Gaming machine
By introducing multiple effect mechanisms into the game console and using the entry of a single game ball to execute different display effects, the problem of declining entertainment value of existing game consoles has been solved, and the player's gaming experience has been improved.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- DAIICHI SHOKAI KK
- Filing Date
- 2024-05-27
- Publication Date
- 2026-06-15
AI Technical Summary
Existing game consoles suffer from a decline in the entertainment value of their reward displays, which needs to be improved to enhance the player's gaming experience.
By introducing deterministic mechanisms, symbol transformation mechanisms, storage and display mechanisms, prediction mechanisms, and effect control mechanisms into the game console, multiple effects are executed using the entry of a single game ball, including first, second, and third effects. Different game results are displayed according to different probabilities, thereby increasing the player's anticipation and entertainment value.
It effectively curbed the decline in game entertainment value, enhanced the game's appeal and interactivity through the combination of multiple effects, and strengthened the player's sense of participation.
Smart Images

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Abstract
Description
[Technical Field] 【0001】 This invention relates to gaming machines such as pachinko machines (commonly also called "pachinko machines") and slot machines (commonly also called "pachislo machines"). [Background technology] 【0002】 Conventionally, there are known gaming machines that perform a lottery to determine whether or not a jackpot is awarded based on whether a game ball enters the starting slot, and that simultaneously display a changing pattern on a display device and stop the pattern in a manner corresponding to the lottery result. If the lottery result is a jackpot, the display device stops and displays the jackpot pattern to create a jackpot game state. 【0003】 Furthermore, numerous gaming machines have been proposed that display a changing pattern on a display device and, while the pattern is stopped in a manner corresponding to the lottery result, perform an effect that indicates the expectation of winning (for example, Patent Document 1). [Prior art documents] [Patent Documents] 【0004】 [Patent Document 1] Japanese Patent Publication No. 2010-220861 [Overview of the project] [Problems that the invention aims to solve] 【0005】 However, there is room for further improvement in such presentations. Therefore, the present invention aims to provide a gaming machine that can suppress a decline in the enjoyment of the game by incorporating improvements to the presentation. [Means for solving the problem] 【0006】 Means 1: A determination means that obtains lottery information by balls entering the starting gate and determines whether it is a win based on the lottery information for which the starting conditions have been met, A symbol variation execution means that performs a symbol variation based on the fulfillment of the aforementioned start condition, A storage means capable of storing the lottery information obtained by the ball entering the starting opening, up to a predetermined number; A storage display means that indicates that the information is stored by the storage means, A pre-determination means that determines whether it is a win based on the lottery information before the determination means makes a determination, A means for controlling the effects, The system comprises an effect execution means for which the aforementioned effect is performed, The aforementioned performance includes at least a first performance, a second performance, and a third performance that can be executed based on the lottery information prior to the start condition being met, The second and third effects differ from the display by the memory display means, The first, second, and third effects can be executed at the time the ball enters the field. The second and third performances are each displayed in one of several ways in which the expected probability of the result of the determination by the determination means, based on the lottery information corresponding to the ball entry that triggered the execution of the second and third performances, is a win. The rate at which the second performance is executed based on the ball entering the goal is configured to be higher than the rate at which the third performance is executed based on the ball entering the goal. When the first performance is executed based on the lottery information corresponding to the ball entry, the third performance will not be executed even if a new ball enters the game until the symbol change corresponding to the lottery information is completed, but the second performance will be made executable. If the second performance based on the lottery information corresponding to the ball entry is displayed in a manner that indicates a high probability of success, the third performance will not be executed even if a new ball enters the field until the symbol change corresponding to the lottery information has finished. The first, second, and third performances can be executed based on lottery information corresponding to one ball entering the starting opening. A gaming machine characterized by the following features. 【0007】 The pachinko machines according to one aspect of the present invention are each capable of executing a first effect, a second effect, and a third effect based on the entry of a single game ball into the start port, and at least a part of the first effect, the second effect, and the third effect can suppress a decrease in the amusement of the game by having different executable situations (for example, refer to paragraphs
[1231] to
[1561] , FIGS. 70 to 101, etc.). 【Advantages of the Invention】 【0008】 According to the present invention, it is possible to provide a pachinko machine capable of suppressing a decrease in the amusement of the game. 【Brief Description of the Drawings】 【0009】 [Figure 1] It is a front view showing an example of the outline of the appearance of a pachinko machine. [Figure 2] It is a block diagram schematically showing the control configuration of a pachinko machine. [Figure 3] FIG. 3(a) is a flowchart showing the procedure of control processing performed by the main control MPU of the main control board when power is supplied to the pachinko machine, and FIG. 3(b) is a flowchart showing the processing procedure for timer interrupt control periodically performed by the main control MPU of the main control board. [Figure 4] It is a flowchart showing the procedure of the special symbol process. [Figure 5] It is a flowchart showing the procedure of the first special symbol process. [Figure 6] It is a flowchart showing the procedure of jackpot control processing. [Figure 7] It is a flowchart showing the procedure of the above-mentioned normal symbol process. [Figure 8] It is a flowchart showing the procedure of control performed by the peripheral control MPU mounted on the peripheral control board when power is supplied to the pachinko machine. [Figure 9] It is a flowchart showing an example of the 16 mS steady processing executed every 16 mS in the sub-main processing. [Figure 10] This flowchart shows an example of a performance control process. [Figure 11] This is an explanatory diagram illustrating an example of an attack animation where an operation validity period (a period that ends when a predetermined operation is detected on a predetermined control unit during that period, or when a predetermined time has elapsed from the start of that period) occurs, and an operation to launch an attack is performed during that operation validity period. [Figure 12] This is an explanatory diagram illustrating an example of an attack animation where an operation validity period (a period that ends when a predetermined operation is detected on a predetermined control unit during that period, or when a predetermined time has elapsed from the start of that period) occurs, and an operation to launch an attack is performed during that operation validity period. [Figure 13] This is an explanatory diagram showing an example of an attack animation when the control panel is not operated. [Figure 14] This is an explanatory diagram showing an example of an attack animation when the control panel is operated at the start of the effective period for controlling the attack animation. [Figure 15] This is an explanatory diagram showing an example of an attack animation when the control panel is operated at the start of the effective period for controlling the attack animation. [Figure 16] This is an explanatory diagram showing an example of a second attack animation pattern in which the rotation control unit 302 is operated before the effective period of operation. [Figure 17] This is a schematic diagram showing another example configuration of the pressing operation section and the rotating operation section. [Figure 18] This is an explanatory diagram showing an example of an attack animation that can be canceled. [Figure 19] This is an explanatory diagram showing an example of an attack animation that can be canceled. [Figure 20] This is an explanatory diagram illustrating an example of a scene where you encounter a powerful boss during an exploration quest. [Figure 21] This is an explanatory diagram illustrating an example of a scene where you encounter a powerful boss during an exploration quest. [Figure 22] This is an explanatory diagram illustrating an example of a presentation that occurs when a character discovers a rare creature, often referred to as a weak boss, during an exploration quest. [Figure 23]This is an explanatory diagram showing another example of the presentation of an exploration quest. [Figure 24] This is an explanatory diagram illustrating an example of a scenario in an exploration quest where the two selected characters are unable to find a rare creature. [Figure 25] This is an explanatory diagram showing another example of the presentation of an exploration quest. [Figure 26] This is an explanatory diagram showing another example of the presentation of an exploration quest. [Figure 27] This is another example of how exploration quests are presented. [Figure 28] This is an explanatory diagram showing an example of a final battle reach in the game "Daruma-san ga Koronda" (Red Light, Green Light). [Figure 29] This is an explanatory diagram showing an example of a final battle reach in the game "Daruma-san ga Koronda" (Red Light, Green Light). [Figure 30] This is an explanatory diagram showing an example of a chance in the game "Daruma-san ga Koronda" (Red Light, Green Light). [Figure 31] This is an explanatory diagram showing an example of a staging for an ekiden (long-distance relay race). [Figure 32] This is an explanatory diagram showing another example of ekiden (long-distance relay race) production. [Figure 33] This is an explanatory diagram showing another example of ekiden (long-distance relay race) production. [Figure 34] This is an explanatory diagram showing another example of ekiden (long-distance relay race) production. [Figure 35] This is an explanatory diagram showing another example of ekiden (long-distance relay race) production. [Figure 36] This figure shows other examples of relay station and section-breaking sequences included in ekiden (long-distance relay race) productions. [Figure 37] This is an explanatory diagram showing another example of ekiden (long-distance relay race) production. [Figure 38] This is an explanatory diagram showing another example of ekiden (long-distance relay race) production. [Figure 39] This figure shows an example of the data structure of a variation pattern table. [Figure 40] This figure shows an example of a timing chart for the reach selection notification effect. [Figure 41] This is an explanatory diagram showing an example of a reach selection notification effect. [Figure 42] This is an explanatory diagram showing an example of a reach selection notification effect. [Figure 43]It is an explanatory diagram showing another example of the reach selection preview effect. [Figure 44] It is an explanatory diagram showing an example of the star change effect executed during the reach selection preview effect. [Figure 45] It is a diagram showing an example of the timing chart of the reach promotion preview effect. [Figure 46] It is an explanatory diagram showing an example of the reach promotion preview effect. [Figure 47] It is an explanatory diagram showing an example of the reach promotion preview effect. [Figure 48] It is a diagram showing an example of the timing chart of the reach execution preview effect. [Figure 49] It is an explanatory diagram showing an example of the reach execution preview effect. [Figure 50] It is an explanatory diagram showing an example of the reach execution preview effect. [Figure 51] It is an explanatory diagram showing an example of the reach execution preview effect. [Figure 52] It is an explanatory diagram showing an example of the effect when no weapon is selected in the reach execution preview effect. [Figure 53] It is a diagram showing an example of the data configuration of the character equipment distribution table used in the reach execution preview effect. [Figure 54] It is an explanatory diagram showing an example of the couple effect. [Figure 55] It is a diagram showing an example of the data configuration of the pattern distribution table for determining the effect pattern of the smart ball clone effect. [Figure 56] It is an explanatory diagram showing an example of the smart ball clone effect. [Figure 57] It is an explanatory diagram showing an example of the smart ball clone effect. [Figure 58] It is an explanatory diagram showing an example of the effect where the ball orbits on the clone in the smart ball clone effect. [Figure 59] It is an explanatory diagram showing an example of the battle effect. [Figure 60] It is an explanatory diagram showing an example of the battle effect. [Figure 61] It is an explanatory diagram showing another example of the battle effect. [Figure 62] This is an explanatory diagram showing another example of battle presentation. [Figure 63] This is an explanatory diagram showing another example of battle presentation. [Figure 64] This is an explanatory diagram showing another example of battle presentation. [Figure 65] This is an explanatory diagram showing another example of battle presentation. [Figure 66] This is an explanatory diagram showing another example of battle presentation. [Figure 67] This is an explanatory diagram showing another example of battle presentation. [Figure 68] This is an explanatory diagram showing another example of battle presentation. [Figure 69] This is an explanatory diagram showing another example of battle presentation. [Figure 70] This is an explanatory diagram showing an example of a gameplay sequence, including the matchmaking special reach. [Figure 71] This is an explanatory diagram showing an example of a gameplay sequence, including the matchmaking special reach. [Figure 72] This is an explanatory diagram showing an example of a gameplay sequence, including the matchmaking special reach. [Figure 73] This is an explanatory diagram showing an example of a gameplay sequence, including the matchmaking special reach. [Figure 74] This is an explanatory diagram showing an example of a matchmaking special reach animation during a big win spin. [Figure 75] This is an example of a timing chart for when the consultation scene, male character scene, and application scene are executed based on a single ball entry into the first starting gate. [Figure 76] This is an explanatory diagram showing an example of the presentation after a failed matchmaking SP reach is announced. [Figure 77] This is an explanatory diagram showing an example of a consultation office setting and a male character setting. [Figure 78] This is an example of a timing chart showing the fluctuations when a matchmaking special reach is executed and a loss is reported for that matchmaking special reach. [Figure 79] This is an example of a timing chart showing the fluctuations when a matchmaking appointment is scheduled and the player is notified that the appointment was unsuccessful. [Figure 80] This is an example of a timing chart for spins where a loss is announced without the reach animation being performed (without the decorative symbols forming a reach). [Figure 81] This is an explanatory diagram showing an example of a production that includes a matchmaking quiz. [Figure 82] This is an explanatory diagram showing an example of a performance, including a matchmaking quiz. [Figure 83] This is an explanatory diagram illustrating an example of a scenario where the consultation office scene and the male character scene are performed, but the application scene is not. [Figure 84] This is an explanatory diagram showing another example of a performance, including a matchmaking quiz. [Figure 85] This is an explanatory diagram showing another example of a performance, including a matchmaking quiz. [Figure 86] This is an explanatory diagram showing another example of a presentation, including the matchmaking special reach. [Figure 87] This is an explanatory diagram showing another example of a presentation, including the matchmaking special reach. [Figure 88] This is an explanatory diagram showing an example of a performance that includes vehicle-based effects. [Figure 89] This is an explanatory diagram showing an example of a performance that includes vehicle-based effects. [Figure 90] This is an explanatory diagram showing an example of a performance that includes vehicle-based effects. [Figure 91] This is an example of a timing chart for when the consultation office scene, male character scene, vehicle scene, and application scene are executed based on a single ball entry into the first starting gate. [Figure 92] This is an explanatory diagram showing an example of a presentation, including the selection of a presentation mode. [Figure 93] This is an explanatory diagram showing another example of a performance, including the selection of a performance mode. [Figure 94] This is an explanatory diagram illustrating an example of a pre-announcement effect when a moving object is in motion. [Figure 95] This is an explanatory diagram illustrating an example of a pre-announcement effect when a moving object is in motion. [Figure 96]This is an explanatory diagram illustrating an example of a visual effect when transitioning from a wilderness stage to a forest stage. [Figure 97] This is an explanatory diagram illustrating an example of a visual effect when transitioning from the forest stage to the metropolis stage. [Figure 98] This is an explanatory diagram illustrating an example of a visual effect when transitioning from a metropolis stage to a city stage. [Figure 99] This is an explanatory diagram illustrating an example of a visual effect when transitioning from an urban stage to a wilderness stage. [Figure 100] This figure shows an example of a consultation service presentation selection table. [Figure 101] This figure shows an example of a vehicle animation selection table. [Modes for carrying out the invention] 【0010】 [1. Example of a Pachinko Machine Configuration] Figure 1 is a front view showing a schematic example of the appearance of a pachinko machine 1. The pachinko machine 1 is installed in an island facility (not shown) in a gaming hall. The pachinko machine 1 is equipped with a game board 5 that is visible from the player's side and has a game area 5a into which game balls can be shot and flow down by the player. 【0011】 The game area 5a includes a general prize entry point 2001, a first start entry point 2002, a gate section 2003, a second start entry point 2004, and a large prize entry point 2005. When a game ball enters the general prize entry point 2001, a predetermined number of game balls (for example, 5) are dispensed. When a game ball enters the first start entry point 2002, a predetermined number of game balls (for example, 4) are dispensed, and the first special lottery is performed. The first start entry point 2002 and the second start entry point 2004 are collectively referred to simply as start entry points. 【0012】 When a game ball passes through gate section 2003, a regular lottery is conducted. If the regular lottery is successful, an opening / closing member (not shown) provided in the second start opening 2004 opens for a predetermined time. Only when this opening / closing member is open can a game ball be entered into the second start opening 2004. When a game ball enters the second start opening 2004, a predetermined number of game balls (for example, 1) are dispensed, and a second special lottery, which is more advantageous to the player than the first special lottery, is conducted. The first special lottery and the second special lottery are collectively referred to simply as the special lottery. 【0013】 Within the game area 5a, multiple obstacle pins (not shown) are planted at appropriate positions in a predetermined gauge arrangement on the front. When the game balls come into contact with the obstacle pins, the flow velocity of the game balls is suppressed, and various movements are imparted to the game balls, allowing players to enjoy these movements. In addition to the obstacle pins, windmills (not shown) that rotate when the game balls come into contact with them are also provided at appropriate positions within the game area 5a. 【0014】 If a jackpot is won in the first or second special lottery, the game transitions to a jackpot game state, and the large prize slot 2005 opens. When a game ball enters the large prize slot 2005, a predetermined number of game balls (for example, 15) are dispensed. In the jackpot game state, the large prize slot 2005 is opened and closed repeatedly. The game area 5a is arranged to surround an area where game balls do not flow down, and a display device 1600 capable of displaying predetermined visual images is placed in this area where game balls do not flow down. 【0015】 Pachinko machine 1 includes a press operation unit 303 and a rotation operation unit 302, which are performance operation units that can be operated by the player. The press operation unit 303 is an operation unit that can be pressed by the player. The rotation operation unit 302 is an annular operation unit arranged around the lower side of the press operation unit 303, and is an operation unit that can be rotated by the player. The rotation operation unit 302 may be rotatable in one direction (for example, only clockwise) or in two directions (both clockwise and counterclockwise). The rotation operation unit 302 is also equipped with a detection unit that can detect operations performed by the player. 【0016】 The pachinko machine 1 includes a handle unit 500 that can be operated by the player to launch game balls stored in an upper tray (not shown) into the game area 5a. The handle unit 500 includes a handle lever, a handle touch sensor, and a launch stop button. When the handle touch sensor detects contact by the player's palm or fingers, and the handle rotates by a predetermined amount or more, game balls are launched, and the more the handle rotates, the stronger the game balls are launched. However, even if the handle touch sensor detects contact and the handle rotates by a predetermined amount or more, if the launch stop button is operated, no game balls will be launched. 【0017】 Although not visible in Figure 1, an outlet opening is formed at the lowest point within the game area 5a (behind the pressing operation section 303 and the rotating operation section 302), extending from front to back. Game balls that have flowed down to the lower end of the game area 5a are guided to the outlet opening and discharged to the rear of the game board 5 through the outlet opening. 【0018】 Figure 2 is a block diagram illustrating the control configuration of a pachinko machine. The main control configuration of the pachinko machine 1 consists of a main control board 1310 and a peripheral control board 1510 mounted on the game board 5, and a payout control board 63 mounted on the main frame, with each component responsible for a specific control. The main control board 1310 controls the game operation (progress of the game). The peripheral control board 1510 includes a peripheral control unit 1511 that controls various effects during gameplay based on commands from the main control board 1310, and an effect display control unit 1512 that controls the display of effect images on the effect display device 1600 based on commands from the peripheral control unit 1511. The payout control board 63 includes a payout control unit 633a that controls the payout of game balls, etc., and a launch control unit 633b that controls the launch of game balls by rotating the handle. 【0019】 The main control board 1310, which controls the progress of the game, is not shown in detail in the illustration, but it includes a main control MPU, which is a microprocessor with built-in ROM for storing various processing programs and commands, and RAM for temporarily storing data; main control I / O ports as input / output devices (I / O devices); a main control input circuit to which detection signals from various detection switches are input; a main control solenoid drive circuit for driving various solenoids; and a RAM clear switch for completely erasing the information stored in the RAM built into the main control MPU. In addition to its built-in ROM and RAM, the main control MPU also has built-in watchdog timers to monitor its operation (system) and functions to prevent fraud. 【0020】 The main control MPU of the main control board 1310 receives detection signals from various sources via its main control I / O ports, including the first start-up sensor 3052 which detects game balls received into the first start-up opening 2002, the gate sensor 2801 which detects game balls that have passed through the gate section 2003, the second start-up sensor 2401 which detects game balls received into the second start-up opening 2004, the general prize-winning opening sensor 3051 which detects game balls received into the general prize-winning opening 2001, the large prize-winning opening sensor 2402 which detects game balls received into the large prize-winning opening 2005, the out-out opening sensor 3053 which detects game balls received into the out-out opening, and the magnetic sensor 2404 which detects unauthorized magnetism within the game area 5a. 【0021】 Based on these detection signals, the main control MPU outputs control signals from the main control I / O port to the main control solenoid drive circuit, thereby outputting drive signals to the second start solenoid 2415 and the attacker solenoid 2418, etc., and also outputs drive signals from the main control I / O port to the status indicator, normal symbol indicator, normal hold indicator, first special symbol indicator, first special hold count indicator, second special symbol indicator, second special hold count indicator, round indicator, etc. of the function display unit 1400. 【0022】 The main control MPU transmits various information related to the game (game information) and various commands related to payouts to the payout control board 63, and receives various commands related to the state of the pachinko machine 1 from the payout control board 63. Furthermore, the main control MPU transmits various commands related to the control of game effects and various commands related to the state of the pachinko machine 1 to the peripheral control unit 1511 of the peripheral control board 1510 via the main control I / O ports. When the main control MPU receives various commands related to the state of the pachinko machine 1 from the payout control board 63, it formats these commands and transmits them to the peripheral control unit 1511. 【0023】 The payout control board 63, which controls the dispensing of game balls, includes a payout control unit 633a that performs various controls related to dispensing, a launch control unit 633b that performs launch control by a launch solenoid 542 and ball feeding control by a ball feeding solenoid 145, an error LED indicator (not shown) that displays the status of the pachinko machine 1, an error clearing switch (not shown) for clearing errors displayed on the error LED indicator, and a ball removal switch for initiating a ball removal operation during maintenance by discharging game balls from the ball tank (not shown), tank rail (not shown), ball guidance unit (not shown), and payout device (not shown) to the outside of the pachinko machine 1. 【0024】 The dispensing control unit 633a, which performs various dispensing controls on the dispensing control board 63, is not shown in detail in the illustration, but it includes a dispensing control MPU, which is a microprocessor with built-in ROM for storing various processing programs and commands, and RAM for temporarily storing data; a dispensing control I / O port as an I / O device; an external WDT (external watchdog timer) for monitoring whether the dispensing control MPU is operating normally; a dispensing motor drive circuit for outputting a drive signal to the dispensing motor 584 of the dispensing device; and a dispensing control input circuit to which detection signals from various detection switches related to dispensing are input. In addition to its built-in ROM and RAM, the dispensing control MPU also has built-in functions to prevent fraud. 【0025】 The payout control MPU of the payout control unit 633a receives various information related to the game (game information) and various commands related to payouts from the main control board 1310 via the payout control I / O port in a serial manner, and also receives operation signals (detection signals) for the RAM clear switch from the main control board 1310 via the payout control I / O port. In addition, it receives detection signals from the full tank detection sensor 154, and detection signals from the ball depletion detection sensor 574 and the payout detection sensor 591. 【0026】 Detection signals from the ball depletion detection sensor 574 of the ball induction unit and the payout detection sensor 591 of the payout device are input to the payout control input circuit and then to the payout control MPU via the payout control I / O port. Similarly, a detection signal from the full tank detection sensor 154 is input to the payout control input circuit and then to the payout control MPU via the payout control I / O port. 【0027】 The payout control MPU outputs a drive signal to the payout motor 584 via the payout control I / O to drive the payout motor 584, outputs a signal to the error LED display to show the status of the pachinko machine 1 via the payout control I / O port to the error LED display, sends commands to indicate the status of the pachinko machine 1 to the main control board 1310 serially via the payout control I / O port, and outputs the number of game balls actually dispensed to an external terminal via the payout control I / O port. This external terminal is connected to a hall computer installed on the gaming hall side. This hall computer monitors the players' games by knowing the number of game balls dispensed by the pachinko machine 1 and game information of the pachinko machine 1. 【0028】 The error LED indicator (not shown in the diagram) is a segment display that shows the status of the pachinko machine 1 by displaying alphanumeric characters, shapes, etc. Errors are classified into strong errors, which stop the game and trigger a notification, and weak errors, which are triggered while the game is still in progress. The launch ball sensor (not shown) that detects game balls B launched into the game area 5a, and the error that detects an unauthorized magnetic field within the game area 5a are examples of strong errors. Examples of minor errors include a full tank error (an error indicating that the foul cover unit is full with game balls B stored inside, based on a detection signal from a full tank detection sensor (not shown) provided in the foul cover unit (not shown), which receives game balls that have been missed into the game area 5a and discharges them into the lower tray (not shown)), a ball out error (an error indicating that there are no game balls B in the dispensing device, based on a detection signal from a ball out detection sensor 574 installed inside the dispensing device (not shown)), and a counting switch error (an error indicating that there is a malfunction in the dispensing detection sensor 591, based on a detection signal from a dispensing detection sensor 591 installed in the dispensing passage (not shown) inside the dispensing device, which detects game balls B). 【0029】 The launch control unit 633b controls the launch using the launch solenoid 542 and the ball feeding using the ball feeding solenoid 145. The launch control unit 633b controls the launch solenoid 542 and the ball feeding solenoid 145 so that 100 game balls B are launched towards the game area 5a per minute. 【0030】 In the handle unit 500, detection signals from the handle touch sensor 192, which detects whether or not the palm or fingers are touching the handle, and the launch stop button sensor 194, which detects whether or not the launch of the game balls should be forcibly stopped by the player's will, are input to the launch control input circuit and then to the launch timing control circuit. The handle rotation detection sensor 189 detects the rotation position of the handle. The intensity at which the game balls are launched toward the game area 5a is electrically adjusted according to the detected rotation position. 【0031】 The peripheral control board 1510 includes a peripheral control unit 1511 that performs performance control based on commands from the main control board 1310, and a performance display control unit 1512 that performs drawing control of the performance display device 1600 based on control data from the peripheral control unit 1511. 【0032】 The peripheral control unit 1511, which controls the performance on the peripheral control board 1510, is not shown in detail in the illustration, but it includes a peripheral control MPU as a microprocessor, a peripheral control ROM that stores various processing programs and commands, a sound source IC that performs high-quality sound playback, and a sound ROM that stores sound information such as music, voice, and sound effects that the sound source IC references. 【0033】 The peripheral control MPU incorporates multiple parallel I / O ports, serial I / O ports, etc. Upon receiving various commands from the main control board 1310, it transmits light emission data from the serial I / O port for the lamp drive board to the decorative board 184 to output lighting signals, blinking signals, or gradation lighting signals to the color LEDs, etc., provided on the decorative board 184 of the game board 5 and door frame, etc., based on these commands. It also transmits drive data from the serial I / O port for the game board decorative drive board to output drive signals to the drive motors that operate various performance units. The system transmits door-side light emission data, which consists of door-side light emission data for transmitting to a motor or drive solenoid, or for outputting lighting signals, flashing signals, or gradation lighting signals to color LEDs, etc., provided on a decorative substrate 184 such as the door frame, from the serial I / O port for the frame decorative drive substrate to the door frame 3 side. It also transmits control data (display commands) indicating the screen to be displayed on the performance display device 1600 from the serial I / O port for the display control unit to the performance display control unit 1512, and outputs control signals (sound commands) for extracting sound information from the sound ROM to the sound source IC. The LEDs whose illumination is controlled by the peripheral control MPU include a fourth symbol display that shows the result of the special symbol lottery. 