when the special reach preview effect occurs during the normal reach effect without either the reach preview effect 1 or the reach preview effect 2 being executed in the current effect symbol game, the normal reach effect will surely progress to the special reach effect, and after the victory end image is surely displayed in the special reach effect, the three-column effect symbols will surely be displayed in the big win combination.

[0252] According to the above Embodiment 12, the following effects are obtained. By executing the reach preview effect 1 using the preview effect device 33 within the preview effect period Dr1 during the current effect symbol game, the special reach effect is suggested to the player with a medium probability. By executing the reach preview effect 2 using the preview display 101 within the preview effect period Dr2 during the current effect symbol game, the execution of the special reach effect is suggested to the player with a low probability. By executing the special reach preview effect using the preview display 101 within another preview effect period Ds during the current effect symbol game, the execution of the special reach effect is suggested to the player with a high probability. Therefore, it becomes possible for the player to easily estimate the high reliability of the special reach effect. Since the special reach effect is suggested to the player by displaying "Chance" or "Do your best" on the preview display 101 within the preview effect period Dr2 during the current effect symbol game and displaying "High?" on the preview display 101 within another preview effect period Ds, the player can easily identify the difference in reliability for the special reach effect even though the preview is made using the common preview display 101 between the reach preview effect 2 and the special reach preview effect. Since the pre-announcement display 101 was made to behave identically between the reach pre-announcement effect 2 and the special reach pre-announcement effect, it becomes easier for the player to recognize that the behavior of the pre-announcement display 101 in each case suggests a high level of reliability for the execution of the special reach pre-announcement effect.

[0253] Since each of the reach pre-announcement effect 1 using the pre-announcement device 33 and the reach pre-announcement effect 2 using the pre-announcement display 101 was carried out as an effect suggesting the determination of the normal reach effect, the amusement property of the game is improved. The special reach pre-announcement effect was executed during the normal reach effect. For this reason, since the execution timing of the special reach pre-announcement effect becomes clear to the player, it becomes possible to prevent the player from missing the special reach pre-announcement effect. Since the reach pre-announcement effect 2 using the pre-announcement display 101 was executed before the start of the normal reach effect of the current effect symbol game, and then the special reach pre-announcement effect was executed during the normal reach effect, it is possible to create an anticipation for the player that the pre-announcement display 101 will operate a second time after operating the first time. Since the special reach pre-announcement effect using the pre-announcement display 101 definitely pre-announces the special reach effect in response to being executed before the start and during the normal reach effect, and definitely pre-announces the special reach effect and the big win only in response to being executed during the normal reach effect, from the player's perspective, when the pre-announcement display 101 does not operate before the start of the normal reach effect, the player can have a greater sense of enjoyment compared to when it operates.

[0254] [Example 13] The reach preview effect process in FIG. 48 is executed by the sub-control circuit 60 instead of the reach preview effect process in FIG. 47(a). The sub-control circuit 60 determines whether it has determined to perform the reach preview effect 2 in S511. If it is determined that the execution of the reach preview effect 2 has been determined, the process proceeds to S507, and the execution of the special reach preview effect is determined with a set probability. That is, when the reach preview effect 1 with a high reliability for the special reach effect is executed, the special reach preview effect is not executed. When the reach preview effect 2 with a low reliability for the special reach effect is executed, the special reach preview effect is executed as definitely suggesting the execution of the special reach effect.

[0255] If the sub-control circuit 60 determines that it has not determined to perform the reach preview effect 2 in S511, it determines whether it has determined to perform the reach preview effect 1 in S512. If it is determined that the execution of the reach preview effect 1 has not been determined, the process proceeds to S509, and the execution of the special reach preview effect is determined with a set probability. That is, when neither the reach preview effect 1 nor the reach preview effect 2 is executed in the current effect symbol game, the special reach preview effect is executed as definitely suggesting the execution of the special reach effect with a winning outcome.

[0256] According to the above Embodiment 13, the following effects are achieved. When the reach preview effect 2 is executed before the start of the normal reach effect in the current effect symbol game, the special reach preview effect is executed during the normal reach effect. When the reach preview effect 1 is executed before the start of the normal reach effect, the special reach preview effect during the normal reach effect is made inexecutable. For this reason, the preview effect using the preview device 33 and the preview effect using the preview display 101 are not performed in a single effect symbol game, so it becomes easier for the player to grasp the reliability of the special reach effect. In the above-described Example 13, when the reach preview effect 2 is executed in the current effect symbol game, the special reach preview effect is not executed. When the reach preview effect 1 is executed in the current effect symbol game, the special reach preview effect may be executed as a means of definitely suggesting the execution of the special reach effect. In the above-described Examples 12 to 13, as one of the reach preview effects 1 and 2, an effect of displaying a preview image on the effect symbol display 28 may be performed, and as the other, an effect of electrically decorating the electric decoration member in a predetermined manner or an effect of outputting a predetermined sound effect from the speaker may be performed.