【0034】 Furthermore, detection signals from the pressure detection sensor 381 of the pressure operation unit 303 and the rotation detection sensor 347 of the rotation operation unit 302 are input to the peripheral control MPU. The peripheral control MPU also receives a signal (operation signal) from the performance display control unit 1512 indicating that the performance display control unit 1512 is operating normally, and monitors the operation of the performance display control unit 1512 based on this operation signal. 【0035】 The sound source IC extracts sound information from the sound ROM based on control data (sound commands) from the peripheral control MPU, and controls the speakers 354 installed in the door frame, main body frame, etc., to play music and sound effects that match the various effects. 【0036】 Furthermore, the peripheral control unit 1511 is equipped with an external WDT (watchdog timer), not just the internal WDT built into the peripheral control MPU, and the peripheral control MPU uses both the internal and external WDTs to diagnose whether or not its system is malfunctioning. 【0037】 The display control unit 1512 controls the drawing of the display device 1600. Although detailed illustrations are omitted, the display control unit 1512 includes a display control MPU as a microprocessor, a display control ROM that stores various processing programs, various commands and various data, a VDP (Video Display Processor) that controls the display of the display device 1600, an image ROM that stores various data of the screen displayed on the display device 1600, and an image RAM to which the various data stored in the image ROM is transferred and copied. 【0038】 This display control MPU incorporates parallel I / O ports, serial I / O ports, etc., and controls the VDP based on control data (display commands) from the peripheral control unit 1511 to control the drawing of the display device 1600. When the display control MPU is operating normally, it outputs an operation signal to the peripheral control unit 1511 to indicate that it is operating normally. The display control MPU also receives an execution signal from the VDP, and triggers an interrupt process when the output of this execution signal stops every 16ms. 【0039】 Next, an example of control processing performed by the main control board 1310 (particularly the main control MPU) will be described. Figure 3(a) is a flowchart showing the procedure of control processing performed by the main control MPU of the main control board 1310 when power is turned on to the pachinko machine 1. 【0040】 As shown in Figure 3(a), in this embodiment, the main control board 1310 first initializes the data stored in various registers and the RAM built into the main control MPU (hereinafter referred to as the main control built-in RAM) as the process of step S1, provided that the RAM clear switch of the main control board 1310 is operated. The RAM clear switch is located on the back side of the pachinko machine 1 and cannot be operated unless the main frame 4 is opened. The RAM clear switch also outputs a clear signal to the main control board 1310 in response to an operation before a predetermined period (for example, 1 second) has elapsed since power-on, and when the main control MPU determines that a clear signal has been input at power-on, it executes the initialization process (step S1) to initialize the data stored in various registers and the main control built-in RAM. 【0041】 Although not shown in the diagram, in this example, when the power to the pachinko machine 1 is cut off, a backup process is executed to save information indicating the progress of the game (e.g., various flags, etc.) to the main control's built-in RAM. Then, when the power to the pachinko machine 1 is turned on, if the RAM clear switch is not operated, the information saved in the main control's built-in RAM during the backup process is referenced without executing the initialization process (step S1), and a recovery process is executed to restore the machine to a state corresponding to that information. Furthermore, if the RAM clear switch is operated when the power to the pachinko machine 1 is turned on, the initialization process is executed without executing the recovery process to set the pachinko machine 1 to its initial state. Also, if the initialization process is executed, the game state will be controlled to a non-time-saving state. 【0042】 Next, as the process of step S2, a random number is updated, which is a number that is updated within a predetermined numerical range. That is, the main control board 1310 according to this embodiment is equipped with a random number counter that holds random numbers such as special random numbers (first special random number, second special random number) used in a lottery process for the display mode when the variable display of the special symbols stops, variable random numbers used in a lottery process for a predetermined time (variation time) required for controlling the variable display of the special symbols, reach random numbers used in a lottery process to determine whether or not to make it a reach (whether or not to execute the performance) as a game performance to be executed by the performance display device 1600 in response to the variable display of the special symbols, symbol random numbers (first symbol random number, second symbol random number) used in a lottery process to determine the type of jackpot when it is determined to be a jackpot based on the special random numbers, and random numbers (ordinary random number) used in a lottery process for determining whether or not to win, which is the trigger for opening the second start opening 2004. 【0043】 In this example, the first and second special symbols use the same random number for reaching, meaning that whether the ball enters the first starting slot 2002 or the second starting slot 2004, the random number is obtained from the same counter that updates the random number. However, the execution rate of the reach animation may be made different by obtaining the random number from a counter with a different range of random numbers for updating the random number. Alternatively, the execution rate of the reach animation may be made different by providing a first reach judgment table corresponding to the first special symbol and a second reach judgment table corresponding to the second special symbol, which has different judgment values set than the first reach judgment table, as reach judgment tables to compare with the obtained random number. 【0044】 In step S2, the random number counter is operated in such a way that only the random numbers that are not related to winning or losing (variable random numbers) are updated. After steps S1 and S2 are performed, only step S2 is basically repeated. However, in this embodiment, for example, the following timer interrupt control is performed every 4ms. 【0045】 Figure 3(b) is a flowchart showing the processing procedure for timer interrupt control that is periodically performed by the main control MPU of the main control board 1310. 【0046】 As shown in Figure 3(b), in this interrupt control, first, as the process of step S11, a register saving process is performed. Next, as the process of step S12, detection signals from various sensors are input, such as the gate sensor 2801, the first start port sensor 3052, the second start port sensor 2401, the first count sensor that detects the game ball B received into the large prize port 2005, the general prize port sensor 3001, and various magnetic sensors. Then, as the process of step S13, a random number update process is performed to update the value of the random number counter that generates the random numbers. In this process of step S13, the counter operation of the random number counter is performed in such a way that the random numbers related to the display mode when the display of the special symbols and the normal symbols stops (special random numbers, normal random numbers) are updated. 【0047】 After the random numbers have been updated in this manner, the main control MPU of the main control board 1310 executes a special symbol process as the process of step S14, which includes a lottery process for the display mode when the display of the special symbols stops. This special symbol process will be described later, but basically, the relevant process is selectively executed based on the special symbol process flags (first special symbol process flag, second special symbol process flag) that indicate the progress of the game and are stored in the main control's built-in RAM. 【0048】 Next, the main control MPU of the main control board 1310 executes a normal symbol process process as the process of step S15, which includes a lottery process for determining whether a win occurs, which is the trigger for opening the second start opening 2004. In this normal symbol process process, the relevant process is basically executed selectively according to the normal symbol process flag that indicates the progress of the game. 【0049】 Furthermore, once the special pattern processing (step S14) and the normal pattern processing (step S15) are performed, the main control MPU of the main control board 1310 then performs the process in step S16, which involves sending a command set in a predetermined area of the main control's built-in RAM during the special pattern processing to the peripheral control board 1510 or the like. Next, in step S17, it performs the process of sending a command set in a predetermined area of the main control's built-in RAM during the normal pattern processing to, for example, the peripheral control board 1510 or the like. 【0050】 Furthermore, the main control MPU of the main control board 1310 then performs information output processing as the process in step S18, which outputs data such as winning information that is supplied to a hall management computer. 【0051】 Next, as part of the process in step S19, the main control MPU of the main control board 1310 executes prize ball processing, which outputs a payout control command to the payout control board 63 so that prize balls corresponding to the signals are paid out to the player when the detection signals of the first start port sensor 3052, the second start port sensor 2401, the first count sensor, the second count sensor, the general prize port sensor 3051, etc. are in the ON state. As a result, the payout control MPU mounted on the payout control board 63 outputs a drive signal to the payout motor 584 and pays out prize balls to the player. In this example, when game ball B enters the first start opening 2002 and the first start opening sensor 3052 turns on, "3 balls" are paid out to the player. When game ball B enters the second start opening 2004 and the second start opening sensor 2401 turns on, "1 ball" is paid out. When game ball B enters the large prize opening 2005 and the first count sensor turns on, "15 balls" are paid out. When game ball B enters the general prize opening 2001 and the general prize opening sensor 3051 turns on, "8 balls" are paid out to the player. 【0052】 Furthermore, the main control MPU of the main control board 1310 then performs a memory process in step S20 to check for increases or decreases in the number of reserved memories. Next, in step S21, it performs a test terminal process, which outputs a test signal to allow the control state of the pachinko machine 1 to be confirmed outside the game machine. After that, it performs drive control of the actuators that are always in operation (step S22), restores the contents of the above registers (step S23), and when it is set to the interrupt-enabled state (step S24), this control ends. 【0053】 With the above control, in this embodiment, the game control process will be activated every 4ms. In this embodiment, the game control process is executed by an interrupt process using a timer, but the interrupt process may only set a flag indicating that an interrupt has occurred. However, in this case, the game control process will be executed in the main process. 【0054】 Figure 4 is a flowchart showing the procedure for the special pattern processing (step S14) described above. Now, assuming that the random numbers used for various lottery processes have been updated (step S13), the main control MPU of the main control board 1310 first executes the start prize determination process (S31), as shown in Figure 4. 【0055】 An example of the start-up prize determination process is described below. When the main control MPU of the main control board 1310 detects the entry of a game ball into the first start-up opening 2002, it obtains from the random number counter a first special random number to determine the result of the first special lottery, a reach random number to determine whether a reach is executed, a first symbol random number, and a variation random number to determine the variation pattern. The main control MPU of the main control board 1310 updates the number of reserved first special random numbers in the main control's built-in RAM up to a predetermined number (for example, 4) (i.e., if the number of reserved numbers has already reached the upper limit, the update process is not performed). In other words, when the entry of game ball B into the first start-up opening 2002 is detected while the number of reserved first special random numbers has not reached the upper limit, the start condition for the first special symbol variation corresponding to that entry is met. Also, when the entry of game ball B into the second start-up opening 2004 is detected while the number of reserved second special random numbers has not reached the upper limit, the start condition for the second special symbol variation corresponding to that entry is met. Regarding the first special symbol, it is possible to display an indication (for example, the number of reserved symbols) that the lottery information stored is in which the starting conditions have been met but the start conditions have not been met. This indication may be displayed on both the performance display device 1600 (the display on the performance display device 1600 is controlled by the peripheral control MPU) and the first special reserved symbol indicator, which is an LED (the display on the first special reserved symbol indicator is controlled by the main control MPU), or it may be displayed on only one of them. Similarly, regarding the second special symbol, it is possible to display an indication (for example, the number of reserved symbols) that is in which the lottery information stored is in which the starting conditions have been met but the start conditions have not been met. This indication may be displayed on both the performance display device 1600 (the display on the performance display device 1600 is controlled by the peripheral control MPU) and the second special reserved symbol indicator, which is an LED (the display on the second special reserved symbol indicator is controlled by the main control MPU), or it may be displayed on only one of them. 【0056】 Furthermore, the main control MPU of the main control board 1310 may perform a pre-determination process for performances, which determines, based on the acquired first special random number, reach random number, first symbol random number, and fluctuation random number, whether or not the display result of the fluctuation display of the first special symbol will be a jackpot, the type of jackpot if it is a jackpot, and, if it is not a jackpot, whether to execute a reach performance as a game performance to be executed on the performance display device 1600, or the type of performance (type of fluctuation pattern) of the game performance to be executed, before starting the fluctuation display corresponding to the initial win. 【0057】 In this pre-determination process, a pre-determination table (not shown) is compared with the acquired first special random number, first symbol random number, reach random number, and fluctuating random number to pre-determine whether or not a jackpot will occur, the type of jackpot if a jackpot is occurred, and if not a jackpot, whether a reach animation will be executed as a game animation on the performance display device 1600, and the type of game animation to be executed, etc. The main control MPU of the main control board 1310 sends a command to the peripheral control board 1510 that associates this pre-determination information with the value of the reserve memory counter (i.e., which reserve's first special random number the pre-determination information corresponds to) before the fluctuating display corresponding to the starting win is started (start condition is met). As a result, the peripheral control MPU of the peripheral control board 1510 can execute a so-called pre-read animation (pre-animation) corresponding to the starting win before the fluctuating display corresponding to the starting win is started (start condition is met). 【0058】 The process performed when the main control MPU of the main control board 1310 detects the entry of a game ball into the second start opening 2004 is the same as the process performed when a game ball is detected entering the first start opening 2002, although the random numbers and tables used for determination are different, so the explanation is omitted. 【0059】 Following the start determination process in step S31, the main control MPU determines whether a "jackpot execution in progress" flag, which indicates that the game is being controlled for a jackpot, is set (step S32). If the "jackpot execution in progress" flag is set, it executes a jackpot control process (step S36) to control the jackpot game. In the jackpot control process, if the result of the lottery process regarding the display pattern when the first or second special symbol stops changing (the result of the win determination and the content of the jackpot type) indicates, for example, a "15R jackpot", it executes a process to control the game for a 15R jackpot by repeating an opening and closing pattern 15 times, where the large prize slot 2005 is kept open for a long time (for example, 28.5 seconds) or when it is detected that 10 game balls B have entered the large prize slot 2005. 【0060】 Furthermore, in the jackpot control process, after controlling the opening of the large prize entry point 2005, the process of setting the time-saving flag is executed. The time-saving flag is a flag that indicates that time-saving control (control executed in the time-saving state) is in progress. It is set when the jackpot game based on a jackpot that will have time-saving control after the jackpot game ends, and is reset in the first special symbol stop process or the second special symbol stop process of the second special symbol process described later. 【0061】 Furthermore, if the flag indicating that a jackpot is in progress is not set, the main control MPU executes the first special symbol process, including a lottery process related to the display mode when the first special symbol stops moving, provided that the value of the second special symbol reserve counter, which indicates the number of second special random numbers stored in the second special symbol reserve memory area, is "0" (step S33) (step S34). If the value of the second special symbol reserve counter, which indicates the number of second special random numbers stored in the second special symbol reserve memory area, is not "0" (step S33), the second special symbol process, including a lottery process related to the display mode when the second special symbol stops moving, executes the second special symbol process (step S35). 【0062】 Figure 5 is a flowchart showing the procedure for the first special symbol process (step S34). Note that the first special symbol process executed in step S34 of the special symbol process and the second special symbol process executed in step S35 of the special symbol process are the same program module, differing only in the random numbers and tables used for determination. Therefore, only the first special symbol process executed in step S38 of the special symbol process will be explained here. In the first special symbol process, provided that the interval timer described later has timed out (YES in step S85), one of the following five process processes will be selectively executed according to the first special symbol process flag. Note that if the interval timer has not timed out (NO in step S85), the process will terminate without executing the following processes. 【0063】 1. The first special random number stored in the main control's built-in RAM is read, and based on the read first special random number, a lottery process is performed regarding the display mode when the variation control of the first special symbol stops (step S80). 【0064】 2. First special symbol stop symbol setting process (step S81) in which a process is performed to determine the display mode when the first special symbol's fluctuation control is stopped, based on the result of a lottery process regarding the display mode when the first special symbol's fluctuation control is stopped. 【0065】 3. First variation pattern setting process (step S82) is performed, which involves a lottery process for determining the variation pattern of the first special symbol displayed on the first special symbol display unit of the function display unit 1400 based on the fluctuating random number, and for determining the variation pattern of the performance display executed on the performance display device 1600 in correspondence with the first special symbol. 4. First special symbol variation processing (step S83) waits until the variation display of the first special symbol on the first special symbol display unit of the function display unit 1400 stops. 【0066】 5. First special symbol stop processing (step S84) to stop the display of the first special symbol so that the display mode of the first special symbol when the control of the first special symbol is stopped, determined based on the result of the lottery process for the display mode of the first special symbol when the control of the first special symbol is stopped, is displayed on the first special symbol display of the function display unit 1400. 【0067】 Furthermore, the above-mentioned first special symbol process flag is operated to indicate that the above-mentioned first special symbol normal processing (step S80) should be performed in the processing of step S1. 【0068】 An example of the normal processing of the first special symbol (step S80) described above will be explained. When the first special symbol process flag indicates that the normal processing of the first special symbol should be performed, the main control MPU of the main control board 1310 reads random numbers (for example, first special random number, first symbol random number, reach random number, fluctuation random number) from the main control built-in RAM, decrements the first special reserved number counter by 1, and shifts the random numbers (first special random number, first symbol random number, reach random number, fluctuation random number) related to the display mode when the fluctuation display of the first special symbol stops, which are stored in each memory area of the first special symbol reserved memory area of the main control built-in RAM, in a first-in, first-out manner. Furthermore, the main control MPU of the main control board 1310 performs a win determination process, which is a lottery process for determining whether to win a big win or a small win, based on the first special random number of the first special symbol that has been read out. Subsequently, when the process flag for the first special symbol is updated to transition to the process for setting the first special symbol stop symbol (step S81), the normal process for the first special symbol is terminated. 【0069】 In the above-mentioned hit determination process, the hit determination table stored in the main control's built-in ROM is compared with a special random number (the first special random number read during the first special symbol normal processing if the first special symbol normal processing is being executed, or the second special random number read during the second special symbol normal processing if the second special symbol normal processing is being executed) to determine whether a jackpot has been won, and the jackpot flag is set according to the determination result. If a jackpot has not been won, i.e., if it is determined to be a miss, the reach determination table stored in the main control's built-in ROM is compared with the read reach random number (the reach random number read during the first special symbol normal processing if the first special symbol normal processing is being executed, or the reach random number read during the second special symbol normal processing if the second special symbol normal processing is being executed) to determine whether or not to perform a reach, and if so, what type of reach to perform, and the reach flag is set according to the determination result. 【0070】 An example of the above-mentioned first special symbol stop symbol setting process (step S81) will be described. When the above-mentioned first special symbol process flag indicates that the first special symbol stop symbol setting process should be performed, the main control MPU of the main control board 1310 first determines the result of the lottery process for the display pattern when the variation display of the first special symbol stops, that is, the result of the above-mentioned win determination process, and determines the stop jackpot symbol or losing symbol based on the determination result. The main control MPU of the main control board 1310 sends a determination result notification command indicating the lottery result (indicating one of the following: type of jackpot, minor win, reach failure, or loss (which may also indicate the pattern of the stop symbol of the first special symbol)) to the peripheral control board 1510, and updates the above-mentioned first special symbol process flag so that the process can proceed to the above-mentioned first variation pattern setting process (step S82). 【0071】 An example of the first variation pattern setting process (step S82) described above will be explained. When the first special symbol process flag indicates that the first variation pattern setting process should be performed, the main control MPU of the main control board 1310 selects a variation pattern table (not shown) corresponding to the type of jackpot determined if the jackpot flag is set, selects a variation pattern table (not shown) for when the game is in a reach if the reach flag is set, and selects a variation pattern table (not shown) for when the game is in a reach if neither the jackpot flag nor the reach flag is set, i.e., it is a normal miss (a miss where the reach animation is not performed). In this case, the MPU selects a variation pattern table (not shown) for when the game is in a miss. Each variation pattern table is stored in the main control's built-in ROM. 【0072】 Then, by comparing the selected variation pattern table with the variation random number read during the normal processing of the first special symbol, the variation pattern to be executed is determined, and a variation pattern command is sent to the peripheral control board 1510 to notify it that the determined variation pattern should be started, thereby starting the variation display of the first special symbol displayed on the first special symbol display unit 1400 (start condition met). In addition, once the variation pattern is determined, the main control MPU sets the variation time corresponding to the determined variation pattern in the variation timer. As a result, the variation display control of the first special symbol is performed on the first special symbol display unit 1400 for the duration determined in this way, and the performance control is performed on the performance display device 1600 in synchronization with the variation display of the special symbol. 【0073】 Furthermore, in the variation pattern table for this example, for instance, the variation time corresponding to the first special random number is set to 13-60 seconds in the non-time-saving state and 4-60 seconds in the time-saving state. Similarly, the variation time corresponding to the second special random number is set to 13-60 seconds in the non-time-saving state and 2-60 seconds in the time-saving state. 【0074】 When the variable display control of the first special symbol is started, it is determined whether the counter value of the time-saving count counter, which sets the number of times the time-saving state will continue, is "0". If this counter value is not "0", the time-saving count counter is counted down, and then it is further determined whether the counter value of the simultaneous time-saving count counter is "0". If the result of this is "0", a time-saving end flag is set to indicate that the above time-saving control has ended. 【0075】 If it is determined that the time reduction count is not "0", the process ends when the above-mentioned first special symbol process flag is updated (step S155) so that the process will proceed to the above-mentioned first special symbol variation process (step S83). 【0076】 An example of the first special symbol variation process (step S83) described above will be explained. When the first special symbol process flag indicates that the first special symbol variation process should be performed, the main control MPU of the main control board 1310 decrements the variation timer, which is set to have a variation time corresponding to the variation pattern determined in the variation pattern lottery process (step S82), by 1. When the variation time timer becomes 0, that is, when it is determined that the lottery-determined variation time has elapsed, the first special symbol process flag is updated so that the process proceeds to the first special symbol stop process (step S84). 【0077】 An example of the first special symbol stop processing (step S84) described above will be explained. When the first special symbol process flag indicates that the first special symbol stop processing should be performed, the main control MPU of the main control board 1310 first performs display control to display the stop symbol determined in the first special symbol stop symbol setting processing on the first special symbol display unit 1400, and also sends a stop display command to the peripheral control board 1510 instructing the performance display device 1600 to display the derived display result of the decorative symbol corresponding to the stop symbol of the first special symbol. 【0078】 Next, the main control MPU of the main control board 1310 resets the time-saving termination flag and the time-saving flag when the time-saving termination flag is set. As a result, when the special symbols (first special symbol, second special symbol) have been displayed for a predetermined number of times (for example, 100 times), the time-saving control ends and control in the non-time-saving state begins. 【0079】 During the time-saving mode, instructions recommending so-called right-handed play (hereinafter also referred to as right-handed play instructions) are given using the display device 1600 and speaker 354, etc., in order to get the game ball B into the second starting port 2004. As mentioned above, once a predetermined number of special symbol variations have been completed since the start of the time-saving mode, the time-saving mode ends and the machine returns to the normal mode (non-time-saving mode). Upon returning to the normal mode, the right-handed play instructions end and instructions recommending so-called left-handed play (hereinafter also referred to as left-handed play instructions) are given using the display device 1600 and speaker 354, etc., in order to get the game ball B into the first starting port 2002. 【0080】 For example, if the number of time-saving rounds is 100 (i.e., the time-saving state ends when 100 special symbol variations are completed from the start of the time-saving state), then, for example, by inserting game ball B into the second start port 2004 during the execution of the 100th variation from the start of the time-saving state (i.e., the final variation of the time-saving state), it is possible to perform up to 4 second special symbol variations in the normal state after the end of the time-saving state. 【0081】 In other words, after the time-saving mode ends, although the second special symbol variation (which is mainly possible during the time-saving mode) is performed, the state is still the normal state, so a state occurs where the instruction to shoot to the left, which is a different way of playing than during the time-saving mode, is executed. 【0082】 Furthermore, once the second special symbol variation jackpot variation ends, the jackpot game begins. During the jackpot game, in order to get the game balls into the big prize slot, the instruction to shoot to the right is given, just as during the time-saving state. 【0083】 Furthermore, in the normal state after the time-saving mode ends, if the player shoots to the right, they can receive a lottery that is more advantageous to the player than the special lottery, such as the normal lottery, when the game ball B passes through the gate section 2003. However, the probability of winning in the normal lottery is extremely low (or zero), making it difficult for game ball B to enter the second start opening 2004. As a result, there are fewer opportunities to receive the special lottery compared to when the player shoots to the left, meaning the probability of winning a jackpot decreases. Thus, if the player shoots to the right in a situation where they should be shooting to the left (specifically, for example, when a predetermined number of game balls pass through the gate section 2003 within a predetermined time), a left-shooting warning animation will be executed to warn the player to shoot to the left. The left-shooting warning animation does not appear in situations where the player should be shooting to the right, such as during the time-saving mode or during a jackpot game. 