[0257] [Example 14] The reach preview effect process in FIG. 49(a) is executed by the sub-control circuit 60 in place of the reach preview effect process in FIG. 48. The sub-control circuit 60 detects a special figure variation pattern from the reception result of the special figure 1 game data or the special figure 2 game data in S521, and compares the detection result of the special figure variation pattern with "PH05" and "PO05" for the normal reach effect in S522. When it is determined that the detection result of the special figure variation pattern is for the normal reach effect, it is determined in S523 whether to execute the reach preview effect 1 or the reach preview effect 2. This process is performed with a probability according to the preview effect selection table 1 in FIG. 49(b). When a normal reach effect occurs in the current effect symbol game but a special reach effect does not occur, the reach preview effect 2 of "Chance", the reach preview effect 2 of "Keep it up", the reach preview effect 1 of "White", and the reach preview effect 1 of "Red" occur with the same probability. That is, the reach preview effect 1 of "Red", the reach preview effect 1 of "White", the reach preview effect 2 of "Chance", and the reach preview effect 2 of "Keep it up" all definitely predict that a normal reach effect will occur in the current effect symbol game.

[0258] When the sub-control circuit 60 determines in S522 that the detection result of the special drawing variation pattern is not for the normal reach effect, it compares the detection result of the special drawing variation pattern with each of "PH01 to PH04" and "PO01 to PO04" for the special reach effect in S524. If it is determined here that the detection result of the special drawing variation pattern is for the special reach effect, it is determined in S525 whether to execute the reach preview effect 1 or the reach preview effect 2. This process is performed with a probability according to the preview effect selection table 2 in Fig. 49(c). When the normal reach effect and the special reach effect occur in sequence in the current effect symbol game, the reach previe...

Claims

[Claim 1] A means for determining whether or not to execute a special game that is advantageous to the player when the starting conditions are met, When the aforementioned win / failure determination is made, a symbol display control means is provided which causes a special symbol to change and display on a predetermined symbol display means, and then stops displaying the special symbol indicating the result of the win / failure determination. When the special game is performed, a special symbol indicating that the win / loss determination means has determined to have been performed is stopped and displayed on the symbol display means, and the special game execution means is used to perform the special game in which the player can win game balls, A game control means that controls the game in one of a plurality of game states, including a first game state and a second game state that is more advantageous to the player than the first game state, It comprises a performance control means for controlling the performance, The aforementioned special game execution means is: The aforementioned special games include a first special game in which a first number of game balls can be obtained, and a second special game in which a second number of game balls, greater than the first number, can be obtained. The aforementioned game control means is If the special game is executed in the first game state as determined by the win / fail determination means, and the special game is executed accordingly, it is possible to control the game in the second game state after the special game has finished. The aforementioned performance control means is The game is a symbol game in which the special symbols change and are displayed in conjunction with the display of the special symbols, and the special symbols are stopped and displayed in conjunction with the display of the special symbols, in which case the result of the win / loss determination is notified to the player. When the game is controlled in the second game state after the completion of the special game, a special effect can be executed that definitively notifies the player that the special game will be executed based on the result of the win / fail determination, by stopping and displaying the effect symbols in a manner that indicates the special game will be executed. The aforementioned special effects can be executed until the predetermined conditions are met. In the standby state where neither the aforementioned symbol game nor the aforementioned special game is being executed, there is a first standby state, which is the standby state after the main power is turned on and before the aforementioned symbol game is executed, and a second standby state, which is the standby state after the aforementioned symbol game has been executed. The aforementioned performance control means is When in the first standby state, an image that will not be displayed until the main power is turned on again and the first standby state is returned is displayed as the initial image. When in the second standby state, it is possible to display a specific image different from the initial image without displaying the initial image. The effects controlled by the aforementioned effect control means include a preview effect, a first pre-effect, a second pre-effect, and a suggestive effect. The aforementioned notification effect is an effect that suggests that the symbols may stop and be displayed in a manner that indicates that the special game will be performed while the symbols are changing. The first pre-show is a show that operates a first show component during the first show period while the show symbol is being displayed in a changing pattern, and the second pre-show is a show that operates a second show component during the first show period. The aforementioned suggestive effect is an effect that definitively suggests that the aforementioned pre-announcement effect will be executed by operating the second effect member during the second effect period, which is after the first effect period, while the effect symbols are being displayed. The probability of the announcement performance being performed differs depending on whether the first pre-performance is performed during the first performance period or the second pre-performance is performed during the first performance period. A gaming machine characterized in that the mode of operation of the second performance member in the second pre-performance and the mode of operation of the second performance member in the suggestive performance are common to each other.