【0084】 Furthermore, the main control MPU of the main control board 1310 determines whether the jackpot flag is set. If it determines that the jackpot flag is set, it sets a jackpot start command to indicate the start of a jackpot game according to the type of jackpot, sets the waiting time until the start of the jackpot game (the time for displaying information that the jackpot game is about to start) in the interval timer, sets the jackpot execution flag and the time reduction flag, and updates the first special symbol process flag to transition to the initial value of the first special symbol normal processing. If the main control MPU of the main control board 1310 determines that the jackpot flag is not set, it updates the first special symbol process flag to transition to the initial value of the first special symbol normal processing without executing the above process. 【0085】 Figure 6 is a flowchart showing the procedure for the jackpot control process (step S40) described above. In the jackpot control process, one of the following three process processes will be selectively executed depending on the jackpot process flag. 【0086】 1. Pre-opening process for the big prize slot (step S91) which waits until the peripheral control board 1510 notifies the player that the game will proceed to the big prize game based on the fact that the state in which the special symbols (first special symbol, second special symbol) stop changing has become a big prize symbol, or until the next round begins. 【0087】 2. The process of keeping the large prize slot 2005 open (step S92) involves controlling the large prize slot 2005 to an open state based on the fact that the pattern of the special symbol when the display stops changing to a jackpot symbol, or controlling the large prize slot 2005 to an open state based on the start of the next round, and closing the large prize slot 2005 after it has been open for a long time (e.g., 28.5 seconds) or when the first count sensor or the second count sensor detects that 10 game balls B have entered the large prize slot 2005. 【0088】 3. Post-opening processing of the jackpot opening (step S93) waits until the peripheral control board 1510 notifies the player that the jackpot game has ended when all rounds are completed. 【0089】 The above-mentioned jackpot process flag is operated in step S1 (see Figure 3) to indicate that the above-mentioned pre-opening process for the jackpot opening (step S91) should be performed. Furthermore, in the process during opening the jackpot opening (step S92), at the start of a round in which the jackpot opening 2005 is controlled to be open, a jackpot round start command corresponding to the number of rounds is set, and at the end of a round in which the jackpot opening 2005 is controlled to be closed, a jackpot round end command corresponding to the number of rounds is set. The jackpot round start command and the jackpot round end command are commands transmitted to the peripheral control board 1510, and the jackpot game performance corresponding to the number of rounds instructed by the jackpot round start command and the jackpot round end command is executed by the performance display device 1600, lamps / LEDs, speaker 354, etc. 【0090】 Figure 7 is a flowchart showing the procedure for the above-mentioned normal pattern processing (step S15). 【0091】 Now, in the process of step S801, if the detection signal from the gate sensor 2801 is ON and it is determined that a game ball B has passed through the gate section 2003, the main control MPU of the main control board 1310 will, as the process of step S802, first perform gate section passage processing such as obtaining a normal random number for a normal symbol from the random number counter and storing it in the normal symbol hold memory area of the RAM. 【0092】 Next, in the normal symbol process processing, one of the following five process processes is selectively executed depending on the normal symbol process flag. 【0093】 1. The normal processing of the normal symbols (step S803) involves reading a normal random number stored in the RAM of the main control MPU and performing a lottery process for the display mode when the control of the variation of the normal symbols stops, based on the read normal random number. 【0094】 2. A normal symbol variation pattern determination process (step S804) is performed based on the normal symbol variation random number, which includes a lottery process for determining the variation pattern (variation time) of the normal symbols displayed on the normal symbol display unit 1400. 3. Ordinary symbol variation processing (step S805) waits until the variation display of the ordinary symbols on the ordinary symbol display unit of the function display unit 1400 stops. 【0095】 4. A normal symbol stop process (step S806) that stops the normal symbol display so that the display mode when the normal symbol variation control is stopped, determined based on the result of a lottery process regarding the display mode when the normal symbol variation control is stopped, is displayed on the normal symbol display of the function display unit 1400. 【0096】 5. When the result of the lottery process regarding the state when the control of the regular symbols stops indicates a "regular symbol win", the regular electric mechanism opening process (step S807) executes a process to control the acceptance of game ball B into the second start opening 2004. 【0097】 Furthermore, the above-mentioned normal symbol process flag is operated in the process of step S1 described above to indicate that the above-mentioned normal symbol processing (step S803) should be performed. 【0098】 An example of the gate passage processing (S802) described above will be explained. If the detection signal from the gate sensor 2801 is ON and it is determined that a game ball has passed through the gate 2003, the main control MPU of the main control board 1310 obtains a normal random number and a normal symbol variation random number from the random number counter and updates the number of normal random numbers stored in the main control's built-in RAM up to a predetermined number (for example, 4) (i.e., if the number of stored normal random numbers has already reached the upper limit, the update process is not performed). When the passage of game ball B through the gate 2003 is detected while the number of stored normal random numbers has not reached the upper limit, the conditions for starting the normal symbol variation corresponding to that ball entry are met. Furthermore, for regular symbols, it is possible to display an indication that the system stores lottery information where the starting conditions have been met but the initial conditions have not been met (for example, the number of reserved symbols). This indication may be displayed on both the performance display device 1600 (the display on the performance display device 1600 is controlled by the peripheral control MPU) and the regular reserved symbol indicator, which is an LED (the display on the regular reserved symbol indicator is controlled by the main control MPU), or it may be displayed on only one of them. Then, the regular symbol process flag described above is updated so that the system proceeds to the regular symbol normal processing (step S803). 【0099】 An example of the normal processing of normal symbols (S803) described above will be explained. When the normal symbol process flag indicates that the normal processing of normal symbols should be performed, the main control MPU of the main control board 1310 determines whether or not there is a variable display control for the normal symbols in the pending state based on the counter value of the counter in the normal hold memory. If it is determined that there is a variable display control for the normal symbols in the pending state, the main control MPU reads out the random number stored in the earliest memory area of the normal symbol hold memory area of the RAM of the main control MPU, which is a random number related to the display mode of the normal symbols (for example, a normal random number and a normal symbol variable random number) stored in the normal symbol hold memory area of the RAM of the main control MPU. The count of the normal hold counter is then decremented by 1, and the random numbers related to the display mode when the variable display of the normal symbols is stopped (normal random number and normal symbol variable random number) stored in each memory area of the normal hold memory area of the RAM of the main control MPU are shifted in a first-in, first-out manner. 【0100】 Next, the main control MPU of the main control board 1310 compares the read random number with the random number judgment table stored in the main control's built-in ROM to determine whether it is a random number win. If it is determined to be a random number win, it sets a random number win flag to indicate that the spin has been awarded a random number win, and sets the random number win symbol as the state at which the random number spin control stops (the symbol that stops the random number). On the other hand, if it is determined not to be a random number win, it sets the random number loss symbol as the state at which the random number spin control stops (the symbol that stops the random number). 【0101】 After the lottery process for the regular symbols has been completed, a regular symbol judgment result notification command corresponding to the lottery result (indicating either a regular symbol win or a regular symbol loss) is sent to the peripheral control board 1510, and the regular symbol process flag is updated to proceed to the regular symbol variation pattern determination process (step S804). 【0102】 An example of the normal symbol variation pattern determination process (step S804) described above will be explained. When the normal symbol process flag indicates that the normal symbol variation pattern determination process should be performed, the main control MPU of the main control board 1310, if the time-saving flag is set, compares the normal symbol variation pattern determination table for time-saving periods stored in the main control's built-in ROM with the normal random numbers read in the normal symbol normal processing, and if the time-saving flag is set, compares the normal symbol variation pattern determination table for non-time-saving periods stored in the main control's built-in ROM with the normal random numbers read in the normal symbol normal processing, to determine the normal symbol variation pattern to be executed (normal symbol variation pattern). The main control MPU of the main control board 1310 sets a normal symbol variation pattern command to notify the peripheral control board 1510 of the start of normal symbol variation with the determined normal symbol variation pattern, and starts displaying the normal symbol variation on the normal symbol display of the function display unit 1400 (start condition met). 【0103】 Furthermore, once the main control MPU determines a regular symbol variation pattern, it sets the regular symbol variation time corresponding to this determined pattern in the regular symbol variation timer. As a result, the regular symbol display (display of the variation of the regular symbols) of the function display unit 1400 is controlled for the regular symbol variation time corresponding to the determined regular symbol variation pattern. 【0104】 Furthermore, in the normal symbol variation pattern determination table for non-time-saving mode in this example, the normal symbol variation time is set to, for example, 20 seconds. On the other hand, in the normal symbol variation pattern determination table for time-saving mode in this example, the normal symbol variation time is set to, for example, 0.8 seconds, so that it is shorter than the normal symbol variation pattern determination table for non-time-saving mode. The normal symbol variation pattern determination table is stored in the ROM of the main control MPU mentioned above. 【0105】 Furthermore, when the control of the variable display of the regular symbols is started, this process is terminated when the regular symbol process flag described above is updated to transition to the regular symbol variable process (step S805). 【0106】 An example of the above-mentioned normal symbol variation process (step S805) will be explained. When the above-mentioned normal symbol process flag indicates that the normal symbol variation process should be performed, the main control MPU of the main control board 1310 decrements the normal symbol variation timer, which has the normal symbol variation time set, by 1. Then, when it is determined that the normal symbol variation time timer is 0, that is, that the normal symbol variation time has elapsed, the above-mentioned normal symbol process flag is updated so that the process transitions to the above-mentioned first special symbol stop process (step S806). 【0107】 An example of the above-mentioned normal symbol stop processing (step S806) will be described below. When the above-mentioned normal symbol process flag indicates that the normal symbol stop processing should be performed, the main control MPU of the main control board 1310 performs display control to display the normal symbol stop pattern determined in the above-mentioned normal symbol normal processing on the normal symbol display of the function display unit 1400, and also sends a normal symbol stop display command to the peripheral control board 1510 to notify the derivation display of the stop pattern of the first special symbol. 【0108】 Next, when the above-mentioned regular win flag is set, the opening pattern of the second start port 2004 according to the current game state is set using the regular win opening pattern table stored in the main control's built-in ROM. Specifically, if the game is controlled to a non-time-saving state when the second start port 2004 starts to open, and a lottery result of a regular win is obtained through a lottery based on a normal random number, the start port solenoid 2514 that opens and closes the second start port 2004 is turned ON, and opening pattern A is executed in which the second start port 2004 opens and closes in a short opening manner (for example, 0.05 seconds). As a result, when opening pattern A is executed as the opening pattern for the second start port 2004, the time during which the second start port 2004 is open is short, making it difficult to put game balls into the second start port 2004 while it is open. In other words, in a non-time-saving state, even if the second start port 2004 is opened and closed, almost no game balls will enter. 【0109】 On the other hand, if the second start port 2004 is controlled to a time-saving state when it starts to open, and a lottery result of a normal win is obtained through a lottery based on a normal random number, the start port solenoid 2514 that opens and closes the second start port 2004 is turned ON, and opening pattern B is executed in which the second start port 2004 opens and closes in a long-open state (for example, 1.5 seconds). As a result, when opening pattern B is executed as the opening pattern for the second start port 2004, the time the second start port 2004 is open is longer, and it is possible to put a game ball into the second start port 2004 while it is in the open state. 【0110】 When the opening pattern for the second start opening 2004 is set, a regular symbol win start command is set to indicate the start of a regular symbol win game, and the regular symbol process flag is updated to transition to the regular electric mechanism opening process. The regular symbol win start command is a command transmitted to the peripheral control board 1510, and the regular symbol win game performance according to the type of regular symbol win instructed by the regular symbol win start command may be executed by the performance display device 1600, lamps / LEDs, speaker 354, etc. 【0111】 Furthermore, if the above-mentioned "Normal Pattern" flag is not set, the main control MPU of the main control board 1310 updates the "Normal Pattern" process flag to its initial value, "Normal Pattern" normal processing, without executing the above-mentioned process. 【0112】 An example of the above-mentioned ordinary electric mechanism opening process (step S807) will be explained. If it is determined that the second start port 2004 is in an open state, the main control MPU of the main control board 1310 controls the second start port 2004 to an open state, and if a predetermined time (the open time of the second start port 2004 in the set opening pattern) has elapsed, it turns off the start port solenoid 2514 that opens and closes the second start port 2004 and controls the second start port 2004 to a closed state, and then terminates this process. 【0113】 Furthermore, if it is determined that the second start port 2004 is in a closed state, the main control MPU of the main control board 1310 will turn on the start port solenoid 2514 that opens and closes the second start port 2004, and terminate this process when it controls the second start port 2004 to be in an open state. 【0114】 Furthermore, unless it is the timing to open the second start port 2004, the main control MPU of the main control board 1310 sets a normal symbol win termination command when the number of times the second start port 2004 has been opened reaches a predetermined number (the number of times the second start port 2004 has been opened in the set opening pattern). Then, when the normal symbol process flag is updated to its initial value, which is the normal symbol normal processing, this process is terminated. The normal symbol win termination command is sent to the peripheral control board 1510, and upon receiving the normal symbol win termination command, the peripheral control board 1510 may terminate the effects of the currently running normal symbol win game using the effects display device 1600, lamps / LEDs, and speaker 354, etc. 【0115】 Next, we will describe the processing performed by the peripheral control MPU mounted on the peripheral control board 1510. Figure 8 is a flowchart showing the processing procedure for the control performed by the peripheral control MPU mounted on the peripheral control board 1510 when power is turned on to the pachinko machine 1. 【0116】 When power is supplied to the pachinko machine 1, the peripheral control MPU performs an initial setup process (step S501). This initial setup process includes clearing the RAM built into the peripheral control MPU mounted on the peripheral control board 1510. Interrupts are disabled during this initial setup process and are enabled afterward. Once the initial setup process (step S501) is complete, a loop process begins to monitor whether the 16ms elapsed flag T has been set (step S502). 【0117】 In this embodiment, the peripheral control MPU generates an interrupt every 2ms and executes a 2ms steady-state process. During the 2ms steady-state process, a process is executed to increment the 16ms elapsed monitoring counter (add 1 to the 16ms elapsed monitoring counter). When the value of the 16ms elapsed monitoring counter reaches 8, that is, when 16ms has elapsed, the 16ms elapsed flag T is set, and the 16ms elapsed monitoring counter is reset (set to 0). In this way, the 16ms elapsed flag T is set to "1" every 16ms during the 2ms steady-state process and is normally set to "0". If the 16ms elapsed flag is set in step S502 (the 16ms elapsed flag T is "1"), the 16ms elapsed flag is reset (step S503), and then the 16ms steady-state process is performed (step S504). 【0118】 In this 16ms steady-state processing, the process of controlling the performance display device 1600, lamps / LEDs, speaker 354, etc., based on commands received from the main control board 1310 is executed. When the 16ms steady-state processing is completed, the process returns to step S502, and steps S503 to S504 described above are repeated each time the 16ms elapsed flag T is set, that is, every 16ms. On the other hand, if the 16ms elapsed flag T is not set in step S502 (the 16ms elapsed flag T is "0"), the loop processing is performed until the 16ms elapsed flag T is set. 【0119】 Figure 9 is a flowchart showing an example of a 16ms steady-state process executed every 16ms in the sub-main process. In the 16ms steady-state process, the peripheral control MPU executes the processes from steps S601 to S606. In the command analysis process of step S601, the command received from the main control board 1310 is analyzed. In the performance control process of step S602, control processing related to the performance display device 1600 is executed based on the receipt of the variable pattern command that was transmitted after being set in the variable pattern setting process (first variable pattern setting process and second variable pattern setting process). 【0120】 Furthermore, in step S603, the sound control processing executes control processing related to the speaker 354 installed in the pachinko machine 1. In step S604, the lamp control processing executes control processing related to the lamps and LEDs installed in the pachinko machine 1. In step S605, the information output processing executes processes such as sending lamp and LED lighting signals to various decorative boards 184, 273, etc. In step S606, the random number update processing executes processes to update the random numbers used for various settings in the performance control processing (step S602). 【0121】 Furthermore, the processing in steps S601 to S606 of the 16mS steady-state processing will be completed within 16mS. Even if it takes more than 16mS from the start to the end of the 16mS steady-state processing, the 16mS steady-state processing will not be executed from the beginning (starting from the command analysis process in step S601) immediately after 16mS has elapsed since the start of the 16mS steady-state processing. In other words, if 16mS has elapsed during the execution of the 16mS steady-state processing, only the 16mS elapsed flag will be set, and the 16mS steady-state processing will be started in step S502 when it is determined that the 16mS elapsed flag has been set after the completion of the 16mS steady-state processing. 【0122】 Furthermore, in this embodiment, the random number update process (step S606) is performed in the 16ms steady-state process to update various random numbers, but the timing of updating the various random numbers is not limited to this. For example, the various random numbers may be updated in either the loop process in the sub-main process or the 16ms steady-state process, or both. 【0123】 Figure 10 is a flowchart showing an example of the performance control process (step S602). In the performance control process, the peripheral control MPU selectively executes one of the following five process processes according to the performance process flags indicating the progress of the game stored in the peripheral control MPU of the peripheral control board 1510. 【0124】 1. After performing processes to control the performance display device 1600, LEDs, speaker 354, etc., based on the variation pattern commands (first variation pattern command for the variation pattern of the first special symbol, second variation pattern command for the variation pattern of the second special symbol) that indicate the variation patterns of the special symbols (first special symbol, second special symbol) analyzed in the above command analysis process, the variation performance start process (step S711) changes the above performance process flag to a value corresponding to the variation performance in progress. 【0125】 2. The elapsed time since the start of control of the performance display device 1600, LED and speaker 354, etc. is measured, and processing is performed to control the performance display device 1600, LED and speaker 354, etc. according to the elapsed time, and the performance process flag is changed to a value corresponding to the variation end processing when the variation time corresponding to the variation pattern of the special symbols (first special symbol, second special symbol) has elapsed. (Variation performance processing (step S712)) 【0126】 3. Based on the receipt of a stop display command instructing the stopping of the display of special symbols (first special symbol, second special symbol), a process is performed to derive and display a predetermined display result. If it is a miss, the above performance process flag is changed to a value corresponding to the performance start process; if it is a big win, it is changed to a value corresponding to the big win performance process; and if it is a small win, it is changed to a value corresponding to the small win performance process. (Performance end process (step S713)) 【0127】 4. Based on the receipt of a jackpot start command instructing the start of a jackpot game, the display device 1600 performs processing to control the display during the jackpot game, and when the jackpot game ends, the above-mentioned performance process flag is changed to a value corresponding to the variable performance start processing (step S714). 【0128】 Through the above process, the display device 1600 will start displaying the variation of decorative symbols in sync with the variation of special symbols (first special symbol, second special symbol) displayed on the special symbol display devices (first special symbol display device of function display unit 1400, second special symbol display device of function display unit 1400). If the special symbol variation does not occur for a predetermined time, the display device 1600 will display a demo screen (a predetermined video including characters and story that appear in the performance of the pachinko machine 1, an explanation of the performance, the model name, and the manufacturer name, etc.) indicating that the machine is in a waiting state. Furthermore, any performance that is performed during the execution of special symbol variation as described in this embodiment and shows the result of a special lottery (special symbol variation performance) can be replaced with a performance that is performed during the execution of normal symbol variation and shows the result of a normal lottery (normal symbol variation performance). Furthermore, when a special symbol variation effect is replaced with a regular symbol variation effect, the triggers for the execution of the special symbol variation effect that relate to special symbols will be replaced with those relating to regular symbols (for example, the entry of game ball B into the first start opening 2002 and the entry of game ball B into the second start opening 2004 will be replaced with the passage of game ball B into the gate section 2003, the triggers relating to the results of the special lottery will be replaced with the triggers relating to the results of the regular lottery, and the triggers relating to the number of reserved special random numbers will be replaced with the triggers relating to the number of reserved regular random numbers, etc.). Also, when a special symbol variation effect is replaced with a regular symbol variation effect, it is advisable to ensure that a win in the regular symbol lottery results in a win in the special lottery. Specifically, for example, if a win occurs in the regular lottery, the opening and closing mechanism provided in the second start gate 2004 opens, allowing the player to participate in the second special lottery. However, if the probability of winning the second special lottery is configured to be effectively 1 / 1 due to minor wins, then a win in the regular symbol lottery will result in a win in the second special lottery. In this case, the regular symbol variation animation can be said to indicate the result of the special lottery. 【0129】 [2. Attack animation] Figures 11 and 12 are explanatory diagrams showing examples of attack sequences when an operation validity period for an attack sequence occurs (a period that ends when a predetermined operation on a predetermined control unit is detected during that period, or when a predetermined time has elapsed from the start of that period), and an operation to launch an attack is performed during that operation validity period. An attack sequence is an sequence that is performed, for example, before the start of a reach sequence during a spin when a reach sequence is performed, or during a spin when a reach sequence is not performed. An attack sequence is an sequence that is performed regardless of which spin pattern is selected, for example, when a start entry is made into the first start slot 2002 or the second start slot 2004 and a jackpot flag is set, or when a reach flag is set. If a start entry is made into the first start slot 2002 or the second start slot 2004 and neither the jackpot flag nor the reach flag is set, an attack sequence is performed when a predetermined spin pattern is selected. 【0130】 In the attack animation, an operation validity period occurs. If a predetermined operation is performed on a predetermined control unit during this period, the ally character (the white character in the diagram) will perform either a punch or a kick against the enemy character (the character with diagonal lines in the diagram). If the attack hits the enemy character, the animation will then progress to a reach animation. If the enemy character dodges the attack, the animation will not progress to a reach animation, and the decorative symbols will stop with a losing combination, ending the ongoing animation. For example, in the attack animation when a variation pattern that performs a reach is selected, the probability of the ally character performing a punch animation is smaller than the probability of performing a kick animation (for example, the probability of performing a punch is 1 / 3 of the probability of performing a kick). In the attack animation when a variation pattern that does not perform a reach is selected, the probability of the ally character performing a punch animation is larger than the probability of performing a kick animation (for example, the probability of performing a punch is 3 times the probability of performing a kick). 【0131】 The first performance pattern performed during an attack animation prompts the user to operate the pressing operation unit 303 (for example, pressing (so-called single press)), while the second performance pattern performed during an attack animation prompts the user to operate the rotating operation unit 302 continuously (for example, rotating, which is a different operation from pressing (so-called single press) of the pressing operation unit 303, by a predetermined amount for a predetermined time or longer). 【0132】 In this example, the rotation control unit 302 can be rotated clockwise up to 360 degrees (for example, a stopper activates to prevent further clockwise rotation once it has been rotated 360 degrees). One step of clockwise rotation corresponds to a 10-degree rotation, and it can be rotated up to a maximum of 36 steps. The rotation detection sensor 347 provided in the rotation control unit 302 detects the amount of rotation of the rotation control unit 302 (how many steps it has been rotated). Note that the range of clockwise rotation of the rotation control unit 302 from its initial position does not have to be 360 degrees as described above; for example, it may be any value between 45 degrees and 360 degrees. 【0133】 Note that in the diagram, the presentation branches into upper and lower sections. The presentation before the branching is common to both the first and second presentation patterns. The presentation shown in the upper section after the branching is for the first presentation pattern, and the presentation shown in the lower section after the branching is for the second presentation pattern. 【0134】 In the first performance pattern, an effective operation period for the press operation unit 303 occurs. If the press detection sensor 381 of the press operation unit 303 changes from the off state to the on state during this effective operation period, the operation period ends, and as a post-operation performance corresponding to that operation, a reach-indicating performance in which an ally character attacks an enemy character (a performance in which the probability of a reach being executed differs depending on whether a punch or kick appears), and a performance in which the attack hits the enemy character or is dodged by the enemy character are executed. 【0135】 In the second performance pattern, an effective operation period for the rotation control unit 302 occurs. If the rotation detection sensor 347 of the rotation control unit 302 detects a rightward rotation of a predetermined amount or more (hereinafter referred to as 5 steps or more) from the initial position during this effective operation period, an in-operation performance corresponding to that operation is executed in which the ally character is enveloped in an aura. This in-operation performance, in which the ally character is enveloped in an aura, continues to be executed as long as 5 steps or more of rightward rotation of the rotation control unit 302 is detected during the effective operation period of the rotation control unit 302. 【0136】 Furthermore, in the second performance pattern, if the rotation operation unit 302 rotates to the right for 5 steps or more for 3 seconds during the operation validity period of the rotation operation unit 302, the operation validity period ends, and as a post-operation performance, a reach-indicating performance in which an ally character attacks an enemy character (a performance in which the expectation of a reach being executed differs depending on whether a punch or kick appears), and a performance in which the attack hits the enemy character or is dodged by the enemy character are performed. In the first performance pattern, if the pressure detection sensor 381 changes from the off state to the on state during the operation validity period of the pressure operation unit 303, the operation validity period ends, and in the second performance pattern, if the rotation operation unit 302 rotates to the right for 5 steps or more for 3 seconds during the operation validity period of the rotation operation unit 302, the operation validity period ends. In other words, the operation required to end the operation validity period is different in the first and second performance patterns. In the second performance pattern, the conditions for the post-operation performance to be executed after the operation validity period ends may include: the operation of the rotary operation unit 302 continues continuously for a predetermined time regardless of the amount of rotation during the operation validity period; the rotary operation unit 302 is operated for a predetermined time in total, regardless of the amount of rotation, with a rotation amount of 5 steps or more during the operation validity period; or the amount of rotation of the rotary operation unit 302 reaches a predetermined step (for example, 36 steps, which is the maximum amount of rotation) during the operation validity period. 【0137】 The effective operating period for the press operation unit 303 in the first performance pattern and the effective operating period for the rotation operation unit 302 in the second performance pattern are both 10 seconds. The effective operating period for the press operation unit 303 in the first performance pattern may be longer or shorter than the effective operating period for the rotation operation unit 302 in the second performance pattern. However, since the operation required to bring out the post-operation performance in the first performance pattern (changing the press detection sensor 381 from the off state to the on state during the effective operating period of the press operation unit 303) is longer than the operation required to bring out the post-operation performance in the second performance pattern (continuing to rotate the rotation operation unit 302 to the right for 3 seconds, with 5 or more steps during the effective operating period of the rotation operation unit 302) is longer, it is desirable that the effective operating period for the rotation operation unit 302 in the second performance pattern be longer than the effective operating period for the press operation unit 303 in the first performance pattern. 【0138】 Figure 11(A) shows the state where all decorative symbols are changing and the attack animation has started. In Figure 11(A), the animation display device 1600 displays a message indicating that there is a chance if the ally character's punch hits the enemy character. Decorative symbols are multiple rows of symbols displayed on the animation display device 1600 that indicate the result of a special lottery. The decorative symbols consist of three rows, for example, left decorative symbol, middle decorative symbol, and right decorative symbol. The three rows of decorative symbols start changing when the special symbol change begins, and then stop and are displayed in the order of, for example, left decorative symbol, right decorative symbol, and middle decorative symbol. When all rows of decorative symbols have stopped and are finally displayed, the result of the special lottery is shown to the player based on the combination of stopped decorative symbols. In the attack animation, if the ally character's attack hits the enemy character, after the attack animation ends, the decorative symbols form a reach and the reach animation is executed. The state in which a decorative pattern is formed is when, among multiple rows of decorative patterns (for example, three rows of left, middle, and right decorative patterns), all but one decorative pattern (for example, the middle decorative pattern) are stopped in the same display manner (for example, the left and right decorative patterns are the same pattern), while the remaining decorative pattern is fluctuating. 【0139】 In Figure 11(A), the effective period for operation of the pressing operation unit 303 and the rotating operation unit 302 has not yet begun (the player does not know whether a first performance pattern requiring operation of the pressing operation unit 303 during the effective period will be executed, as shown in Figure 11(C) and later, or whether a second performance pattern requiring rotation of the rotating operation unit 302 during the effective period will be executed, as shown in Figure 11(C') and later), nor has the player operated the pressing operation unit 303 or the rotating operation unit 302 yet. 【0140】 In Figure 11(B), the ally character and the enemy character are displayed on the display device 1600, and a line of dialogue suggesting that the ally character is about to attack is also displayed on the display device 1600. In Figure 11(B), the effective period for operation of the press operation unit 303 and the rotation operation unit 302 has not yet started, and the player has not yet operated the press operation unit 303 or the rotation operation unit 302. Furthermore, the player does not know whether the first or second performance pattern will be executed. 【0141】 After Figure 11(B), if it is determined that the first performance pattern will be executed, the game will transition to the performances shown in Figure 11(C) and later. If it is determined that the second performance pattern will be executed, the game will transition to the performances shown in Figure 11(C') and later. First, let's explain the case where the game transitions to the performance in Figure 11(C) (where it is determined that the first performance pattern will be executed). Following Figure 11(B), in Figure 11(C), the effective period for operating the press operation unit 303 has started, and the performance display device 1600 displays a gauge 1603 showing the remaining time of the effective period, and a display prompting the player to operate the press operation unit 303 (an image resembling the press operation unit 303 and the message "Press!"). Note that in Figure 11(C), the player has not yet operated the press operation unit 303. 【0142】 In Figure 12(D), the effective operating period of the press operation unit 303 is progressing, and the remaining time of the effective operating period shown on the gauge 1603 is decreasing, but the player has not yet operated the press operation unit 303. 【0143】 Figure 12(E) shows the state after the player has operated the press operation unit 303 during the effective period of the operation (from the initial position of the press operation unit 303 prior to Figure 12(D) to a height t max The press operation unit 303 is pressed in, and the press is detected, and the post-operation animation begins. Specifically, a reach-indicating animation is performed in which an ally character throws a punch (which has a lower probability of being executed than a kick) at an enemy character, and it has not yet been announced whether the punch hits the enemy character or not. 【0144】 Figure 12(F) shows the continuation of the post-operation animation, where the enemy character dodges the ally character's punch with a backstep, and it is announced that the animation will not progress to a reach animation, and the post-operation animation ends. During the post-operation animation, sounds corresponding to the display mode of the post-operation animation (for example, different sounds depending on whether the ally character's attack is a punch or a kick, and different sounds depending on whether the ally character's attack hits or not) are output from speaker 354, and lamps light up in a manner corresponding to the display mode of the post-operation animation (for example, different lighting patterns depending on whether the ally character's attack is a punch or a kick, and different lighting patterns depending on whether the ally character's attack hits or not). 【0145】 Furthermore, if the first performance pattern is executed during a variation in which a reach is performed, the reach-indicating performance in Figure 12(E) (a performance in which an ally character throws a punch or kick) is followed by the performance in Figure 12(F) in which an ally character's attack hits an enemy character (a performance that notifies that it will develop into a reach performance), and the post-operation performance ends, after which it develops into a reach performance. In the post-operation performance of the first performance pattern during a variation in which a reach is performed, a sound corresponding to the display mode of the post-operation performance (which may be the same sound as when a reach does not develop, or a different sound) is output from speaker 354, or a lamp lights up in a manner corresponding to the display mode of the post-operation performance (which may be the same lighting mode as when a reach does not develop, or a different lighting mode). 【0146】 Following the animation shown in Figure 12(F), the decorative symbols stop in a combination that indicates the result of the special lottery is a loss (a combination in which the display mode of at least one of the left decorative symbols, middle decorative symbols, and right decorative symbols is different from the display mode of the remaining decorative symbols), and the special symbol variation that was in progress ends (not shown). 【0147】 Next, we will explain the case where the game transitions to the presentation shown in Figure 11(C') (where it has been decided that the second presentation pattern will be executed). Following Figure 11(B), in Figure 11(C'), the operation validity period for the rotation control unit 302 has started, and the performance display device 1600 displays a gauge 1603 indicating the remaining time of the operation validity period, as well as a display prompting the player to operate the rotation control unit 302 (an image resembling the rotation control unit 302 and the message "Spin!"). Note that in Figure 11(C'), the player has not yet operated the rotation control unit 302. 【0148】 In Figure 12(D'), the effective operation period of the rotation control unit 302 is progressing, and the remaining time of the effective operation period shown on the gauge 1603 is decreasing. Furthermore, because the player has rotated the rotation control unit 302 to the right by 5 steps or more, an in-operation effect is performed in which the ally character is surrounded by an aura, a sound corresponding to the aura is output from the speaker 354, and a lamp lights up in the color of the aura. The display of the aura, such as its color and size, suggests the attack (punch or kick) that the ally character will perform, thus indicating the likelihood that a reach will be performed before the post-operation effect. 【0149】 In Figure 12(E'), the operation validity period for the rotation unit 302 ends when it has rotated clockwise for 3 seconds for 5 or more steps during the operation validity period, and the post-operation animation begins. Specifically, a reach-indicating animation is performed in which the ally character throws a punch (which has a lower probability of resulting in a reach than a kick) at the enemy character, and it has not yet been announced whether the punch hits the enemy character or not. Figure 12(F') is a continuation of the post-operation animation, in which the enemy character dodges the ally character's punch with a backstep, and it is announced that the animation will not develop into a reach animation, and the post-operation animation ends. Following the animation in Figure 12(F'), the decorative symbols stop in a combination that indicates the result of the special lottery is a loss, and the special symbol variation that was running ends (not shown). 【0150】 Figure 13 is an explanatory diagram showing an example of an attack animation when the control unit is not operated. First, we will explain an example where it has been decided that the first animation pattern will be executed. Following Figure 11(C), in Figure 13(D2), similar to Figure 12(D), the effective operation period of the press operation unit 303 progresses, and the remaining time of the effective operation period shown on the gauge 1603 decreases, but the player does not operate the press operation unit 303. 【0151】 In Figure 13(E2), the validity period for operation of the press operation unit 303 has progressed further, and the remaining time of the validity period shown on the gauge 1603 has decreased further. Also in Figure 13(E2), the player has not operated the press operation unit 303, and the display is the same as in Figure 13(D2), except for the display of the remaining time of the validity period shown on the gauge 1603. In Figure 13(F2), the entire validity period for operation of the press operation unit 303 has elapsed and the validity period has ended, but the press operation unit 303 has not been operated, and the attack animation has ended without any post-operation animation. Following the animation in Figure 13(F2), the decorative symbols stop with a combination that indicates the result of the special lottery is a loss, and the special symbol variation that was in progress ends (not shown). 【0152】 Next, we will explain an example in which it has been decided that the second performance pattern will be executed. Following Figure 11(C), in Figure 13(D'2), similar to Figure 12(D'), the effective period of operation of the rotation operation unit 302 has progressed, and the remaining time of the effective period of operation indicated by the gauge 1603 has decreased. In Figure 13(D'2), the player has not operated the rotation operation unit 302 (more than 5 steps of right rotation have not been performed), so the in-operation performance in which the ally character is enveloped in an aura has not been executed. 【0153】 Figure 13(E'2) shows a state where the operating validity period of the rotation control unit 302 has progressed further, and the remaining operating validity period indicated by the gauge 1603 has decreased further. In Figure 13(E'2), the player has not yet started operating the rotation control unit 302 (more than 5 steps of right rotation have not been continued for 3 seconds), so the display is the same as in Figure 13(D'2), except for the display of the remaining operating validity period on the gauge 1603, and no in-operation effects are being executed. 【0154】 Figure 13(F'2) shows the state where the operation validity period for the rotation unit 302 has ended without any post-operation animation being performed, because the condition for the rotation unit 302 to rotate to the right for 3 seconds or more of 5 steps was not met during the operation validity period for the rotation unit 302. Following the animation in Figure 13(F'2), the decorative symbols stop with a combination indicating that the special lottery result is a loss, and the special symbol variation currently running ends (not shown). Note that when the rotation unit 302 rotates to the right for 5 steps or more during the operation validity period for the rotation unit 302, an animation in which the ally character is surrounded by an aura is performed, but if the rotation unit 302 does not rotate to the right for 3 seconds or more of 5 steps before the end of the operation validity period, the post-operation animation will not be performed. 【0155】 Furthermore, if no action is taken to execute a post-action sequence during the operation validity period of the first and second attack sequences, and the operation validity period ends, an action similar to the post-action sequence (i.e., an action in which an ally character attacks and then indicates whether or not the attack hits to determine whether or not it will develop into a reach sequence) may be performed after the operation validity period ends, followed by an action in which the decorative symbols stop in a combination indicating that the result of the special lottery is a loss, or a reach sequence may be performed. 【0156】 Figures 14 and 15 are explanatory diagrams showing examples of attack animations when the operation of the control unit has already begun at the start of the effective period for attack animation operation. Figure 14(A) is the same as Figure 11(A). First, we will explain an example of transitioning to Figure 14(B3) (where it has been decided that the first animation pattern will be executed). Following Figure 14(A), in Figure 14(B3), the same animation as in Figure 11(B) is performed, and the player has already operated the press operation unit 303 (from the initial position of the press operation unit 303 in Figure 12(A) to a height t max This indicates that the pressing operation unit 303 has been pressed in and pressure has been detected. In Figure 14(B3), the pressing operation unit 303 has been operated and is in the ON state, but the post-operation effect has not been executed because the operation validity period has not started. 【0157】 In Figure 14(C3), the effective period for operation of the press operation unit 303 has begun. In Figure 14(C3), the player continues to operate (press and hold) the press operation unit 303, as in Figure 14(B3). In other words, the pressure detection sensor 381 of the press operation unit 303 is in the ON state before the effective period for operation of the press operation unit 303 begins, and does not change from the OFF state to the ON state after the effective period begins. In this case (i.e., even if the press operation unit 303 is being operated at the start of the effective period for operation of the press operation unit 303, if there is no change from the non-operated state to the operated state during the effective period), no post-operation effect occurs. However, if the press operation unit 303 is operated at the same time as the start of the effective period for operation in Figure 14(C3) (i.e., the pressure detection sensor 381 of the press operation unit 303 is in the ON state exactly at the start of the effective period for operation), the same effect as in Figure 14(C3) and later will occur. 【0158】 In Figure 15(D3), the player continues to operate (press and hold) the press operation unit 303, as in Figure 14(B3). In this way, the press operation unit 303 is being operated at the start of the effective operation period of the press operation unit 303, and if the operation of the press operation unit 303 continues thereafter, the press detection sensor 381 equipped with the press operation unit 303 does not change from the off state to the on state during the effective operation period of the press operation unit 303. Therefore, even though the press operation unit 303 is being operated, the post-operation effect is not executed. Consequently, the sound corresponding to the display mode of the post-operation effect is not output from the speaker 354, and the lamp does not light up in the lighting mode corresponding to the display mode of the post-operation effect. In Figure 15(D3), the same effect as in Figure 12(D) is performed. Furthermore, if the pachinko machine 1 is equipped with a lamp that illuminates when the pressing operation unit 303 is being operated (pressure detection sensor 381 is ON), the lamp illuminates when the pressing operation unit 303 is being operated at the start of the effective operation period of the pressing operation unit 303, and also illuminates when the pressing operation unit 303 is being operated at the start of the effective operation period of the pressing operation unit 303 and the operation of the pressing operation unit 303 continues. 【0159】 In Figure 15(E3), the player continues to operate (press and hold) the press operation unit 303, as in Figure 14(B3). Since the press detection sensor 381 on the press operation unit 303 has not changed from the off state to the on state during the effective operation period of the press operation unit 303, the post-operation effect is not executed. Consequently, the sound corresponding to the display mode of the post-operation effect is not output from the speaker 354, nor is the lamp illuminated in the lighting mode corresponding to the display mode of the post-operation effect. In Figure 15(E3), the effective operation period of the press operation unit 303 has progressed further, and the remaining time shown on the gauge 1603 has decreased further. 【0160】 Figure 15(F3) shows the state after the entire valid operation period has elapsed. Also, in Figure 15(F3), the player continues to operate the press operation unit 303 (pressing it down) as in Figure 14(B3), and since the press detection sensor 381 on the press operation unit 303 has not changed from the off state to the on state during the valid operation period of the press operation unit 303, no post-operation effects are performed. Following the effects in Figure 15(F3), the decorative symbols stop with a combination indicating that the result of the special lottery is a loss, and the special symbol variation that was in progress ends (not shown). 【0161】 Up to Figure 14 (B3), the same animation is performed for both the first and second animation patterns, so the player does not know which animation pattern is being executed. If it is decided that the first animation pattern will be executed, and the press operation unit 303 is operated before the effective period for operation of the press operation unit 303 begins, and the press detection sensor 381 is ON at the start of the effective period, then if the post-operation animation is executed, the reach suggestion animation (an animation in which an ally character throws a punch or kick) will be executed immediately at the start of the effective period, which would extremely surprise the player. Therefore, if it is decided that the first animation pattern will be executed, even if the press operation unit 303 is operated before the effective period for operation of the press operation unit 303 begins, and the press detection sensor 381 is ON at the start of the effective period, the post-operation animation will not be executed. Furthermore, if it is determined that the first performance pattern will be executed, and the pressing operation unit 303 is operated before the effective period for operation of the pressing operation unit 303 begins, and the pressing detection sensor 381 is ON at the start of the effective period for operation, then if the operation continues, the post-operation performance will not be executed, and even if the operation is stopped (i.e., even if the pressing detection sensor 381 changes from the ON state to the OFF state), the post-operation performance will not be executed. 【0162】 Furthermore, if the pressing operation unit 303 is in operation before the operation validity period begins, and the operation is stopped during the operation validity period and the pressing operation unit 303 is operated again (i.e., the pressing detection sensor 381 changes from the ON state to the OFF state, and then changes from the OFF state to the ON state), the post-operation effect will be executed. 【0163】 Next, we will explain an example of the transition to Figure 14(B'3) (where it has been decided that the second performance pattern will be executed). Following Figure 14(A), in Figure 14(B'3), the same performance as in Figure 11(B) is being performed, and the player has already rotated the rotation control unit 302 to the right by 5 steps or more. In Figure 14(B'3), the rotation control unit 302 has been rotated to the right by 5 steps or more, but since the effective period for operation of the rotation control unit 302 has not yet started, no performance is being executed during operation. 【0164】 In Figure 14(C'3), the effective period for operation of the rotation control unit 302 has begun. Note that in Figure 14(C'3), the player is still operating the rotation control unit 302 (continuously rotating to the right for 5 steps or more) as in Figure 14(B'3). In other words, the rotation of the rotation control unit 302 for 5 steps or more has been detected before the effective period for operation of the rotation control unit 302 begins, and the rotation detection sensor 347 is still detecting rotation for 5 steps or more at the start of the effective period for operation of the rotation control unit 302. As long as the rotation of the rotation control unit 302 for 5 steps or more has been detected during the effective period for operation of the rotation control unit 302 (i.e., no change from the off state of the rotation detection sensor 347 on the rotation control unit 302 is necessary), the in-operation animation in which the ally character is surrounded by an aura, similar to that in Figure 12(D'), will appear. Therefore, in Figure 14(C'3), since five or more steps of rightward rotation of the rotation control unit 302 are detected at the start of the operation validity period of the rotation control unit 302, the operation animation appears from the start of the operation validity period. If the rotation control unit 302 has not been operated before the start of the operation validity period in Figure 14(B'3), then if five or more steps of rightward rotation of the rotation control unit 302 occur from the start of the operation validity period in Figure 14(C'3), the operation animation will start when five or more steps of rightward rotation of the rotation control unit 302 are detected. 【0165】 In Figure 15(D'3), the rotation control unit 302 is still being operated (continuously rotating to the right for 5 or more steps), as in Figure 14(B'3). However, the rotation of the rotation control unit 302 for 5 or more steps to the right has not continued for 3 seconds during the effective operation period of the rotation control unit 302 (3 seconds have not elapsed since the start of the effective operation period). Therefore, the in-operation animation continues, but the post-operation animation does not occur, and the effective operation period of the rotation control unit 302 continues to progress, causing the remaining time shown by the gauge 1603 to decrease. 【0166】 In Figure 15(E'3), continuing from Figure 14(B'3), the rotation period of the rotation unit 302 ends when it has rotated 5 or more steps to the right for 3 seconds, and the post-operation animation begins. Specifically, a reach-indicating animation is performed in which the ally character throws a punch (which has a lower probability of resulting in a reach than a kick) at the enemy character, and it has not yet been announced whether the punch hits the enemy character or not. Figure 15(F'3) is a continuation of the post-operation animation, in which the enemy character dodges the ally character's punch with a backstep, and it is announced that the animation will not develop into a reach animation, and the post-operation animation ends. Following the animation in Figure 15(F'3), the decorative symbols stop in a combination that indicates the result of the special lottery is a loss, and the special symbol variation that was running ends (not shown). 【0167】 In the second presentation pattern, if the rotation control unit 302 has been rotated 5 or more steps to the right before the start of the operation validity period of the rotation control unit 302, and the operation validity period begins, the in-operation animation in which the ally character is enveloped in an aura is executed. Therefore, even if a player who becomes extremely nervous when they see a reach suggestion animation has been rotating the rotation control unit 302 5 or more steps to the right before the start of the operation validity period, and the operation validity period begins, they can avoid seeing the reach suggestion animation if they stop rotating the rotation control unit 302 5 or more steps to the right before continuing to rotate it 5 or more steps to the right for 3 seconds during the operation validity period (by rotating it to less than 5 steps, or not rotating it at all). Furthermore, in the second presentation pattern, if the rotation control unit 302 has been rotated 5 or more steps to the right before the start of the operation validity period of the rotation control unit 302, and the operation validity period begins, the in-operation animation in which the ally character is enveloped in an aura does not have to be executed. In the second performance pattern, if the rotation control unit 302 has been rotated 5 steps or more to the right before the start of the effective period for operation of the rotation control unit 302 and the effective period for operation has started, even if the in-operation performance in which the ally character is surrounded by an aura is not executed, if the rotation of the rotation control unit 302 5 steps or more to the right is stopped before continuing the rotation of the rotation control unit 302 5 steps or more to the right for 3 seconds during the effective period for operation (by rotating it to less than 5 steps, or not rotating it at all), the reach suggestion performance will not be seen. 【0168】 In the second performance pattern, if the rotation of the rotation control unit 302 is stopped before the post-operation performance appears, even if the rotation of the rotation control unit 302 is stopped after it has been rotated five or more steps to the right at the start of the operation validity period of the rotation control unit 302, and the rotation of the rotation control unit 302 is restarted after it has been rotated five or more steps to the right during the operation validity period, but the rotation of the rotation control unit 302 is not continued for three seconds before the end of the operation validity period, the post-operation performance will not be performed as shown in Figure 15 (F3). In other words, in the second performance pattern, if the rotation of the rotation control unit 302 is stopped before the post-operation performance appears, the rotation of the rotation control unit 302 must be restarted after it has been rotated five or more steps to the right at least three seconds before the end of the operation validity period in order to make the reach suggestion performance appear. 【0169】 In the example above, the attack animation is a pre-reach animation that indicates whether it will develop into a reach animation, but it may also be possible to perform the attack animation as a reach animation. Furthermore, if the attack animation, which is a pre-reach animation that indicates whether it will develop into a reach animation, is performed and it is announced that it will develop into a reach animation, it may also be possible to perform the attack animation as a reach animation in the same spin (i.e., in the reach animation that it develops into). 【0170】 In the attack animation as a reach animation, the player character throws either a punch or a kick. If the player character's attack hits the enemy character, it is announced that a jackpot has been won. If the enemy character dodges the player character's attack, it is announced that it is a miss. For example, in the attack animation during a jackpot spin (a spin in which the jackpot flag is set), the probability of the player character throwing a punch is smaller than the probability of the player character throwing a kick (for example, the probability of throwing a punch is 1 / 3 of the probability of throwing a kick). In the attack animation during a spin that is not a jackpot spin, the probability of the player character throwing a punch is larger than the probability of the player character throwing a kick (for example, the probability of throwing a punch is 3 times the probability of throwing a kick). 【0171】 In the first attack animation as a reach animation, if the pressure detection sensor 381 changes from the off state to the on state during the effective operation period of the press operation unit 303, the following post-operation animations are performed: an animation in which an ally character attacks an enemy character (the probability of a jackpot being announced differs depending on whether a punch or kick appears), and an animation in which the attack hits the enemy character or is dodged by the enemy character. The effective operation period of the press operation unit 303 in the first attack animation as a reach animation may be the same length as or different from the effective operation period in the first animation pattern of the attack animation (the animations in Figures 11(A) to 12(F)), which are pre-reach animations that indicate whether the reach animation will develop. 【0172】 The second pattern of attack animation as a reach animation is when the rotation control unit 302 rotates to the right five or more steps during the operation valid period of the rotation control unit 302, and as an operation in progress animation, an animation in which the ally character is enveloped in an aura is executed. The operation valid period of the rotation control unit 302 in the second pattern of attack animation as a reach animation is the same length as or different from the operation valid period in the second pattern of attack animation, which is a pre-reach animation that indicates whether the reach animation will develop (Figures 11(A) to 12(F')). In the second pattern of attack animation as a reach animation, when the rotation control unit 302 rotates to the right five or more steps for three seconds during the operation valid period of the rotation control unit 302, the operation post animation is executed, which includes an animation in which the ally character attacks the enemy character (the probability of a jackpot being announced differs depending on whether a punch or kick appears), and an animation in which the attack hits the enemy character or is dodged by the enemy character. 【0173】 In the first attack animation pattern as a reach animation, even if the press operation unit 303 is pressed down continuously from before the effective operation period of the press operation unit 303 begins, as shown in Figures 14(B3) to (C3), and the press operation unit 303 is still pressed down at the start of the effective operation period (because the press detection sensor 381 provided by the press operation unit 303 does not change from an off state to an on state during the effective operation period), the post-operation animation will not be executed at the start of the effective operation period. However, since whether or not a jackpot has been won, as notified by the attack animation as a reach animation, is important information for the player, it is desirable that at least a part of the post-operation animation (for example, both the animation of throwing a punch or kick in Figure 12(E) (an animation that suggests the likelihood of a jackpot) and the animation in Figure 12(F) that notifies whether or not a jackpot has been won, or only the animation in Figure 12(F)) be performed when the effective operation period of the press operation unit 303 ends because a predetermined amount of time has elapsed since the start of the effective operation period of the press operation unit 303. 【0174】 Furthermore, since whether or not a jackpot has been won is important information for the player, in the second attack animation pattern as a reach animation, if a predetermined amount of time has elapsed since the start of the operation validity period of the rotation operation unit 302 and the said operation validity period has ended, it is desirable that at least a part of the post-operation animation (for example, both the animation of throwing a punch or kick in Figure 12(E) (an animation that suggests the likelihood of a jackpot) and the animation in Figure 12(F) that notifies whether or not a jackpot has been won, or only the animation in Figure 12(F)) be performed. For example, even if the rotation operation unit 302 was rotating to the right for 5 steps or more at the start of the operation validity period of the rotation operation unit 302, but the rotation to the right was stopped, and the rotation to the right of the rotation operation unit 302 was restarted for 5 steps or more during the said operation validity period, but the duration of the rotation to the right of the rotation operation unit 302 for 5 steps or more by the end of the said operation validity period was less than 3 seconds, it is still desirable that at least a part of the post-operation animation be performed when the said operation validity period ends. 【0175】 In addition, in the second attack animation pattern, the user may be prompted to operate a different control unit instead of the rotation control unit 302. This other control unit is, for example, a control unit capable of rotation, but other than the rotation control unit 302. Furthermore, this other control unit may be a control unit capable of operations other than rotation (i.e., prompting an operation other than rotation). The control unit to which the user is prompted to operate in the first and second attack animation patterns may be the same control unit or different control units. 【0176】 For example, in the second attack animation pattern, instead of the rotation operation unit 302, the user may be prompted to operate the press operation unit 303 (i.e., the same operation unit as the one prompted to operate in the first animation pattern) (the operation validity period for the press operation unit 303 is replaced by the operation validity period for the rotation operation unit 302). In this case, in the second attack animation pattern, instead of continuing to rotate the rotation operation unit 302 to the right for 3 seconds for 5 steps or more, the user may be prompted to press and hold or repeatedly press the press operation unit 303 (continuous operation on the press operation unit 303). 【0177】 In the second attack animation pattern, instead of continuously rotating the rotation unit 302 to the right for 3 seconds for 5 steps or more, the player is prompted to press and hold the pressure control unit 303. If the pressure detection sensor 381 is ON during the effective operation period of the pressure control unit 303 (regardless of whether the pressure detection sensor 381 changes from an OFF state to an ON state), the animation in which the ally character is enveloped in an aura will be executed as an animation during operation. In other words, in the second attack animation pattern, instead of continuously rotating the rotation unit 302 to the right for 3 seconds for 5 steps or more, the player is prompted to press and hold the pressure control unit 303. If the pressure detection sensor 381 is ON during the effective operation period of the pressure control unit 303, this is equivalent to the rotation unit 302 rotating to the right for 5 steps or more during the effective operation period of the rotation unit 302 when rotation of the rotation unit 302 is prompted in the second attack animation pattern. 【0178】 Furthermore, in the second attack animation pattern, instead of continuously rotating the rotation unit 302 to the right for 3 seconds in 5 steps or more, the user is prompted to press and hold the press operation unit 303. If the press operation unit 303 is continuously pressed for a predetermined time during the operation valid period (if the press detection sensor 381 remains ON for a predetermined time), the post-operation animation will appear. In other words, in the second attack animation pattern, instead of continuously rotating the rotation unit 302 to the right for 3 seconds in 5 steps or more, the user is prompted to press and hold the press operation unit 303. If the press detection sensor 381 remains ON for a predetermined time during the operation valid period of the press operation unit 303, this is equivalent to the rotation unit 302 continuously rotating to the right for 3 seconds in 5 steps or more during the operation valid period of the rotation unit 302 when rotation of the rotation unit 302 is prompted in the second attack animation pattern. 【0179】 In the second attack animation pattern, instead of continuously rotating the rotation unit 302 to the right for 3 seconds for 5 steps or more, the player is prompted to repeatedly press the press operation unit 303. When the press detection sensor 381 changes from the off state to the on state during the effective operation period of the press operation unit 303, the animation in which the ally character is enveloped in an aura is executed as an animation during operation. In other words, when the second attack animation pattern is prompted to continuously rotate the rotation unit 302 to the right for 3 seconds for 5 steps or more, the change of the press detection sensor 381 from the off state to the on state during the effective operation period of the press operation unit 303 is equivalent to the rotation unit 302 rotating to the right for 5 steps or more during the effective operation period of the rotation unit 302 when the rotation of the rotation unit 302 is prompted in the second attack animation pattern. However, in the second attack animation pattern, instead of continuously rotating the rotation unit 302 to the right for 3 seconds for 5 steps or more, the player is prompted to repeatedly press the press operation unit 303. At the start of the effective period for pressing the press operation unit 303, if the press detection sensor 381 is ON (regardless of whether the press detection sensor 381 changes from the OFF state to the ON state), an animation in which the ally character is enveloped in an aura will be performed as an in-operation animation. Note that in the second attack animation pattern, when the player is prompted to repeatedly press the press operation unit 303, the in-operation animation will be erased after a predetermined time has elapsed since the press detection sensor 381 turned ON. However, if the press detection sensor 381 changes from the OFF state to the ON state again while the in-operation animation in the second attack animation pattern, when the player is prompted to repeatedly press the press operation unit 303 instead of continuously rotating the rotation unit 302 to the right for 3 seconds for 5 steps or more, the in-operation animation will be restarted. In other words, if the pressure detection sensor 381 changes to the off state and then back to the on state before a predetermined time has elapsed since the start of the in-operation animation, the in-operation animation will continue without ending. 【0180】 Furthermore, in the second attack animation pattern, instead of continuously rotating the rotary control unit 302 to the right for 3 seconds in 5 steps or more steps, the user is prompted to repeatedly press the press operation unit 303. If the press operation unit 303 is pressed a predetermined number of times during the operation valid period (if the press detection sensor 381 turns on a predetermined number of times), the post-operation animation will appear. In other words, in the second attack animation pattern, if the user is prompted to repeatedly press the press operation unit 303 instead of continuously rotating the rotary control unit 302 to the right for 3 seconds in 5 steps or more steps, the press detection sensor 381 turning on a predetermined number of times during the operation valid period of the press operation unit 303 is equivalent to the rotary control unit 302 continuously rotating to the right for 3 seconds in 5 steps or more steps during the operation valid period of the rotary control unit 302 when the rotation of the rotary control unit 302 is prompted in the second attack animation pattern. 【0181】 Furthermore, in the same spin, the second attack animation pattern may be performed after the first attack animation pattern has been performed. For example, the first attack animation pattern may be performed as a pre-reach animation indicating whether it will develop into a reach animation, and then, in the same spin, the second attack animation pattern may be performed as a reach animation after the first attack animation pattern has been performed. 【0182】 Furthermore, in the same spin, the first attack animation pattern may be performed after the second attack animation pattern has been performed. For example, the second attack animation pattern may be performed as a pre-reach animation indicating whether it will develop into a reach animation, and after the second attack animation pattern, the first attack animation pattern as a reach animation may be performed in the same spin. 【0183】 Figure 16 is an explanatory diagram showing another example of the attack animation in the second animation pattern, where the operation of the rotation control unit 302 has started at the beginning of the operation validity period of the rotation control unit 302. In the second animation pattern of the attack animation in Figure 16, if the rotation control unit 302 is rotated to the right by 5 steps or more at the start of the operation validity period of the rotation control unit 302, a penalty occurs in which the operation of the rotation control unit 302 becomes invalid for a predetermined time (hereinafter referred to as 8 seconds) from the start of the operation validity period. 【0184】 Figure 16(A) is the same as Figure 11(A). Following Figure 16(A), in Figure 16(B'4), the effective period for operating the rotation control unit 302 has not yet started, and a message ("Don't spin until the gauge appears!!") urging the player not to operate the rotation control unit 302 before the effective period begins is displayed on the display device 1600. 【0185】 Figure 16(C'4) shows the state before the operation validity period for the rotation control unit 302 has started, and the same effects as in Figure 11(B) are being performed, but the rotation control unit 302 has been rotated clockwise by 5 or more steps. Figure 16(D'4) shows the state after the operation validity period for the rotation control unit 302 has started. Because the rotation control unit 302 has been rotated clockwise by 5 or more steps at the start of the operation validity period for the rotation control unit 302, a penalty has been incurred in which the operation of the rotation control unit 302 is disabled for 8 seconds from the start of the operation validity period. In Figure 16(D'4), a message indicating that the penalty has occurred ("You rotated it before the gauge appeared, so rotation is disabled for 8 seconds") is displayed on the performance display device 1600 overlaid on the performance display of Figure 13(D'2). 【0186】 Furthermore, in Figure 16(D'4), although the rotation control unit 302 is rotated to the right for five or more steps because the operation is in a penalty state where the operation is invalid, the animation in which the ally character is surrounded by an aura is not performed, and the duration of the five or more steps of right rotation is not counted towards the condition for the post-operation animation to appear. 【0187】 In Figure 16(E'4), eight seconds have elapsed since the start of the operation validity period (i.e., since the penalty started), so the penalty has been lifted and the operation of the rotary operation unit 302 is now valid. Note that the operation validity period of the rotary operation unit 302 continues to progress even while the penalty is in effect, so the operation validity period, which was initially 10 seconds, has only 2 seconds remaining when the penalty is lifted in Figure 16(E'4). 【0188】 Therefore, if a penalty occurs, even if the rotation control unit 302 is rotated to the right for 5 steps or more from the time the penalty is lifted until the end of the operation validity period, the post-operation effect cannot be displayed (because the remaining operation validity period when the penalty is lifted is 2 seconds, and the condition for displaying the post-operation effect is to rotate the rotation control unit 302 to the right for 3 seconds for 5 steps or more during the operation validity period of the rotation control unit 302). However, if the rotation control unit 302 is rotated to the right for 5 steps or more during the operation validity period of the rotation control unit 302 after the penalty is lifted, the effect of the ally character being enveloped in an aura as an in-operation effect will be executed. 【0189】 In Figure 16(E'4), the entire validity period for the operation of the rotation operation unit 302 has elapsed, and the validity period for that operation has ended, so the attack animation ends without any post-operation animation. Following the animation in Figure 16(E'4), the decorative symbols stop with a combination that indicates the result of the special lottery is a loss, and the special symbol variation that was in progress ends (not shown). 【0190】 In the example above, the penalty period was set to 8 seconds from the start of the operation validity period. However, the penalty period may be set to 7 seconds or less from the start of the operation validity period, so that the reach suggestion effect can still be displayed even if the operation of the rotation control unit 302 is started after the penalty period has ended. 【0191】 Figure 17 is a schematic diagram showing another configuration example of the pressing operation unit 303 and the rotation operation unit 302. In this example, the rotation operation unit 302 can be rotated clockwise up to 360 degrees from the initial position (for example, when rotated 360 degrees clockwise, a stopper is activated to prevent further clockwise rotation), and one step of clockwise rotation results in a 10-degree rotation, and it can be rotated in a maximum of 36 steps, similar to the rotation operation unit 302 in Figures 11 to 16. Furthermore, the rotation operation unit 302 is equipped with a sensor that can detect the amount of rotation (how many steps have been rotated), similar to the rotation operation unit 302 in Figures 11 to 16. 【0192】 Furthermore, the rotating operation unit 302 in this example further includes a specific detection unit (not shown) capable of detecting specific operations. The specific operation detected by the specific detection unit may be, for example, contact by the player, or pressing or rotating by the player. The specific detection unit may be provided so as to cover the entire rotating operation unit 302 (i.e., if the specific operation is contact, operating the rotating operation unit 302 will cause contact with the specific detection unit), or it may be provided so as to cover a part of the rotating operation unit 302 (i.e., if the specific operation is contact, it is possible to operate the rotating operation unit 302 without contacting the specific detection unit). In addition, the pachinko machine 1 includes, for example, a movable body 310 modeled after a chicken character, which is attached to the game board 5 and located outside the game area 5a (it may be located above, below, to the right, or to the left of the game area 5a). 【0193】 In Figure 17(a), the rotational operation unit 302 is in its initial position, meaning the amount of rotation is zero. At this time, the pressing operation unit 303 is in its initial position (in this example, the initial position is the lowest position, in which a part of the pressing operation unit 303 is hidden by the rotational operation unit 302 (i.e., the part is not visible to the player due to the rotational operation unit 302), and a part of the pressing operation unit 303 protrudes from the rotational operation unit 302), and cannot be pressed. Note that when the pressing operation unit 303 is in its initial position, the entire pressing operation unit 303 may be hidden by the rotational operation unit 302 (i.e., the entire pressing operation unit 303 is not visible to the player due to the rotational operation unit 302). Also, in Figure 17(a), the movable body 310 is not operating. 【0194】 In Figure 17(b), the rotary operation unit 302 is rotated clockwise in r1 steps from its initial position. When the rotary operation unit 302 is rotated clockwise from its initial position, the pressing operation unit 303 begins to protrude, and when the rotary operation unit 302 has been rotated to r1 steps, the pressing operation unit 303 protrudes t1 from its initial position (i.e., the area of the pressing operation unit 303 that is not visible due to the rotary operation unit 302 is reduced compared to the state in Figure 17(a)). Note that as long as the pressing operation unit 303 protrudes beyond its initial position (i.e., as long as the rotary operation unit 302 is rotating clockwise from its initial position, pressing of the pressing operation unit 303 becomes possible regardless of whether a specific operation is performed on the specific detection unit). In this way, the pressing operation unit 303 can only be operated when the rotary operation unit 302 is rotating clockwise, allowing players to enjoy complex operations. 【0195】 When the rotating control unit 302 is rotated clockwise by r1 steps or more, and a specific detection unit provided on the rotating control unit 302 detects a specific operation, the movable body 310 performs a periodic movement (in this case, a movement of swaying from side to side). In Figure 17(b), the rotating control unit 302 is rotated clockwise by r1 steps, and the specific detection unit provided on the rotating control unit 302 has detected a specific operation, so the movable body 310 sways from side to side, and the amplitude of the sway is w1. Note that if the specific detection unit does not detect a specific operation, the movable body 310 will not move even if the rotating control unit 302 is rotated by r1 steps or more. Furthermore, as described above, the specific detection unit may be arranged to cover the entire outer surface of the rotating control unit 302. In this case, for example, if the specific operation detected by the specific detection unit is contact, when the player rotates the rotating control unit 302, it will inevitably come into contact with the specific detection unit, and therefore the movable body 310 will move when the player rotates the rotating control unit 302 by r1 steps or more. 【0196】 Furthermore, when the specific detection unit provided on the rotary operation unit 302 detects a specific operation, the greater the amount of rotation of the rotary operation unit 302, the greater the range of motion of the movable body 310. In addition, if the specific detection unit provided on the rotary operation unit 302 detects a specific operation, the movable body 310 may start moving as soon as the rotation begins, even if the amount of rotation of the rotary operation unit 302 is less than r1 steps. 【0197】 In Figure 17(c), the rotary operation unit 302 has been rotated clockwise by r2 (>r1) steps from its initial position (that is, in Figure 17(b), the rotary operation unit 302 has been rotated clockwise by r2-r1 steps from its initial position), and the player is performing a specific operation on the specific detection unit provided on the rotary operation unit 302. When the rotary operation unit 302 has been rotated by r2 steps, the pressing operation unit 303 has reached its maximum protrusion amount t from its initial position. max (>t1) protrudes (that is, the area of the pressing operation part 303 that is invisible due to the rotating operation part 302 is reduced compared to the state in Figure 17(b)). Furthermore, in Figure 17(c), the rotating operation part 302 is rotated in steps of r2 (>r1), and a specific detection unit provided on the rotating operation part 302 detects a specific operation, so the movable body 310 swings from side to side, and the amplitude of the swing is w2 (>w1). 【0198】 Furthermore, in the range of 0 to r2 steps for the rotation amount of the rotary operating part 302 to the right, the greater the rotation amount, the greater the protrusion amount of the pressing operating part 303. However, even if the rotary operating part 302 is rotated to the right more than r2 steps, the protrusion amount of the pressing operating part 303 remains t max It remains the same. On the other hand, when the rotating operation unit 302 is rotated to the right by an amount of rotation greater than r2 steps, the amplitude of the swing of the movable body 310 is when the rotating operation unit 302 rotates by the maximum amount of rotation r max It continues to grow until it is rotated to the right. The rotation operation unit 302 reaches its maximum rotation amount r. max When it rotates to the right, the movable body 310 reaches its maximum range of motion. max It sways from side to side. 【0199】 In Fig. 17(d), the rotation operation unit 302 is rotated clockwise from the initial position by (r2 <) r3 (< maximum rotation amount r max ) steps (that is, from the state where the rotation operation unit 302 is rotated clockwise by r2 steps from the initial position in Fig. 17(c), it is further rotated clockwise by r3 - r2 steps), and a specific operation on the specific detection unit provided in the rotation operation unit 302 is being performed by the player. Even if the rotation operation unit 302 is rotated clockwise up to r3 steps (which is r2 steps or more), the pressing operation unit 303 remains in the state of protruding by t which is the maximum protrusion amount from the initial position max . Also, when the specific detection unit provided in the rotation operation unit 302 detects a specific operation while the rotation operation unit 302 is rotated by r3 (> r2) steps, the movable body 310 swings left and right, and the swing width is (maximum swing width w max ) > w3 (> w2). 【0200】 In Fig. 17(e), the rotation operation unit 302 is rotated clockwise from the initial position by (r3 <) r4 (< maximum rotation amount r max ) steps (that is, from the state where the rotation operation unit 302 is rotated clockwise by r3 steps from the initial position in Fig. 17(d), it is further rotated clockwise by r4 - r3 steps), and a specific operation on the specific detection unit provided in the rotation operation unit 302 is being performed by the player. Even if the rotation operation unit 302 is rotated up to r4 steps (which is r2 steps or more), the pressing operation unit 303 remains in the state of protruding by t which is the maximum protrusion amount from the initial position<关于这个标签 max ,原文中似乎没有与之对应的准确含义,可能是文档标记错误,这里保留原样. Also, when the specific detection unit provided in the rotation operation unit 302 detects a specific operation while the rotation operation unit 302 is rotated clockwise by r4 (> r3) steps, the movable body 310 swings left and right, and the swing width is (maximum swing width w max ) > w4 (> w3). 【0201】 Furthermore, even if the rotation operation unit 302 is rotating clockwise, the movable body 310 will not operate if the specific detection unit has not detected a specific operation. However, if the specific operation is performed on the specific detection unit while the clockwise rotation of the rotation operation unit 302 is maintained, the movable body 310 will suddenly operate with a amplitude corresponding to the amount of rotation. Specifically, for example, even if the rotation operation unit 302 is rotating clockwise by r4 steps, the movable body 310 will not operate if the specific detection unit has not detected a specific operation. However, if the specific operation is performed on the specific detection unit while the clockwise rotation of the rotation operation unit 302 by r4 steps is maintained, the movable body 310 will suddenly swing with a swing amplitude w4. 【0202】 In Figure 17(f), the rotary operation unit 302 is rotated clockwise in r4 steps from its initial position, the player is performing a specific operation on the specific detection unit provided on the rotary operation unit 302, and the pressing operation unit 303 is pressed to its initial position. When the pressing operation unit 303 is pressed to its initial position, the movement of the movable body 310 stops regardless of the amount of rotation of the rotary operation unit 302, and even if the specific detection unit has detected the specific operation. Furthermore, if the pressing of the pressing operation unit 303 is stopped from the state in which the rotary operation unit 302 is rotated clockwise from its initial position, the player is performing a specific operation on the specific detection unit provided on the rotary operation unit 302, and the pressing operation unit 303 is pressed to its initial position, the movable body 310 will move according to the amount of rotation of the rotary operation unit 302. Furthermore, the drive member for swinging the movable body 310 from side to side operates with a force corresponding to the amount of rotation of the rotation operation unit 302. When the pressing operation unit 303 is pressed to its initial position while the movable body 310 is in motion, for example, when the movable body 310 returns to its initial position, stoppers are activated on the left and right sides of the movable body 310, thereby stopping the movement of the movable body 310. 【0203】 Furthermore, when the rotary operation unit 302 is rotated clockwise from its initial position, a specific operation is performed on the specific detection unit, and the pressing operation unit 303 is pressed to its initial position, the detection of the specific operation by the specific detection unit is invalidated by the operation of the pressing operation unit 303, or the detection of the specific operation is blocked in response to the input (i.e., the specific operation to the specific detection unit is invalidated when the pressing operation unit 303 is being operated), thereby stopping the movement of the movable body 310. Also, if the rotary operation unit 302 is rotated while the pressing operation unit 303 is being pressed, the pressing operation unit 303 will not protrude as long as the pressure on the pressing operation unit 303 is maintained. 【0204】 Note that in the illustrated example, the volume of the rotating operation part 302 is drawn to be smaller than the volume of the pressing operation part 303, but the pressing operation part 303 is t max In the state where it protrudes, the volume of the protruding part may be smaller than the volume of the rotating operating part 302. 【0205】 Furthermore, when the rotary operation unit 302 is rotated clockwise by r1 steps or more from its initial position, and the specific detection unit provided on the rotary operation unit 302 detects a specific operation, causing the movable body 310 to operate periodically, it is desirable that the operating mode of the movable body 310 changes, such as becoming faster or having a wider operating range, as the number of steps in which the rotary operation unit 302 is rotated clockwise increases. In the example shown in Figure 17, an example is described in which the operating range of the movable body 310 increases as the number of steps in which the rotary operation unit 302 is rotated clockwise increases. However, even if the operating range and operating cycle of the movable body 310 remain the same, the speed at which the movable body 310 moves from its initial position to the maximum operating range may be increased. Specifically, for example, when the movable body 310 operates, it moves to the right from its initial position, returns to the initial position, stops at the initial position, moves to the left from the initial position, and returns to the initial position, and this series of operations is repeated. In this case, for example, the movable body 310 moves from the initial position to the maximum range of motion on the right over a period of time t1-kr (where t1 and k are positive constants, and r is the number of steps in which the rotation operation unit 302 is rotated to the right, and t1 and k are determined such that t1-kr > 0 even when r is at its maximum value), returns from the maximum range of motion on the right to the initial position over a period of time t2 (a positive constant), stops at the initial position for a period of time t3+2kr (where t3 is a positive constant), moves from the initial position to the maximum range of motion on the left over a period of time t1-kr, and returns from the maximum range of motion on the right to the initial position over a period of time t2 (a positive constant). As a result, the larger the amount of rotation of the rotary operating unit 302, the smaller the value of time t1-kr becomes. Therefore, although the speed at which the movable body 310 moves from its initial position to the maximum operating range on the right and left sides increases, the operating range of the series of operations and the time taken for the series of operations, i.e., the operating period of the series of operations (t1-kr)+t2+(t3+2kr)+(t1-kr)+t2=2t1+2t2+t3, can be kept constant regardless of the amount of rotation of the rotary operating unit 302.Furthermore, as the number of steps in which the rotary operation unit 302 is rotated clockwise increases, the operating range and operating cycle of the movable body 310 remain the same, but the speed at which the movable body 310 moves from its initial position to its maximum operating range increases. In such cases, if the pressing operation unit 303 is pressed to its initial position while the movable body 310 is performing a periodic movement, the periodic movement of the movable body 310 will stop regardless of its speed. 【0206】 Furthermore, the pressing operation part 303 has a maximum protrusion amount t. max When the pressing operation part 303 is not protruding to its maximum extent, pulling it (that is, applying force to the pressing operation part 303 in the opposite direction to the direction of the force applied to the pressing operation part 303 when pressing) will cause the pressing operation part 303 to protrude to its maximum extent t max It can be extended to a certain extent, and at this time, the rotating operating part 302 may be configured to rotate clockwise according to the amount of extension of the pressing operating part 303. In other words, the pressing operating part 303 can extend to a maximum extent t according to the operation of the rotating operating part 302. max When it has not protruded to the maximum extent t, the pressing operation part 303 is set to the maximum protrusion amount t without operating the rotating operation part 302. max By pulling it to this point, the rotation control unit 302 can be rotated up to step r2 without any operation by the player on the rotation control unit 302. Furthermore, by pulling the pressing control unit 303 and performing a specific operation on the specific detection unit, the state shown in Figure 17(c) can be achieved without any operation by the player on the rotation control unit 302, and the periodic movement of the movable body 310 can be started. 【0207】 In the example shown in Figure 17(b), the amount of rotation of the rotating operation unit 302 is such that the pressing operation unit 303 protrudes to its maximum extent t. max The movable body 310 can start moving even if it is less than the minimum amount of rotation (r2 step) required to reach the maximum protrusion amount t of the pressing operation part 303. max The movable body 310 may not operate until it reaches a predetermined amount of rotation (e.g., r3 step) greater than the minimum amount of rotation r2 step required to reach the maximum protrusion amount t. maxDespite protruding to this extent, the movable body 310 can be prevented from operating. Furthermore, the pressing operation part 303 first reaches the maximum protrusion amount t. max When the rotating operating part 302 is rotated beyond the state where it protrudes to the maximum extent (for example, when the pressing operating part 303 first reaches the maximum protrusion amount t), max When the movable body 310 can first start moving (when it is rotated by r3 steps, which is greater than the amount of rotation r2 steps of the rotating operating part 302 that is required to protrude to a certain extent), the pressing operating part 303 is set to the maximum protrusion amount t max Even after pulling it to that point, the movable body 310 will not move even if the specific detection unit provided in the rotation operation unit 302 detects a specific operation. 【0208】 In the example shown in Figure 17, the retractable pressing operation part 303 is described as protruding upward from the upper surface of the rotating operation part 302. However, the retractable pressing operation part 303 may be installed so as to protrude outward from a part of the side surface of the rotating operation part 302. Alternatively, the retractable pressing operation part 303 may be attached to the rotating operation part 302, or the retractable pressing operation part 303 and the rotating operation part 302 may be integrated. When the retractable pressing operation part 303 is installed so as to protrude outward from a part of the side surface of the rotating operation part 302, it is desirable that the surface area exposed to the outside of the rotating operation part 302 when the pressing operation part 303 is in its initial position be approximately 1 / 30 to 1 / 5 of the surface area of the side surface of the rotating operation part 302. 【0209】 Figures 18 and 19 are explanatory diagrams showing an example of a cancelable attack animation. Canceling an attack animation means that the attack animation is stopped and replaced by another animation, or that no animation is performed at all. Cancelable animations are animations that can be determined in both the variation pattern in which a reach is performed and the variation pattern in which a reach is not performed. In Figure 19, the animations branch into upper and lower sections according to the operation on the control unit. In the example of Figures 18 and 19, the pachinko machine 1 is equipped with the push operation unit 303, the rotation operation unit 302, the movable body 310, and the specific detection unit shown in Figure 17. 【0210】 The cancellable attack performance is cancelled when a right rotation of the rotation operation unit 302 is detected during the operation valid period of the rotation operation unit 302 (that is, the attack performance is aborted and ends at that point. For example, if it is cancelled before the reach suggestion performance where the friendly character launches a punch or kick attack, the reach suggestion performance will not be performed either, nor will the performance that notifies whether the attack develops into a reach depending on whether the attack hits or not). In addition, in the cancellable attack performance, if a force is applied so that the pressing operation unit 303 does not protrude (that is, if the pressing operation unit 303 is not operated from the initial position), even if the rotation operation unit 302 detects a right rotation, the attack performance is not cancelled. When the detection of the rotation operation by the rotation operation unit 302 is configured to be invalidated by the operation of the pressing operation unit 303, or when the detection of a specific operation is blocked from the input, even if the rotation operation unit 302 is rotated to the right while the pressing operation unit 303 is being pressed (that is, in a state where the pressing operation unit 303 is not allowed to protrude), the right rotation of the rotation operation unit 302 is invalidated, so the attack performance is not cancelled. 【0211】 In addition, in the cancellable attack performance, it is always during the operation valid period of the rotation operation unit 302, and at any timing from the start of the attack performance (when the same message as in FIG. 11(A) is displayed) to the end (until the performance where the attack on the enemy character hits or is avoided, similar to FIGS. 12(F) and 12(F’)), the attack performance can be cancelled by operating the rotation operation unit 302. Also, when a predetermined time has elapsed after the cancellable attack performance starts without being cancelled, a reach suggestion performance where the friendly character launches an attack (punch or kick) on the enemy character and a performance that notifies whether the enemy character avoids the friendly character's attack or the attack hits the enemy character and develops into a reach are performed. 【0212】 Figure 18(A) shows the same effect as Figure 11(A). In Figure 18(A), since the rotation operation unit 302 is not operated, the pressing operation unit 303 is in its initial position and does not protrude, so it is impossible to press the pressing operation unit 303, the movable body 310 is not operating either, and the attack effect continues without being canceled. 【0213】 In Figure 18(B), a message indicating that the attack effect is canceled when the rotation operation unit 302 is operated ("Turn it if you don't want to see the effect!") is displayed on the effect display device 1600. Also in Figure 18(B), since the rotation operation unit 302 is not operated, the pressing operation unit 303 does not protrude in its initial position and it is impossible to press the pressing operation unit 303, the movable body 310 is not operating either, and the attack effect continues without being canceled. Note that even before the message in Figure 18(B) is displayed, if an attack effect that can be canceled has started (for example, even at the timing of Figure 18(A)), the attack effect can be canceled. Note that the effect of Figure 18(B) that displays a message indicating an operation for canceling the attack effect may not be performed. 【0214】 In Figure 18(C), the same effect as Figure 11(B) is shown, but since the entire attack effect is within the valid operation period of the rotation operation unit 302, the gauge 1603 showing the remaining time of the valid operation period of the rotation operation unit 302 is not displayed. Also in Figure 18(C), since the rotation operation unit 302 is not operated, the pressing operation unit 303 does not protrude in its initial position and it is impossible to press the pressing operation unit 303, the movable body 310 is not operating either, and the attack effect continues without being canceled. 【0215】 First, let's explain an example of the transition to Figure 19(D) (an example of canceling the attack animation). In Figure 19(D), the state is as shown in Figure 18(C), but the rotation operation unit 302 has been rotated clockwise in r1 steps, and the specific detection unit on the rotation operation unit 302 has detected a specific operation. However, in Figure 19(D), the press operation unit 303 is not operated. At this time, since the clockwise rotation of the rotation operation unit 302 is detected without any pressure being detected on the press operation unit 303, the attack animation is canceled (ends). Note that in Figure 19(D), the attack animation is canceled and only the changing decorative pattern is displayed on the animation display device 1600, but when the attack animation is canceled, the stopped decorative pattern and an image that is not displayed in the cancelable attack animation (for example, an image different from both the ally character and the enemy character displayed in the cancelable attack animation) may be displayed. Furthermore, in Figure 19(D), the rotating operation unit 302 is rotated clockwise in r1 steps, causing the pressing operation unit 303 to protrude to t1, and the specific detection unit detects a specific operation, causing the movable body 310 to move with a width w1. In this way, the movable body 310 is moving when the conditions for canceling the attack animation are met, so even if the attack animation is canceled, the player's enjoyment of the game will not decrease as long as they are watching the movement of the movable body 310. 【0216】 As mentioned above, when a cancelable attack animation is being performed, the attack animation may be canceled simply by detecting a specific operation on a specific detection unit provided by the rotation operation unit 302. In this case, the attack animation can be canceled without the pressing operation unit 303 protruding, and without operating the movable body 310. (Since the condition for operating the movable body 310 includes the detection of a specific operation by the specific detection unit), the attack animation must be canceled in order to operate the movable body 310 (i.e., the movable body 310 cannot be operated when a cancelable attack animation is being performed). Furthermore, in a cancelable attack animation, there may be times when the attack animation is not canceled even if a specific operation on a specific detection unit provided by the rotation operation unit 302 is detected. 【0217】 Figure 19(E) shows a state where the attack animation has been canceled, but the rotation control unit 302 has rotated clockwise by r3 steps, and the specific detection unit on the rotation control unit 302 has detected a specific operation. Since some players may feel bored if nothing is displayed on the animation display device 1600 after the attack animation has been canceled, the animation of the ally character making a punching motion is displayed on the animation display device 1600, provided that the amount of clockwise rotation of the rotation control unit 302 is within a predetermined range (here, it is assumed to be r3 steps or more and less than r4 steps), and the specific detection unit on the rotation control unit 302 has detected a specific operation. Also, in Figure 19(E), since the rotation control unit 302 has rotated clockwise by r3 (>r2) steps, the press control unit 303 is t max The movable body 310 is operating with a width w3 because it protrudes to a certain extent and a specific detection unit has detected a specific operation. When this ally character is practicing punches, the expected probability of a big win in the ongoing variation may be indicated by the color of the fist (for example, when the ally character is punching with a white fist, the expected probability of a big win in the ongoing variation is lower than when the ally character is punching with a red fist). Alternatively, instead of the ally character practicing punches, an attack animation as described in Figures 11 to 16 may be performed, or an animation different from the cancelable attack animation (an animation in which a different display from the ally character or enemy character displayed in the attack animation is shown) may be performed. 【0218】 Furthermore, the animation of the ally character practicing punches may be executed immediately when the rightward rotation amount of the rotation control unit 302 is r3 steps or more and less than r4 steps, and the specific detection unit provided in the rotation control unit 302 detects a specific operation, or it may not be executed immediately after the detection of these operations, for example, when the rightward rotation amount of the rotation control unit 302 is r3 steps or more and less than r4 steps, and the specific detection unit provided in the rotation control unit 302 detects a specific operation, or it may not be executed immediately after the detection of these operations. In addition, the animation of the ally character practicing punches may be executed with a predetermined probability when the rightward rotation amount of the rotation control unit 302 is r3 steps or more and less than r4 steps, and the specific detection unit provided in the rotation control unit 302 detects a specific operation (i.e., it does not necessarily have to be executed even if these operations are detected). 【0219】 Furthermore, after a cancelable attack animation is canceled, provided that the amount of rightward rotation of the rotation control unit 302 is r3 steps or more and less than r4 steps, and the specific detection unit provided in the rotation control unit 302 detects a specific operation, the next special symbol variation may begin and an animation in which an ally character makes a punching motion may be performed. Also, in the special variation that begins after a cancelable attack animation is canceled, provided that the amount of rightward rotation of the rotation control unit 302 is r3 steps or more and less than r4 steps, and the specific detection unit provided in the rotation control unit 302 detects a specific operation, an animation may be performed showing an ally character in a fighting pose but not making a punching motion (an example of an animation that suggests that an animation in which an ally character makes a punching motion will be performed in the next special symbol variation), and then an animation in which an ally character makes a punching motion may be performed in the next special symbol variation. 【0220】 Figure 19(F) shows the state after the attack animation is canceled, when the rotation operation unit 302 is rotated clockwise in r4 steps, and the specific detection unit on the rotation operation unit 302 has detected a specific operation. In Figure 19(F), because the rotation operation unit 302 is rotated clockwise in r4 (>r2) steps, the pressing operation unit 303 is t maxThe movable body 310 is operating with a width w4 because it protrudes to a certain extent and a specific detection unit has detected a specific operation. Furthermore, when the amount of rotation of the rotary operation unit 302 is r4 steps or more, and the specific detection unit provided in the rotary operation unit 302 has detected a specific operation, a message is displayed on the performance display device 1600. This message may be displayed in a way that makes it appear to the player as if it is being spoken by the chicken on the movable body 310. The message in Figure 19(F) that reads "It's shaking too much, you'll get dizzy, stop it, you'll fall over..." is a message that encourages the player to reduce the amount of rotation of the rotary operation unit 302, allowing the player to enjoy the game more by seeing this message, and if the player reduces the amount of rotation of the rotary operation unit 302 in accordance with the message, the amount of movement of the movable body 310 will decrease, reducing the load on the movable body 310. The message may also be a message prompting the user to return the rotation amount of the rotation control unit 302, such as "It's shaking too much and making me dizzy, so please return the rotation amount..." The message may also indicate to what extent the rotation amount of the rotation control unit 302 should be returned (for example, to less than r4 steps). The message will not be displayed if the rotation amount of the rotation control unit 302 is r4 steps or more and the specific detection unit of the rotation control unit 302 does not detect a specific operation. 【0221】 Furthermore, if the conditions for displaying the message in Figure 19(F) are met while the display in Figure 19(E) is continuing, the message in Figure 19(F) may be displayed in conjunction with the display in Figure 19(E). However, in order to make the message in Figure 19(F) more easily recognizable to the player and to quickly reduce the load on the movable body 310, if the display in Figure 19(E) and the message in Figure 19(F) are displayed in conjunction, it is desirable that the message in Figure 19(F) have a higher display priority in the area where the display in Figure 19(E) and the message in Figure 19(F) are displayed in conjunction (i.e., the message in Figure 19(F) should be displayed in front of the display in Figure 19(E)). 【0222】 The message in Figure 19(F) indicates that the amount of movement of the movable body 310 is too large. Therefore, it is desirable that the message be displayed immediately when the amount of rotation of the rotary operation unit 302 is r4 steps or more and the specific detection unit provided in the rotary operation unit 302 detects a specific operation. However, it may also be displayed after a predetermined time has elapsed since the amount of rotation of the rotary operation unit 302 was r4 steps or more and the specific detection unit provided in the rotary operation unit 302 detected a specific operation (i.e., it does not necessarily have to be displayed immediately). Alternatively, it may be displayed with a predetermined probability when the amount of rotation of the rotary operation unit 302 was r4 steps or more and the specific detection unit provided in the rotary operation unit 302 detected a specific operation (i.e., it does not necessarily have to be displayed even if these operations are detected). 【0223】 In the examples in Figures 19(E) and 19(F), an animation is described in which the ally character performs a punching motion only when the rotation amount of the rotation control unit 302 is between r3 steps and r4 steps and the specific detection unit detects a specific operation, and when the rotation amount of the rotation control unit 302 is r4 steps or more and the specific detection unit detects a specific operation, a message prompting the user to reduce the rotation amount of the rotation control unit 302 is displayed. Separately from this animation, there may also be an animation in which, when the rotation amount of the rotation control unit 302 is between r3 steps and r4 steps and the specific detection unit detects a specific operation, a message prompting the user to increase the rotation amount of the rotation control unit 302 is displayed, for example, "If you rotate it more, a kicking motion will occur!", and when the rotation amount of the rotation control unit 302 is r4 steps or more and the specific detection unit detects a specific operation, the ally character performs a kicking motion. 【0224】 Note that the animation in Figure 19(E) showing the ally character practicing punches ends after a predetermined amount of time has elapsed since the animation began. Also, the message in Figure 19(F) is erased after a predetermined amount of time has elapsed since the message began to be displayed. If the press operation unit 303 is operated while the ally character practicing punches in Figure 19(E) or the message in Figure 19(F) is displayed, the movement of the movable body 310 will stop, but the animation of the ally character practicing punches in Figure 19(E) and the display of the message in Figure 19(F) will not end until the predetermined amount of time has elapsed. In other words, the movement of the movable body 310 will stop even when the animation of the ally character practicing punches in Figure 19(E) or the message in Figure 19(F) is displayed. 【0225】 Furthermore, the predetermined time from the start to the end of the animation in Figure 19(E) in which the ally character performs punching practice, and the predetermined time from the display to the disappearance of the message in Figure 19(F), may be the same or different. Also, the predetermined time from the start to the end of the animation in Figure 19(E) in which the ally character performs punching practice may be determined from multiple time periods. Each of these multiple time periods may be different from the predetermined time from the display to the disappearance of the message in Figure 19(F), or a part of these multiple time periods may be the same as the predetermined time for the display of the message in Figure 19(F). 【0226】 Furthermore, the animation in Figure 19(E) in which the allied character practices punches ends after a predetermined amount of time has elapsed. However, if the conditions for the animation in Figure 19(E) in which the allied character practices punches are met again after the animation has ended, the animation in Figure 19(E) in which the allied character practices punches may be executed again. Also, if the animation in Figure 19(E) in which the allied character practices punches is being executed and the conditions for the animation in Figure 19(E) in which the allied character practices punches are met again, the predetermined time count may be cleared and the predetermined time reset and the count restarted when the conditions are met again (i.e., the time during which the animation in which the allied character practices punches is executed may be extended), or the count may continue without clearing the predetermined time count (i.e., the time during which the animation in which the allied character practices punches is executed may not be extended). Similarly, the message in Figure 19(F) is deleted after a predetermined time has elapsed, but if the conditions for displaying the message in Figure 19(F) are met again after the message in Figure 19(F) has been deleted, the message in Figure 19(F) may be displayed again. Also, if the conditions for displaying the message in Figure 19(F) are met again while the message in Figure 19(F) is being displayed, the predetermined time count may be cleared and the predetermined time reset and the count restarted when the conditions are met again (i.e., the message display time may be extended), or the count may continue without clearing the predetermined time (i.e., the message display time may not be extended). 【0227】 It is desirable that the animation of the ally character practicing punches in Figure 19(E) and the animation of the message displayed in Figure 19(F) are irreversible (i.e., cannot be stopped by the player's actions). However, when the message in Figure 19(F) is displayed, if the conditions for the display of the ally character practicing punches in Figure 19(E) are met, the message in Figure 19(F) may be cleared (i.e., the display of the message in Figure 19(F) may be canceled on the condition that the rotation operation unit 302 has been rotated to the right by r3 steps or more but less than r4 steps, and the specific detection unit has detected a specific operation). This is because the condition for the display of the ally character practicing punches in Figure 19(E) being met means that the amount of rotation of the rotation operation unit 302 has become less than r4 steps, and it is considered that the player has reduced the amount of rotation of the rotation operation unit 302 in accordance with the message in Figure 19(F). 【0228】 An example of the transition from Figure 18(C) to Figure 19(D') (an example where the attack animation is not canceled) is explained. In Figure 19(D'), in the state of Figure 18(C), force is applied to the pressing operation part 303 so that it does not protrude, while the rotation operation part 302 is rotated clockwise in r1 steps, and the specific detection part of the rotation operation part 302 detects a specific operation. In a cancelable attack animation, even if the rotation operation part 302 is rotating clockwise, by not making the pressing operation part 303 protrude (i.e., not moving the pressing operation part 303 from its initial position), the attack animation is not canceled and continues, the same animation as in Figure 12(E) is performed, and the movable body 310 does not move. 【0229】 As long as the pressing operation part 303 is not protruding, the attack animation will not be canceled even if the rotating operation part 302 is operated (even if the operation necessary for cancellation is performed). Therefore, players who do not want to accidentally cancel the attack animation should avoid protruding the pressing operation part 303 during attack animations that can be canceled. 【0230】 In Figure 19(E'), the rotating control unit 302 is rotated clockwise in r1 steps, and no force is applied to the pressing control unit 303, so the pressing control unit 303 protrudes to t1. In other words, because the pressing control unit 303 is protruding and only the rotating control unit 302 is rotating clockwise, the same effect as in Figure 12(F) does not occur, and as in Figure 19(D), the attack effect is canceled and the movable body 310 also operates with a width w1. 【0231】 In Figures 19(D) and 19(E'), a special sound may be output from speaker 354 or a special image may be displayed on the performance display device 1600 when the attack animation is canceled. The output of the special sound and / or the display of the special image may be performed in place of the cancelable attack animation. For example, by performing a specific operation on a specific detection unit of the rotation operation unit 302 during the effective operation period of the rotation operation unit 302, a special sound may be output from speaker 354 or a special image may be displayed on the performance display device 1600. In this case, the movable body 310 is not moving, but the special sound is output or the special image is displayed. This allows the player to concentrate on the special sound or special image without being distracted by the movement of the movable body 310. 【0232】 Furthermore, following the performance shown in Figure 19(E'), if the rotation operation unit 302 is rotated by r3 steps or more but less than r4 steps, and the specific detection unit detects a specific operation, the performance shown in Figure 19(E) can be executed. If the rotation operation unit 302 is rotated by r4 steps or more, and the specific detection unit detects a specific operation, the performance shown in Figure 19(F) can be executed. 【0233】 In the cancellable attack presentations of FIGS. 18 and 19, not only is the reach suggestion presentation not made to appear as in the attack presentation of FIG. 13, but also presentations before the reach suggestion presentation (such as the display of messages explaining the cancellable attack presentation in FIGS. 18(A) and 18(B), or the display before the ally character starts an attack although both the ally character and the enemy character are displayed in FIG. 19(C), etc.) are cancellable. Therefore, a player who tends to get nervous when watching the attack presentation can calm down and proceed with the game by cancelling the presentation before the reach suggestion presentation. Also, in the cancellable attack presentations of FIGS. 18 and 19, the presentation can be cancelled even after the reach suggestion presentation has started. Thus, the player can cancel the presentation even at the timing when he / she anticipates after the reach suggestion presentation has started, even if it is not suggested that the reach presentation will be executed in the reach suggestion presentation. 【0234】 Also, it is desirable that the operation unit for cancelling the attack presentation be limited to a part of the operation units provided in the pachinko machine 1 (for example, the operation unit for cancelling the attack presentation is only the rotation operation unit 302). This is because if any operation unit provided in the pachinko machine 1 can cancel the attack presentation during the attack presentation, there is a risk that a player who did not intend to cancel the attack presentation may accidentally cancel it. However, in order to make it easy to cancel the attack presentation, it may be possible to cancel the attack presentation by operating any operation unit provided in the pachinko machine 1. 【0235】 Furthermore, the cancelable attack animations in Figures 18 and 19 may appear in the normal state, time-saving state, and probability variation state, but it is preferable that they do not appear during a jackpot game. This is because if the player accidentally cancels the animation midway through a jackpot game, the player's sense of exhilaration from winning the jackpot will be diminished. Note that not all animations that trigger an effective period for the rotation operation unit 302 can be canceled by the rotation of the rotation operation unit 302 during that effective period, or by specific operations performed on the specific detection unit of the rotation operation unit 302 during that effective period (i.e., some animations that trigger an effective period for the operation of the rotation operation unit 302 cannot be canceled). 【0236】 Furthermore, since some players may not want to see attack animations at all because they create too much tension, for example, if the rotation of the rotation control unit 302 is maintained to the right when a cancelable attack animation is not being executed (this may be before the cancelable attack animation begins or after it has been canceled), the cancelable attack animation itself may be prevented from appearing. Since the operation to cancel a cancelable attack animation (whether this operation is the rotation of the rotation control unit 302 to the right or the detection of a specific operation by the specific detection unit) is included as a condition for operating the movable body 310, the cancelable attack animation is not executed when the movable body 310 is operating (the operation of the movable body 310 and the cancelable attack animation are not executed simultaneously). However, a player who rotates the rotary control unit 302 to the right while preventing the pressing control unit 303 from protruding when a cancelable attack animation is not being performed is considered to be a player who intends to see a cancelable attack animation. Therefore, even if the rotary control unit 302 is rotating to the right when a cancelable attack animation is not being performed, it is desirable that a cancelable attack animation can appear as long as the pressing control unit 303 is not protruding. 【0237】 As mentioned above, when the pressing operation part 303 is pulled from its initial position, the rotating operation part 302 rotates to the right in proportion to the amount the pressing operation part 303 protrudes, without directly operating the rotating operation part 302. Therefore, if the condition for canceling the attack animation is the detection of a specific operation by a specific detection unit, and the specific operation is contact, and the specific detection unit is installed so as to cover the entire outer surface of the rotating operation part 302, then when the pressing operation part 303 is pulled without operating the rotating operation part 302, and furthermore without the specific detection unit detecting the specific operation, the rotating operation part 302 rotates to the right, but because the specific detection unit installed on the rotating operation part 302 does not detect the specific operation (contact), the attack animation can be continued without being canceled, even though the rotating operation part 302 rotates to the right and the pressing operation part 303 is protruding. 【0238】 Furthermore, the cancellable attack animations shown in Figures 18 and 19 may be performed when the game is not in progress (when neither a big win game, a small win game, nor a special symbol variation is being performed). In a cancellable attack animation performed when the game is not in progress, for example, a fortune-telling animation (which does not show the result of a special lottery) may be performed. A cancellable attack animation performed when the game is not in progress may start, for example, after a predetermined amount of time has elapsed since the game has stopped, without detecting rotation of the rotation control unit 302 (i.e., without any operation to cancel the cancellable attack animation being performed). If the rotation control unit 302 is operated during a cancellable attack animation performed when the game is not in progress, the attack animation will be canceled. If a predetermined control unit other than the rotating control unit 302 (a control unit for canceling a cancelable attack animation) is operated during a cancelable attack animation that is performed when the game is not in progress, an animation will be performed in which an ally character attacks (punches or kicks) an enemy character, and an animation will be performed in which the enemy character dodges the ally character's attack or the attack hits the enemy character (for example, it is determined according to a predetermined distribution whether the enemy character dodges the ally character's attack or the attack hits the enemy character). If the enemy character dodges the ally character's attack, the fortune-telling result will be reported as "bad luck", and if the ally character's attack hits the enemy character, the fortune-telling result will be reported as "good luck". In addition, the condition for the execution of the animation in which an ally character attacks (punches or kicks) an enemy character, and the animation in which the enemy character dodges the ally character's attack or the attack hits the enemy character, during a cancelable attack animation that is performed when the game is not in progress may be that a predetermined amount of time has elapsed since the start of the attack animation without it being canceled. Furthermore, if a cancelable attack animation is being performed while the game is not in progress, and the push operation unit 303 is not extended in order to prevent the attack animation from being canceled, the game may remain stopped as long as the operation is maintained. 【0239】 Furthermore, for players who have canceled a cancelable attack animation but later wish to see it again, the cancelable attack animation may be re-executed after a predetermined period of time has elapsed, provided that the rotation control unit 302 is not rotated to the right after the attack animation is canceled (or even after the attack animation has finished without being canceled) (i.e., the same operation used to cancel the attack animation is not performed). During this predetermined period, the stopped decorative symbols and an image not displayed in the cancelable attack animation (for example, an image different from both the ally and enemy characters displayed in the cancelable attack animation) may be displayed. Also, even if the rotation control unit 302 is rotated to the right after the attack animation is canceled, the cancelable attack animation may be re-displayed with a predetermined probability after a predetermined period of time has elapsed since the cancellation. 【0240】 Furthermore, for example, when the rotation operation unit 302 is operated in a way that allows the effects shown in Figures 19(E) and 19(F), which are effects that occur after canceling an attack effect (r3 steps or more of rotation and detection of a specific operation by the specific detection unit), the player may be given benefits such as an increased chance of winning a prize or the ability to receive a special lottery with an advantage. Also, for example, the effect in Figure 19(E) where the ally character swings a punch and the effect in Figure 19(F) where a message is displayed may be effects that are performed under predetermined conditions. The state in which game ball B is launched is an example of the predetermined conditions, and the strength with which game ball B is launched determines whether the animation of the ally character swinging a punch as shown in Figure 19(E) is executed or the message shown in Figure 19(F) is displayed (for example, in order for the animation of the ally character swinging a punch as shown in Figure 19(E) to be executed, the strength with which game ball B is launched must be within the first predetermined range, and in order for the message shown in Figure 19(F) to be displayed, the strength with which game ball B is launched must be within the second predetermined range (the minimum value of the second predetermined range must be greater than or equal to the maximum value of the first predetermined range)). Furthermore, the animation of the ally character swinging a punch as shown in Figure 19(E) and the animation of the message shown in Figure 19(F) may be executed not only after a cancelable attack animation has been canceled, but also whenever the above predetermined conditions are met. 【0241】 In addition, the pressing operation unit 303 and the rotating operation unit 302 shown in Figures 11 to 16 may be replaced with the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Figure 17. 【0242】 When the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Figure 17 are applied instead of the pressing operation unit 303 and the rotating operation unit 302 shown in Figures 11 to 16, in the first attack animation pattern, the operation validity period of the pressing operation unit 303 starts in Figure 11(C) and Figure 14(C3), and if the pressing detection sensor 381 changes from the off state to the on state during the said pressing operation validity period, the post-operation animation is executed. However, the pressing operation unit 303 does not protrude when the rotating operation unit 302 is not rotated to the right. Therefore, in the first attack animation pattern, in order for the post-operation animation to be performed, it is necessary to rotate the rotating operation unit 302 to the right to protrude the pressing operation unit 303 and turn off the pressing detection sensor 381, and then operate the pressing operation unit 303 during the operation validity period of the pressing operation unit 303 to turn on the pressing detection sensor 381. 【0243】 When the pressing operation unit 303 and rotating operation unit 302 shown in Figures 11 to 16 are replaced with the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Figure 17, in the second attack animation pattern, an effective operation period for the rotating operation unit 302 occurs in Figures 11(C'), 14(C'3), and 16(D'4). If a rightward rotation of a predetermined amount or more (hereinafter, r1 steps or more, which is the amount at which the movable body 310 can start moving) is detected by the rotating operation unit 302 during this effective operation period, the in-operation animation is executed. Furthermore, if a rightward rotation of a predetermined amount or more (hereinafter, r1 steps or more, which is the amount at which the movable body 310 can start moving) is continuously detected for a predetermined time (hereinafter, 3 seconds) during the effective operation period of the rotating operation unit 302, the post-operation animation is executed. However, in Figure 16, if the rotation control unit 302 is rotated to the right by a predetermined amount (r1 steps or more) after the start of the attack animation (when the message in Figure 16(A) is displayed) and before the start of the operation validity period of the rotation control unit 302, a penalty of a predetermined time will be initiated from the start of the operation validity period in Figure 16(D'4), and until that predetermined time has elapsed, the animation during operation will not be executed even if the rotation control unit 302 is rotated to the right by a predetermined amount (r1 steps or more), nor will it be counted towards the duration of the right rotation by a predetermined amount (r1 steps or more) in the conditions for the post-operation animation to appear. 【0244】 If, instead of the pressing operation unit 303 and rotation operation unit 302 shown in Figures 11 to 16, the pressing operation unit 303, the rotation operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Figure 17 are applied, then in the second performance pattern of the attack performance, an operation in progress performance may be executed on the condition that, during the effective operation period of the rotation operation unit 302, a rightward rotation of a predetermined amount or more (hereinafter, more than r1 steps, which is the amount by which the operation of the movable body 310 can be started) is detected by the rotation operation unit 302, and the specific detection unit detects a specific operation. In this case, when the operation in progress performance is being performed in the second performance pattern, the conditions for the movable body 310 to operate are also met, and therefore the movable body 310 operates. However, in Figure 16, if the rotation control unit 302 rotates to the right by a predetermined amount or more (r1 steps or more) after the start of the attack animation (the start of the display of the message in Figure 16(A)) and before the start of the operation validity period of the rotation control unit 302, a penalty of a predetermined time will be initiated from the start of the operation validity period, and until that predetermined time has elapsed, even if the rotation control unit 302 rotates to the right by a predetermined amount or more (r1 steps or more) and the specific detection unit detects a specific operation, the movable body 310 will operate but the animation during operation will not be executed. Furthermore, in the second animation pattern of the attack animation, the post-operation animation may be executed on the condition that the rotation control unit 302 rotates to the right by a predetermined amount or more (hereinafter, r1 steps or more, which is the amount by which the operation of the movable body 310 can be initiated) and the specific operation by the specific detection unit are simultaneously and continuously detected for a predetermined time (hereinafter, 3 seconds) during the operation validity period of the rotation control unit 302. However, in Figure 16, if the rotation control unit 302 is rotated to the right by a predetermined amount or more (r1 steps or more) after the start of the attack animation (when the message in Figure 16(A) is displayed) and before the start of the operation validity period of the rotation control unit 302, a penalty of a predetermined time will be initiated from the start of the operation validity period in Figure 16(D'4), and until that predetermined time has elapsed, it will not be counted in the duration of detection of rotation to the right by a predetermined amount or more (r1 steps or more) and detection of the specific operation by the specific detection unit, which are conditions for the appearance of the post-operation animation. 【0245】 Furthermore, if the pressing operation unit 303 and rotating operation unit 302 shown in Figures 11 to 16 are replaced with the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Figure 17, then in the second attack animation pattern, the minimum amount of rotation of the rotating operation unit 302 required for the operation animation to be performed and the amount of rotation required for the attack animation to be canceled in the cancelable attack animations shown in Figures 18 and 19 may be the same or different. While the cancellable attack animations in Figures 18 and 19 may be performed when the game is not in progress (when neither a big win game, a small win game, nor a special symbol variation is being performed), it is preferable that the attack animations in Figures 11 to 16 be performed only when a special symbol variation is taking place. 【0246】 If the pressing operation unit 303 and rotating operation unit 302 shown in Figures 11 to 16 are replaced with the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Figure 17, it is desirable that a predetermined operation is required for the attack animations in Figures 11 to 16 to be executed for players who do not want to see the attack animations. Specifically, for example, for the attack animations in Figures 11 to 16 to be executed, the rotating operation unit 302 must be rotated to the right by r3 steps or more but less than r4 steps, the specific detection unit must detect a specific operation, and the pressing operation unit 303 must not be operated (it must be protruding from its initial position). On the other hand, the cancelable attack animations in Figures 18 and 19 can be canceled at any time even by players who do not want to see the attack animations, so they may appear regardless of the amount of rotation of the rotating operation unit 302. 【0247】 Furthermore, if the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Figure 17 are used instead of the pressing operation unit 303 and the rotating operation unit 302 in Figures 11 to 16, the conditions for executing the first attack animation pattern and the conditions for executing the second attack animation pattern may differ. For example, the first attack animation pattern may be executed under the conditions that the rotating operation unit 302 is rotated clockwise by r3 steps or more but less than r4 steps, the specific detection unit detects a specific operation, and the pressing operation unit 303 is not operated (i.e., the movable body 310 operates with a width w3 or more but less than w4), or the rotating operation unit 302 is rotated clockwise by r4 steps or more, the specific detection unit detects a specific operation, and the pressing operation unit 303 is not operated (i.e., the movable body 310 operates with a width w4 or more but less than w4). max The second attack animation pattern may be executed under the condition that it operates as follows. 【0248】 In this case, it is preferable that the shortest time required for the second pattern of the attack animation (the time required from the start of the animation in Figure 11(A) until the rotation operation unit 302 rotates to the right for 5 steps or more for 3 seconds until the animations in Figures 12(E') and 12(F') are completed) is shorter than the shortest time required for the first pattern of the attack animation (the time required from the start of the animation in Figure 11(A) until the rotation operation unit 302 rotates to the right for 5 steps or more for 3 seconds until the animations in Figures 12(E') and 12(F') are completed) is shorter. In other words, it is preferable that the shortest time required for the animation performed when the rotation operation unit 302 rotates to the right for r4 steps or more and the pressure operation unit 303 is not operated is shorter than the shortest time required for the animation performed when the rotation operation unit 302 rotates to the right for r3 steps or more but less than r4 steps and the pressure operation unit 303 is not operated. 【0249】 Furthermore, if the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Figure 17 are used instead of the pressing operation unit 303 and the rotating operation unit 302, the probability of the reach animation being performed is higher when the first animation pattern of the attack animation is performed than when the second animation pattern of the attack animation is performed (i.e., the probability of the ally character's attack hitting the enemy character is higher). In other words, the probability of the reach animation being performed is higher when the rotating operation unit 302 is rotated to the right by r3 steps or more but less than r4 steps and the pressing operation unit 303 is not operated than when the rotating operation unit 302 is rotated to the right by r4 steps or more and the pressing operation unit 303 is not operated. 【0250】 Furthermore, if the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Figure 17 are used instead of the pressing operation unit 303 and the rotating operation unit 302 in Figures 11 to 16, the probability of a big win is higher when the second attack animation pattern (for example, the animations in Figures 11(A) to 12(F')) is executed than when the first attack animation pattern (for example, the animations in Figures 11(A) to 12(F)) is executed. In other words, the probability of a big win is higher when the rotating operation unit 302 is rotated to the right by r4 steps or more and the pressing operation unit 303 is not operated than when the rotating operation unit 302 is rotated to the right by r3 steps or more but less than r4 steps and the pressing operation unit 303 is not operated. 【0251】 Furthermore, even if the pressing operation unit 303 and rotating operation unit 302 shown in Figures 11 to 16 are replaced with the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Figure 17, the attack animations in Figures 11 to 16 are animations that cannot be canceled (i.e., cannot be stopped by the player's operation). In addition, in the cancelable attack animations in Figures 18 and 19, after the rotating operation unit 302 is operated and the cancelable attack animation is canceled, the first animation pattern of the attack animation may be executed under the conditions that the rotating operation unit 302 is rotated to the right by r3 steps or more but less than r4 steps, the specific detection unit detects a specific operation, and the pressing operation unit 303 is not operated (protruding from its initial position). Furthermore, in the cancellable attack animations shown in Figures 18 and 19, after the rotation operation unit 302 is operated and the cancellable attack animation is canceled, the rotation operation unit 302 may be rotated to the right by r4 steps or more, the specific detection unit may detect a specific operation, and the pressing operation unit 303 may not be operated, in which case the second animation pattern of the attack animation may be executed. 【0252】 [3. Exploration Quest Presentation] Hereafter, unless otherwise specified, the first special symbol variation and the second special symbol variation will be collectively referred to simply as "variation." The exploration quest effect will now be explained. The exploration quest effect is an effect that, for example, starts after the variation begins and before the decorative symbols form a winning combination, and ends before the decorative symbols form a winning combination, or continues even after the decorative symbols form a winning combination. 【0253】 In the exploration quest sequence, two characters are selected from several character types (here, "Hunter" or "Villager"), and the two selected characters search for and defeat a rare creature. If the two selected characters find the rare creature and defeat it by attacking it, a big win is announced. If the two characters fail to find the rare creature during the exploration quest sequence, a loss is announced. 【0254】 Additionally, during the exploration quest sequence, if the two characters discover a rare creature and are attacked by it, a survival sequence will be played. In the survival sequence, if the two characters withstand the attack from the rare creature, a big win is announced; otherwise, a loss is announced. 【0255】 Furthermore, if the endurance sequence of the exploration quest is successfully completed and a jackpot is announced, it would be desirable for a reward sequence (for example, a message that is only displayed when the endurance sequence is successful) to be executed, or for the player to be granted a benefit that is advantageous to them (for example, transitioning to the jackpot game state with the largest number of rounds). 【0256】 Furthermore, in the exploration quest sequence, there are two types of rare creatures that the two characters can discover: strong bosses and weak bosses. Discovering a weak boss will result in a higher probability of winning the jackpot than discovering a strong boss. 【0257】 Furthermore, in the exploration quest sequence, if two different characters are selected, those two characters will not be able to find the rare creature and a failure will be reported (i.e., two different characters will only be selected if a failure is selected). Also, in the exploration quest sequence, it is desirable that the probability of a big win (the rate of a big win) is higher when two hunters are selected than when two villagers are selected, provided that the background at the start of the exploration quest sequence is the same. 【0258】 Figures 20 and 21 are explanatory diagrams illustrating an example of an encounter with a powerful boss during an exploration quest. Figures 20 and 21 describe the exploration quest sequence that occurs during normal gameplay, which is neither a time-saving state nor a probability-increasing state. 【0259】 Figure 20(A) shows the state when the fluctuation has started, and the display device 1600 shows an indication that the exploration quest animation has started. In addition, in Figure 20(A), the display device 1600 also shows pending indicators corresponding to pending fluctuations and pending indicators corresponding to fluctuations currently in progress (hereinafter, these will be collectively referred to simply as pending indicators). 【0260】 Furthermore, the first background, which is hatched with vertical lines, is displayed as the background image on the performance display device 1600. Note that the first background is a background image that can only be displayed in normal gameplay and is the background with the lowest probability of winning a jackpot. Also, when the exploration quest performance in Figure 20(A) has started, BGM1 is output from speaker 354. Note that BGM1 is a background music that can only be output in normal gameplay and is the background music with the lowest probability of winning a jackpot. 【0261】 Figure 20(B) shows the state where Hunter 1601 has been selected as the first character. In the figure, Hunter 1601 is a white character and is holding a sword as a weapon. When the first character is selected, the first background and hold indicator are displayed on the performance display device 1600, as in Figure 20(A), and BGM1 continues to be output from speaker 354. Also in Figure 20(B), a line of dialogue indicating that Hunter 1601, the first character, is looking for a partner character to search for rare creatures with is displayed on the performance display device 1600. 【0262】 In Figure 20(C), in addition to the first hunter 1601, another hunter 1601 is displayed on the display device 1600 as a second character. Both hunters 1601 are holding swords, and when the second hunter 1601 is displayed (when the same character is displayed as both the first and second), an effect selected from several effects (in this case, the sword) is displayed on the weapon (in the example shown in the figure, which is a star, and the probability of a big win varies depending on the type of effect) that the hunter is holding. Note that the sword designs held by the first hunter 1601 and the second hunter 1601 may be different. Also, in Figure 20(C), the decorative symbols form a reach. 【0263】 In the exploration quest sequence, the probability of a big win is higher when both the first and second characters are Hunter 1601 than when both are villagers. However, as shown in Figure 20, when Background 1 is displayed as the background image and BGM 1 is played at the start of the exploration quest sequence, it is desirable that a big win is not guaranteed even if both the first and second characters are Hunter 1601 (i.e., it is desirable that both the first and second characters can be Hunter 1601 even in the case of a loss). 【0264】 Furthermore, in Figure 20(C), when the second hunter 1601 is displayed in addition to the first hunter 1601, the background music output from speaker 354 is changed to BGM2. In addition, when the second hunter 1601 is displayed in addition to the first hunter 1601 (when the same character is displayed as both the first and second hunter), a special sound may be output depending on the output mode selected from multiple output modes. Note that the probability of hitting the jackpot differs depending on the output mode of the special sound (for example, the length of the output time). This change in background music and the output of the special sound can make the player understand that the displayed character is about to go on a serious search for rare creatures. 【0265】 Furthermore, it is desirable that the special sound described above be output only when two identical characters (two Hunter 1601s or two Villagers) are displayed on the performance display device 1600 (i.e., it is desirable that it not be output when one Hunter 1601 and one Villager are displayed). 【0266】 In Figure 20(D), the two hunters 1601 hide their weapons (i.e., the swords that were displayed up to Figure 20(C) are no longer visible), and the scene depicts them seriously searching for the rare creature. However, in order to make the player aware that the characters have not changed between Figure 20(C) and Figure 20(D), the display of the two hunters 1601 themselves does not change (i.e., the hunters 1601 themselves are displayed in the same manner in both Figure 20(C) and Figure 20(D)). 【0267】 Thus, each character (Hunter 1601 and Villager) has a display mode in which they are holding a weapon and a display mode in which they are not holding a weapon. When multiple characters are displayed simultaneously, they are displayed in the same display mode (that is, when multiple characters are displayed simultaneously, all of those characters are either holding a weapon or none of those characters are holding a weapon). 【0268】 Furthermore, in Figure 20(D), the background displayed on the performance display device 1600 changes to a second background that is hatched with dots. While the second background is displayed on the performance display device 1600, the weapon held by the character is hidden, and the pending display corresponding to the pending changes is also hidden (only the pending display corresponding to the currently running change is displayed). By hiding the pending display corresponding to the pending changes in this way, the player can concentrate on the animation of searching for the rare creature. 【0269】 Furthermore, when the background displayed on the performance display device 1600 is the second background, not only the pending display corresponding to the pending variation but also the pending display corresponding to the variation currently in progress may be hidden. Also, in Figure 20(D), the BGM output from speaker 354 changes to BGM3. 【0270】 Furthermore, when the second background is displayed on the display device 1600, it is desirable that the character display size be smaller than the character display size when the first background is displayed, as shown in Figure 20(C) and earlier. This is because when the second background is displayed, there is a possibility of encountering a rare creature, and the aim is to draw the player's attention to the display of the rare creature rather than the characters. 【0271】 Furthermore, as shown between Figure 20(C) and Figure 20(D), when a character changes from a state in which it is holding a weapon to a state in which it is not holding a weapon, the character (and weapon) may be made invisible (for example, the character may not be displayed on the performance display device 1600, or a predetermined movable body attached to the pachinko machine 1 may move to a position that overlaps with the display area of the character on the performance display device 1600, making it invisible). By temporarily hiding the character when it changes from a state in which it is holding a weapon to a state in which it is not holding a weapon, the player's tension can be alleviated. It is also desirable that the background be hidden at the time when the character is temporarily hidden (for example, a solid-color background). 【0272】 Figure 20(E) shows the state in which Hunter 1601 has discovered a rare creature. In Figure 20(E), two unarmed Hunters 1601 and a strong boss 1610 with a crest and beak, which is the rare creature, are displayed on the display device 1600. Also, BGM3 is output from speaker 354. Alternatively, instead of displaying the rare creature immediately, for example, an operation validity period for a predetermined operation unit (e.g., a press operation unit 303) may be generated, and the rare creature (either the strong boss 1610 or the weak boss) may be displayed when either the predetermined operation unit is operated during the operation validity period or the operation validity period ends. 【0273】 Figure 20(F) shows two hunters 1601 being attacked by a powerful boss 1610. After the two characters are attacked by the monster, the game transitions to an endurance animation. Also, in Figure 20(F), BGM3 is being output from speaker 354. 【0274】 Furthermore, when a character without a weapon is displayed, and a predetermined animation (for example, an animation where the character encounters a rare creature and battles) is taking place, a dropped weapon (i.e., an object that was displayed with the character when the first background was displayed) may be shown. This allows the player to anticipate that the character might use a weapon. It is desirable that the display of the dropped weapon indicates a higher probability of a big win than the absence of the weapon. 【0275】 Figure 21(G) shows the state when the endurance animation begins. In Figure 21(G), an animation is shown in which the two Hunter 1601 (characters attacked by the rare creature) use their weapons to maintain their balance so as not to fall. Furthermore, a cut-in of a different character (i.e., Villager 1602, the character that was not selected) is shown, and an animation is performed in which Villager 1602 tries to go and help the two Hunter 1601 who are about to fall. 【0276】 It is desirable that the two Hunter 1601 characters (the characters attacked by the rare creature) and the cut-in character, who are about to fall, perform dynamic animations. Specifically, for example, if the two Hunter 1601 characters who are about to fall repeatedly stumble from side to side, it will be easier for the player to recognize that the two Hunter 1601 characters have not yet fallen. Also, for example, if the cut-in character repeatedly stomps their feet, the player can expect that the cut-in character will come to the rescue of the two Hunter 1601 characters and that the endurance animation will be successful. Furthermore, the length of time these dynamic animations are performed may also indicate whether the endurance animation will be successful (for example, the dynamic animation will be longer when the endurance animation is successful than when it is not). 【0277】 Furthermore, in Figure 21(G), the character displayed in the cut-in is also holding a weapon, just like Hunter 1601 (Villager 1602 is holding a club). In this way, the endurance sequence displays not only Hunter 1601 who appears to be about to fall, but also Villager 1602 as a support character. The fact that the displayed character is holding a weapon again gives the player the expectation that Hunter 1601 will not fall and will stand up. 【0278】 Furthermore, in Figure 21(G), no background music is output from speaker 354 in order to draw the player's attention to whether or not Hunter 1601 will fall. In addition, in Figure 21(G), if a character is attacked by a rare creature and uses a weapon to maintain balance so that they do not fall, special background music may be output when a cut-in of a character that was not selected occurs. 【0279】 Furthermore, in Figure 21(G), the background displayed on the display device 1600 has reverted to the first background in order to prevent the player from having excessive expectations that Hunter 1601 will not be defeated. In addition, in Figure 21(G), the display device 1600 shows the pending display corresponding to the currently running variation and the pending display corresponding to the variation that has been held. In other words, when the first background is displayed, the displayed character is holding a weapon, and when the first background is displayed, all pending displays are shown. 【0280】 Furthermore, in order to indicate to the player that the endurance sequence is about to begin, two hunters 1601 (characters attacked by the rare beast) and a villager 1602 (support character) holding a weapon may be displayed after Figure 20(F) and before Figure 21(G). Then, for example, after a predetermined amount of time has elapsed (for example, 3 seconds) since the display of these two hunters 1601 (characters attacked by the rare beast) and the villager 1602 (support character) holding a weapon began, the endurance sequence in Figure 21(G) will begin. 【0281】 Furthermore, in Figure 21(G), in order to make the player expect that the arrival of the support character will lead to success in the endurance sequence, it is desirable that the display size of the support character be larger than the display size of the two Hunter 1601 characters, which are the first and second characters. 【0282】 Furthermore, if the same character who was attacked by the rare creature comes to the rescue during the endurance sequence, the expectation of a big win is higher than if a different character comes to the rescue. Therefore, by always displaying a different character in the cut-in in Figure 21(G) and displaying a message in Figure 21(H), which will be described later, that suggests the same character will come to the rescue, it is possible to give the player a sense of excitement. Alternatively, if the same character who was attacked by the rare creature comes to the rescue during the endurance sequence, a big win is guaranteed, and if a different character comes to the rescue, a loss is guaranteed. 【0283】 Furthermore, as shown between Figure 20(F) and Figure 21(G), when a character changes from a state in which it is not holding a weapon to a state in which it is holding a weapon, the character (and weapon) may be made invisible (for example, the character may not be displayed on the performance display device 1600, or a predetermined movable body attached to the pachinko machine 1 may move to a position that overlaps with the display area of the character on the performance display device 1600, making it invisible). By temporarily hiding the character when it changes from a state in which it is not holding a weapon to a state in which it is holding a weapon, the player's tension can be alleviated. It is also desirable that the background be hidden (for example, a solid color background) at the time when the character is temporarily hidden. 【0284】 Following Figure 21(G), the game transitions to either Figure 21(H) or Figure 21(J). In Figure 21(H), the message "I'll get there first!" (a message suggesting that a different character from the helper character shown in Figure 21(G), namely Hunter 1601, will come to the rescue) is displayed on the display device 1600. In Figure 21(H), the first background is displayed as the background image of the display device 1600, but in order to give the player a sense of anticipation by showing that a different character from the helper character shown in Figure 21(G) will come to the rescue, a different background (for example, a background specifically for displaying the message) may be displayed. 【0285】 Furthermore, in Figure 21(H), BGM4 (i.e., a different BGM from BGM1-3) is output from speaker 354 to give the player a sense of excitement as Hunter 1601 comes to the rescue. Also, in Figure 21(H), the first background is displayed on the performance display device 1600, but a special background different from the first and second backgrounds may be displayed to give the player a sense of excitement. In addition, in Figure 21(H), all hold indicators are hidden to draw the player's attention to the message mentioned above (if the conditions for additional hold indicators are met while the hold indicators are hidden, the additional hold indicators will be added, but the hold indicators will remain hidden). 【0286】 Figure 21(I) shows a state where the two Hunter 1601s were not defeated, meaning the endurance sequence was successful, and the decorative symbols stopped in a winning combination. In Figure 21(I), a total of three Hunter 1601s (three identical characters) are displayed, including the two Hunter 1601s attacked by the rare beast and the one Hunter 1601 who came to their aid, and all Hunter 1601s are holding weapons (swords). To maintain the player's excitement, BGM4 continues to be output from speaker 354. Furthermore, it would be desirable for a display indicating that the game has been controlled to a winning state (an example of a favorable state) to be shown when the game is controlled to a winning state (an example of a favorable state) after the display of Figure 21(I). 【0287】 In Figure 21(J), which follows from Figure 21(G), Villager 1602 has come to the rescue, but the two Hunters 1601 have fallen, meaning the endurance sequence has failed, and the decorative symbols are stopped on a losing combination. In Figure 21(J), the two Hunters who have fallen after being attacked by the rare beast and the one Villager 1602 who has come to the rescue are displayed (i.e., two identical characters and one different character), and each character is holding a weapon (Hunter 1601 is holding a sword, and Villager 1602 is holding a club). In Figure 21(J), no background music is output from speaker 354 to avoid stimulating the player's sense of disappointment. 【0288】 Furthermore, the time from the start of state 21(G) to the end of the variation in state 21(J) is within a predetermined time (for example, within 3 seconds), while the time from the start of state 21(G) to the end of the variation in state 21(I) via state 21(H) is longer than the predetermined time (for example, 5 seconds). As a result, when the endurance performance is successful, the time from the start of the endurance performance to the end of the variation is longer than when it fails, allowing the player to enjoy the successful endurance performance for a longer period. 【0289】 Furthermore, the probability of a big win in that variation may be indicated by the length of time from when the character holding the weapon in Figure 21(G) reappears until the transition to the next animation (Figure 21(H) or Figure 21(J)). For example, if the time from when the character holding the weapon in Figure 21(G) reappears until the animation in Figure 21(H) changes is 5 seconds, and the time from when the character holding the weapon in Figure 21(G) reappears until the animation in Figure 21(J) changes is 3 seconds, then if the animation does not change even after 3 seconds or more have passed since the character holding the weapon in Figure 21(G) reappears, it is indicated that the endurance animation has been successful (i.e., a big win will be announced). 【0290】 Furthermore, it is desirable that the rate of failures in the endurance challenge be higher than the rate of successes. If the rate of success in the endurance challenge is high, players will be less likely to appreciate the rewards and advantageous perks that are awarded upon success. 【0291】 Furthermore, in Figures 21(I) and 21(J), in order to make it easier for the player to recognize whether Hunter 1601 or Villager 1602 has appeared as a helper character, the display size of the helper character may be larger than the display size of the two Hunter 1601 characters, which are the first and second characters, or all characters may be displayed at the same size to make it easier to recognize all displayed characters. Furthermore, after displaying the helper character at a larger size than the display size of the two Hunter 1601 characters, all characters may be displayed at the same size (the display size of the first and second characters may be matched to the display size of the helper character, the display size of the first and second characters may be matched to the display size of the helper character, or the display size of all characters may be matched to a size different from the size in which the first and second characters were displayed, or the size in which the helper character was displayed). 【0292】 Furthermore, it is desirable that the character display size when the endurance performance in Figures 21(I) and 21(H) is confirmed to have succeeded or failed is larger than the character display size at the start of the endurance performance in Figure 21(G). This is to allow the player to recognize which character's endurance performance was successful or unsuccessful. 【0293】 Furthermore, for example, zone effects related to the exploration quest effect may be executed. For example, when the rare animal discovery guaranteed zone effect is executed, the character will always be able to find a rare animal, suggesting a higher probability of a big win compared to when the rare animal discovery guaranteed zone effect is not executed. This rare animal discovery guaranteed zone effect may be executed in the same spin as the exploration quest effect (however, it must start before the rare animal is discovered), or it may be executed as a pre-announcement effect in a spin prior to the spin in which the exploration quest effect is executed. The zone display indicating that the rare animal discovery guaranteed zone effect is in progress has a higher display priority than the background display (i.e., in overlapping display areas of the zone display and background display, the zone display is displayed in the foreground), but a lower display priority than characters and weapons (i.e., in overlapping display areas of the zone display and characters or weapons, the characters or weapons are displayed in the foreground). 【0294】 Furthermore, it is desirable that the percentage of times the situation does not change (as explained later in Figure 24) is higher than the percentage of times the situation changes from when a character holding a weapon is displayed while the first background is shown, as in Figures 20(B) to 20(C), to when a character without a weapon is displayed, as in Figure 20(D) and later. This increases the player's anticipation when the situation changes to when a character without a weapon is displayed. 【0295】 Furthermore, when transitioning from a situation where a character is holding a weapon to a situation where a character is not holding a weapon, as in the transition from Figure 20(C) to Figure 20(D), it is desirable to transition from the situation where a character is holding a weapon to the situation where a character is not holding a weapon without any intervening period where the character is not displayed. This allows players to easily notice the change in the presence or absence of a weapon in the character, as the character without a weapon suddenly changes to a character holding a weapon, thus increasing their sense of anticipation. 【0296】 On the other hand, when transitioning from a situation where a character without a weapon is displayed to a situation where a character with a weapon is displayed, as in the transition from Figure 20(F) to Figure 21(G), it is desirable to transition from a situation where a character without a weapon is displayed to a situation where the character itself (including the weapon) is hidden, before transitioning to a situation where a character with a weapon is displayed. 【0297】 Furthermore, when transitioning from a situation where a character holding a weapon is displayed to a situation where a character without a weapon is displayed, as in the transition from Figure 20(C) to Figure 20(D), it may be possible to transition from a situation where a character holding a weapon is displayed to a situation where the character itself (including the weapon) is hidden, after a period of time has passed, before transitioning to a situation where a character without a weapon is displayed. 【0298】 Figure 22 is an explanatory diagram showing an example of a presentation when a character discovers a rare creature, a weak boss, during an exploration quest. Figure 22(E2), which transitions from Figure 20(D), shows the state when Hunter 1601 has discovered the rare creature. In Figure 22(E2), the two unarmed Hunters 1601 and the weak boss 1611, which lacks a crest and beak as a rare creature, are displayed on the presentation display device 1600. The probability of a big win is higher when the character discovers the weak boss 1611 than when the character discovers the strong boss 1610. Also, in Figure 22(E2), the second background is displayed as the background on the presentation display device 1600, and BGM3 continues to be output from speaker 354. 【0299】 In Figure 22(F2), in addition to the two unarmed Hunter 1601 characters (characters present from Figure 22(E2)), one unarmed support character, Hunter 1601, joins the battle, resulting in a total of three characters launching a preemptive attack on weak boss 1611. When a character launches a preemptive attack on a rare beast, the endurance animation is not performed. Furthermore, when a character launches a preemptive attack on a rare beast, the probability of a big win should be higher than when the endurance animation is performed. Note that the unarmed support character is displayed in an area that overlaps with weak boss 1611, but the support character has a higher display priority (i.e., the support character is displayed in front of weak boss 1611). 【0300】 Furthermore, when Hunter 1601 is selected as the first or second character, the characters are more likely to initiate a preemptive attack against the rare beast (i.e., less likely to be attacked by the rare beast) than when Villager 1602 is selected. Also, when Weak Boss 1611 is selected as the rare beast, the characters are more likely to initiate a preemptive attack against the rare beast (i.e., less likely to be attacked by the rare beast) than when Strong Boss 1610 is selected. 【0301】 In Figure 22(G2), a sequence is shown indicating that three characters—two Hunter 1601 and one Hunter 1601 acting as a support character—have defeated the weak boss 1611, and the decorative symbols have stopped in a winning combination. Also in Figure 22(G2), the second background is displayed on the display device 1600, and BGM3 continues to be output from speaker 354. After Figure 22(G2), a sequence may be performed in which Hunter 1601 without a weapon transforms into Hunter 1601 with a weapon. 【0302】 Furthermore, it is desirable that, after Figure 22 (G2), when the game is controlled to a jackpot state, an indication should be displayed showing that the game has been controlled to a jackpot state (an example of a favorable state). This allows the player to instantly experience a sense of excitement through the display indicating that the game has been controlled to a jackpot. Alternatively, an indication that the game has been controlled to a jackpot state (an example of a favorable state) may be displayed even before the game is controlled to a jackpot state (specifically, for example, at the start of a spin in which an exploration quest sequence is performed, or when a special random number corresponding to the spin in which an exploration quest sequence is performed is held). This allows the player to be notified of the jackpot at an earlier stage, providing a sense of surprise. 【0303】 In Figure 22(F2), if a different character (in this case, Villager 1602) is selected as the helper character from the first and second characters, the probability of winning the jackpot is lower than if the same character is selected (or it may be made to be a guaranteed loss). In Figure 22(F2), if the same character as the first and second characters is selected as the helper character, it may be made to be a guaranteed jackpot (i.e., it may be made not to transition to Figure 22(H2)). 【0304】 In Figure 22(H2), a sequence is shown indicating that the three characters, two Hunter 1601 and one Hunter 1601 acting as a support character, have been defeated by the weak boss 1611. Furthermore, the background image displayed on the display device 1600 reverts to the first background, and no background music is output from speaker 354. 【0305】 In addition, during the exploration quest sequence, various background images such as the first background, second background, and the third background (described later) can be displayed on the display device 1600. Therefore, the transparency of the character and image may be changed to enhance the player's enjoyment of the background images. 【0306】 Figure 23 is an explanatory diagram showing another example of the exploration quest presentation. In the exploration quest presentation of Figure 23, BGM3, which was output when the character encountered a rare creature in the exploration quest presentations of Figures 20 to 22, is output from speaker 354 at the start of the variation (BGM3 can suggest that an encounter with a rare creature will occur, that is, BGM3 functions as a premonition presentation for encountering a rare creature), and furthermore, the background displayed on the presentation display device 1600 is a third background that is hatched with horizontal lines. 【0307】 In the exploration quest sequence shown in Figure 23 (an exploration quest sequence where BGM3 is output at the start of the variation and the background is the third background), it is desirable that the character always encounters a rare creature (or that the rate of encountering rare creatures is higher than in the exploration quest sequences shown in Figures 20 to 22). 【0308】 As a result, when the exploration quest sequence in Figure 23 begins, players who have heard BGM3 (which is played when encountering rare creatures in the exploration quest sequences in Figures 21-22) can get a sense of anticipation that their character will encounter a rare creature. 【0309】 Figure 23(A3) is the same as Figure 20(A), except that the third background is displayed as a background image on the performance display device 1600, and BGM3 is output from speaker 354. 【0310】 In Figure 23(B3), the third background image is displayed on the display device 1600, and BGM3 is output from speaker 354. Furthermore, in Figure 23(B3), the character Hunter 1601 is hiding his weapon (i.e., the weapon is not visible) while searching for his companions. 【0311】 As mentioned earlier, in the presentations in Figures 20 and 22, the character hides their weapon when they encounter a rare creature. Therefore, in Figure 23 (B3), Hunter 1601 has already hidden his weapon, allowing the player to anticipate the character encountering a rare creature. Note that the character displayed in the exploration quest presentation in Figure 23 is always unarmed. 【0312】 Figure 23(C3) is the same as Figure 20(C), except that the third background is displayed as a background image on the display device 1600, BGM5 is output from speaker 354, and the character is hiding its weapon. In other words, in Figure 23(C3), when the second hunter 1601 is displayed in addition to the first hunter 1601 (when the same character is displayed as the first and second hunter), the same special sound as in Figure 20(C) may be output. Furthermore, BGM3 may continue to be output instead of BGM5 even after Figure 23(C3). 【0313】 Figures 23(D3) to 23(F3) are the same as Figures 22(E2) to 22(G2), except that the third background is displayed as a background image on the display device 1600 and BGM5 is output from the speaker. In the exploration sequence where the first background is displayed at the start of the variation, BGM2, which is not output at other times, is output from speaker 354 when the second character, identical to the first character, is additionally displayed in Figure 20(C3). However, in Figure 23(C3), BGM5, which is also output from Figure 23(D3) onwards, is output from speaker 354 when the second character, identical to the first character, is additionally displayed. In Figure 23(C3), BGM2 (the BGM output when the display of two identical characters begins in the exploration quest sequence that starts with the display of the first background) may be output, or a special BGM for when the display of two identical characters begins in the exploration quest sequence that starts with BGM3 may be output. 【0314】 Furthermore, BGM3 may be output from speaker 354 throughout the exploration quest sequence in Figure 23. In other words, in the exploration quest sequence in Figure 23, there are cases where the BGM changes and cases where BGM3 continues to be output, so the length of time BGM3 is output is indeterminate. For example, if the length of time BGM3 is output is indeterminate, and the longer BGM3 is output, the higher the probability of a big win, then players can wait with anticipation for when BGM3 will end. On the other hand, in Figure 20, BGM3 is output when the two characters are seriously exploring for the rare creature and battling it, so the length of time BGM3 is output is constant. 【0315】 Furthermore, in the exploration quest sequence shown in Figure 23, that is, the sequence where the third background is displayed as a background image on the sequence display device 1600 and BGM3 is output from the speaker at 354 from the start of the variation, in order not to diminish the player's heightened sense of anticipation created by the third background and BGM3, a jackpot may be guaranteed when the two hunters 1601 (who give a stronger sense of anticipation than the villagers 1602) search for the rare creature. 【0316】 Furthermore, when the exploration quest sequence shown in Figure 23 is executed, the player's anticipation is heightened by the third background and BGM3, which is output from the start of the variation. Therefore, it is desirable that the probability of a big win be higher than when the exploration quest sequences shown in Figures 20 to 22 (exploration quest sequences in which the first background is displayed as a background image on the performance display device 1600 and BGM1 is output from speaker 354) are executed. 【0317】 In the exploration quest sequence shown in Figure 23, where the third background is displayed, if a predetermined sequence (for example, a sequence after encountering a rare creature, or a sequence where two or more identical characters are displayed) is not being performed, the BGM output from speaker 354 will be interrupted (simply stopping or changing to another BGM) by operating a predetermined control unit (for example, a press control unit 303). The BGM can then be output again when the predetermined control unit is operated again. In order to draw the player's attention to the interruption of the BGM by this operation, no sound is output associated with the operation to interrupt the BGM. On the other hand, in exploration quest sequences where the third background is not displayed, as shown in Figures 20 to 22, the BGM output from speaker 354 will not be interrupted even if the predetermined control unit (for example, a press control unit 303) is operated. 【0318】 Furthermore, in the exploration quest sequence where the third background shown in Figure 23 is displayed, when a predetermined sequence (for example, a sequence after encountering a rare creature, or a sequence where two or more identical characters are displayed) is not being performed, an icon display whose form can be changed in response to the operation of a predetermined control unit (for example, the press operation unit 303) may be displayed on the sequence display device 1600. Therefore, when the predetermined control unit is operated when the predetermined sequence is not being performed, the output of the BGM from the speaker is interrupted, and the form of the icon display changes. When the predetermined control unit is operated again, the BGM is output again, and the form of the icon display can change again (it may return to the original form, or it may change to a different form). On the other hand, in exploration quest sequences where the third background is not displayed, as shown in Figures 20 to 22, the icon display is not displayed on the sequence display device 1600 regardless of the operation of the predetermined control unit. The icon display may include information related to the BGM being output from the speaker 354. 【0319】 Furthermore, the exploration quest sequence in Figure 23 is desirable to be performed in a game state that is advantageous to the player, such as a time-saving state or a probability-increasing state (for example, a game state in which the probability of winning a jackpot is higher than in a game state in which the exploration quest sequence with the first background is performed), in order to enhance the player's sense of anticipation through the third background and BGM3. On the other hand, the exploration quest sequences in Figures 20 to 22 are desirable to be performed in a normal game state, which is neither a time-saving state nor a probability-increasing state. 【0320】 Figure 24 is an explanatory diagram showing an example of a scenario in an exploration quest where the two selected characters are unable to find a rare creature. Figure 24(A4) is the same as Figure 20(A). Figure 24(B4) is the same as Figure 20(B), except that Villager 1602, who is holding a weapon (iron club), is selected as the first character. 【0321】 In Figure 24(C4), in addition to the first villager 1602, a second character, Hunter 1601, is displayed on the display device 1600. Villager 1602 is holding a club, and Hunter 1601 is holding a sword. In Figure 20(C), when the same character as the first character is displayed as the second character, a predetermined effect is displayed on the weapon they are holding. However, if the first and second characters are different, the player will not encounter a rare creature and will ultimately be notified of a miss. Therefore, to avoid unnecessarily raising the player's expectations, the predetermined effect is not displayed. Also, in Figure 24(C4), the decorative symbols form a reach. Furthermore, in Figure 24(C4), to avoid unnecessarily raising the player's expectations, the BGM output from speaker 354 remains BGM1, and no special sounds are output. 【0322】 In Figure 24 (D4), unlike Figure 20 (D), there is no scene where the weapons are hidden to avoid being noticed by the rare creature (i.e., the weapons remain visible), and the scene shows the two characters searching for the rare creature. This suggests to the player that the two characters will not encounter the rare creature. 【0323】 Furthermore, in Figure 24 (D4), in order to avoid unnecessarily raising the player's expectations, the background image displayed on the display device 1600 is kept as the first background, all pending indicators remain displayed, and the background music output from speaker 354 remains as BGM1. 【0324】 In Figure 24(E4), the two characters appear to have discovered a rare creature, but it turns out that it was actually another villager, 1602, who discovered it (meaning the rare creature was not found), and the decorative pattern stops at a losing combination. Also in Figure 24(E4), the background image displayed on the display device 1600 remains the first background, and no background music is output from speaker 354. 【0325】 Although Figure 24 illustrates a scenario where two different characters are selected and no rare creature is encountered, a similar scenario where the same two characters are selected but no rare creature is encountered may also be performed. In other words, for example, the scenarios in Figures 20(A) to 20(C) may be performed, followed by the scenarios in Figures 24(D4) and 24(E4) (where the first and second characters in Figures 24(D4) and 24(E4) are Hunter 1601, as in Figure 20(C), and the third character is Villager 1602, who is different from the first and second characters). 【0326】 Alternatively, instead of transitioning from Figure 24(C4) to Figure 24(D4), the first and second selected characters may be temporarily hidden, and then the first and second characters may be re-selected. This re-selection of characters may be repeated multiple times. Furthermore, it is desirable that the more times the characters are re-selected, the higher the probability of a big win. When re-selecting characters, the same combination of characters as the first and second characters selected immediately before may be selected, or a different combination of characters may be selected. For example, if the re-selection of both the first and second characters as hunters is repeated, then each time the re-selection occurs, when the second hunter 1601 is displayed in addition to the first hunter 1601, the special sound described in Figure 20(C) will be output, meaning that the special sound can be output multiple times in a single spin. 【0327】 Alternatively, as shown in Figures 20(C) and 24(C4), after the first and second characters are selected, the system may not transition to Figures 20(D) and 20(D4), but instead display a predetermined character other than Hunter 1601 or Villager 1602 as the third character, and then re-select the first and second characters. 【0328】 Figures 25 and 26 are explanatory diagrams showing alternative examples of the exploration quest presentation. In the exploration quest presentations of Figures 25 and 256, similar to the exploration quest presentation in Figure 23, the third background is displayed as a background image on the presentation display device 1600 from the start of the variation, and BGM3 is output from the speaker 354. In addition, the exploration quest presentations of Figures 25 and 26 include an endurance presentation. 【0329】 Figures 25(A5) to 25(D5) are the same as Figures 23(A3) to 23(D3), except that villager 1602 is selected as the first and second characters, respectively. 【0330】 Figure 25(E5) shows two villagers 1602 being attacked by a weak boss 1611. The third background image continues to be displayed on the display device 1600, and among the pending displays, only those corresponding to the currently running fluctuations are shown, and BGM5 is output from speaker 354. 【0331】 In Figure 25(F5), the endurance sequence is being executed. In Figure 25(F5), the third background image continues to be displayed on the performance display device 1600, all pending indicators are displayed, and no background music is output from the speaker 354. Also, in the endurance sequence when the third background is displayed on the performance display device 1600, the characters (the two villagers 1602 who are attacked by the rare beast, and the cut-in character (different from villager 1602), Hunter 1601) are not holding weapons. The reason for not giving the characters weapons is to prevent the player's expectations from becoming excessive, as the third background has already heightened the player's anticipation. 【0332】 In Figure 26 (G5), the display device 1600 shows a message indicating that the player has not won a jackpot (failed the endurance performance) ("Looks like we won't make it..."). The display device 1600 also displays a fourth background image, which is hatched in a grid pattern, as the background image. The fourth background is a background image specifically for when this message is displayed. In addition, all pending displays are displayed on the display device 1600, but in order to make it easier for the player to recognize the message and the fourth background, the pending display corresponding to the currently running spin may be hidden, or both the pending display corresponding to the currently running spin and the pending display corresponding to the spins that are currently being held may be hidden. In addition, BGM6 is output from speaker 354. BGM6 is background music specifically for when this message is displayed. 【0333】 In Figure 26 (G5), a display indicating that a jackpot has not been won is shown, and further, a dedicated background image, the 4th background, is displayed, and dedicated background music, BGM6, is output. This allows the player to accept that they have not won a jackpot before the exploration quest sequence is completely finished, thus preventing sudden disappointment. 【0334】 However, it is desirable that the animation in Figure 26 (G5) be executable only when the third background is displayed from the start of the exploration quest animation, and when the characters selected as the first and second characters are not Hunter 1601, which has the highest probability of winning a jackpot (i.e., one of the characters is Villager 1602). In exploration quest animations that start from the first background, which has a low probability of winning a jackpot, as shown in Figure 21, the player is already prepared for the possibility of not winning a jackpot, so they will not be drastically disappointed if the animation in Figure 26 (G5) is not executed and they are notified of a loss. Furthermore, in exploration quest animations that start from the third background, which has a high probability of winning a jackpot, if two Hunter 1601 characters with high probability of winning a jackpot are selected as the first and second characters, a jackpot is guaranteed from the start, and therefore the animation in Figure 26 (G5) is not executed. 【0335】 In Figure 26(H5), the endurance animation has failed, and the decorative symbols have stopped on a losing combination. The animation display device 1600 displays the first background as the background image, and all pending displays are shown. In Figure 26(H5), instead of the first background, the fifth background, which can only be displayed after the fourth background in Figure 26(G5) has been displayed, may also be displayed. The fifth background can continue to be displayed in subsequent spins, for example, from the time the fifth background is displayed until a predetermined number of spins have finished. The two villagers 1602 and the helper character Hunter 1601 are all holding weapons. Also, no background music is output from speaker 354. Furthermore, when the fifth background is displayed from the time it is displayed until a predetermined number of variations are completed, it is preferable that BGM (a dedicated BGM different from any of BGM1 to BGM6) be output from speaker 354 at least while the predetermined number of variations are being performed (it is also possible to switch to a different BGM during the predetermined number of variations, and to switch back to the dedicated BGM from the switched BGM during the predetermined number of variations). 【0336】 Furthermore, if an exploration quest sequence is to be performed in the next variation following the one that ended in Figure 26(H5), the exploration quest sequence will begin from the sequence shown in Figure 20. In other words, the exploration sequence for the next variation will start with the first background displayed, and the first and second selected characters will be holding weapons. Therefore, in Figure 26(H5), the first background is displayed in advance and the characters are shown holding weapons in preparation for the exploration quest sequence that may occur in the next variation. 【0337】 Furthermore, in the exploration quest sequence, if the background image and BGM at the start of the exploration quest sequence are the same, the probability of winning the jackpot is higher when Hunter 1601 is selected as both the first and second characters, compared to when Villager 1602 is selected as both the first and second characters. 【0338】 However, it is desirable that the probability of winning is higher when Villager 1602 is selected as the first and second character in an exploration quest sequence that starts with the third background displayed and BGM 3 outputting (for example, the exploration quest sequences in Figures 25 and 26) than when Hunter 1601 is selected as the first and second character in an exploration quest sequence that starts with the first background displayed and BGM 1 outputting (for example, the exploration quest sequences in Figures 20 and 21). 【0339】 Furthermore, in the exploration quest sequence that begins with the display of the third background and the output of BGM3, if a discrepancy is reported, the sequence in Figure 26(G5) may be omitted. If the sequence in Figure 26(G5) is omitted, it is preferable to return to the sequence in Figure 25(A5) after Figure 26(H5). In this case, BGM may or may not be output in Figures 25(F5) and 26(H5). Also, in the exploration quest sequence that begins with the display of the third background and the output of BGM3, when a rare creature and a character encounter each other (Figures 23(D3) to 23(F3), Figures 25(D5) to 25(E5)), a background different from the third background (for example, the second background or a dedicated background) may be displayed. 【0340】 Figures 21, 22, and 23 illustrate an example where a jackpot is announced after two identical characters encounter a rare creature. However, a jackpot may be announced even if two identical characters are selected but do not encounter a rare creature. Specifically, for example, a jackpot may be announced by the sequence shown in Figure 21(I) following Figure 20(C). Alternatively, a jackpot may be announced by the sequence shown in Figure 21(I) following Figure 23(C3) (provided the background image is the third background). This can provide a sense of surprise to the player. However, it is desirable that the expectation of a jackpot is higher when two identical characters encounter a rare creature than when they do not. 【0341】 Furthermore, in the exploration quest sequence that begins with the display of the first background and the output of BGM1, it is possible to be notified of a miss even if Hunter 1601 is selected as both the first and second characters (for example, the exploration quest sequences in Figures 20 and 21), or even if Villager 1602 is selected as both the first and second characters (that is, these sequences can be selected whether a big win or a miss is selected). 【0342】 On the other hand, in the exploration quest sequence that begins with the display of the third background and the output of BGM3, if Hunter 1601 is selected as both the first and second character (for example, the exploration quest sequence in Figure 23), a jackpot is guaranteed (i.e., this sequence can only be selected if a jackpot has been selected). However, if Villager 1602 is selected as both the first and second character, a loss may be announced (i.e., this sequence can be selected whether a jackpot or a loss has been selected). 【0343】 Furthermore, for example, in an exploration quest sequence that begins with the display of the third background and the output of BGM3, it is desirable that the minimum duration of the advantageous state (jackpot game) controlled when Villager 1602 is selected as both the first and second character and a jackpot is announced be shorter than the minimum duration of the advantageous state (jackpot game) controlled when Villager 1602 is selected as both the first and second character and a jackpot is announced. 【0344】 Furthermore, in the exploration quest sequence that begins with the display of the third background and the output of BGM3, a jackpot may be announced even if a different character combination (a combination of Hunter 1601 and Villager 1602) is selected as the first and second characters. Specifically, for example, in the exploration quest sequence that begins with the display of the third background and the output of BGM3, a jackpot may be announced after the selection of the different character combination without encountering a rare creature (for example, the sequence in Figure 21(I) is executed). This allows for a significant fluctuation in the player's emotions, as anticipation increases when the third background is displayed and BGM3 is output, decreases when a different character combination is selected, and then the excitement skyrockets when a jackpot is announced without finding a rare creature. 【0345】 On the other hand, in the exploration quest sequence that begins with the display of the first background and the output of BGM1, if a different character combination is selected for the first and second characters, it is preferable that a jackpot is not announced (for example, as in the exploration quest sequence in Figure 24). (That is, a different character combination is selected for the first and second characters only when a miss is selected, and if a jackpot is announced, the same character is always selected for the first and second characters.) 【0346】 Furthermore, in the exploration quest sequence that begins with the display of the first background and the output of BGM1, after different characters are selected as the first and second characters (for example, as shown in Figure 24(C4)), the second character may be re-selected to be the same character as the first character (for example, the sequence may transition to Figure 20(C)). 【0347】 Furthermore, for example, in an exploration quest sequence that begins with the display of the first background and the output of BGM1, a sequence may be performed in which a total of four characters—two hunters 1601 and two villagers 1602—gather together (for example, at the timing shown in Figure 20(C)) to search for and defeat a rare beast. For example, it is desirable that the probability of winning increases in the following order: when two villagers 1602 gather < when a total of four characters, two hunters 1601 and two villagers 1602, gather < when two hunters 1601 gather. 【0348】 Furthermore, in scenes where multiple characters (three or more characters) gather, other characters different from both Hunter 1601 and Villager 1602 may also be displayed. Even in this case, the expectation of a big win is higher when only two Hunter 1601s are displayed than when multiple characters, including Hunter 1601, gather. However, only when all characters (three or more characters) gather (when all types of characters gather), the expectation of a big win may be higher than when only two Hunter 1601s are displayed. 【0349】 Furthermore, it is desirable that the spin time for the spin that announces a jackpot in the exploration quest sequence that starts with the display of the first background and the output of BGM1 is shorter than the spin time for the spin that announces a jackpot in the exploration quest sequence that starts with the display of the third background and the output of BGM3. In the exploration quest sequence that starts with the display of the first background and the output of BGM1, the player's anticipation is not high at the start of the exploration quest sequence, and by performing the spin sequence over a long period of time, the player's anticipation can be gradually increased. On the other hand, in the exploration quest sequence that starts with the display of the third background and the output of BGM3, the player's anticipation is already high from the start of the exploration quest sequence, so a short spin time can maintain the player's anticipation and, consequently, reduce fatigue. 【0350】 Furthermore, for similar reasons, it is desirable that the fluctuation time for which a discrepancy is reported in the exploration quest sequence that starts with the third background displayed and BGM1 played be shorter than the fluctuation time for which a discrepancy is reported in the exploration quest sequence that starts with the third background displayed and BGM3 played. 【0351】 Furthermore, it is desirable that the shortest spin time for announcing a jackpot in the exploration quest sequence that starts with the display of the third background and the output of BGM1 is shorter than the shortest spin time for announcing a jackpot in the exploration quest sequence that starts with the display of the first background and the output of BGM1. Also, regardless of whether a jackpot is announced, it is desirable that the shortest spin time for the exploration quest sequence that starts with the display of the third background and the output of BGM3 is shorter than the shortest spin time for the exploration quest sequence that starts with the display of the first background and the output of BGM1. As a result, in the exploration quest sequence that starts with the display of the first background and the output of BGM1, various time-consuming sequence patterns can be realized regardless of whether a jackpot is announced, and the player's anticipation, which is not high at the start of the exploration quest sequence, can be gradually increased. 【0352】 Furthermore, while the exploration quest sequence can display up to three characters simultaneously, a jackpot may be guaranteed when three characters of a predetermined combination are displayed at the same time. For example, such predetermined combinations could include three hunters (1601) or three villagers (1602). 【0353】 Furthermore, in the exploration quest sequence, after a jackpot is announced with the two characters who fought the rare beast and the helper character in the predetermined combination described above, a character transformation sequence may be performed in which these characters change into other characters. For example, in Figure 21(I), if the rare beast is defeated by three villagers 1602 holding weapons instead of three hunters 1601 holding weapons, a character transformation sequence may be performed in which all three villagers 1602 simultaneously change into three hunters 1601 holding weapons. However, since players will feel more excited if the hunters 1601 are displayed than if the villagers 1602 are displayed, it is preferable that when the jackpot is announced with the three hunters 1601 holding weapons displayed, the sequence in which all three characters simultaneously change into three villagers 1602 holding weapons is not performed. 【0354】 Similarly, in Figure 22(G2), if the rare beast is defeated by three unarmed villagers 1602 instead of three unarmed hunters 1601, a character transformation animation may occur in which all three unarmed villagers 1602 simultaneously transform into unarmed hunters 1601. However, since players will feel more excited if the hunters 1601 are displayed than if the villagers 1602 are displayed, it is preferable that the animation of these characters simultaneously transforming into three unarmed villagers 1602 is not performed when the three unarmed hunters 1601 are displayed and a jackpot is announced. 【0355】 Furthermore, in order to give players a sense of excitement through character transformation animations, it is desirable that these animations be performed only when a predetermined advantageous state (for example, a big win that transitions to a time-saving state) is granted. In addition, in the character transformation animation, the presence or absence of weapons of the characters may change, for example, three unarmed villagers 1602 may change into a weaponized hunter 1601, or three weaponized villagers 1602 may change into an unarmed hunter 1601. 【0356】 Furthermore, in the character transformation sequence, when the three villagers (1602) transform into the three hunters (1601), a special animation movie or similar should be displayed to give the player a sense of excitement. In addition, to further enhance the sense of excitement given to the player when the character transformation sequence appears, the rate at which the character transformation sequence appears when a jackpot is announced in the exploration quest sequence should be lower than the rate at which the character transformation sequence does not appear. 【0357】 Furthermore, in the character transformation sequence, it would be good to have different special animation movies displayed and different benefits given to the player depending on whether the three villagers 1602 holding weapons transform into three hunters 1601 holding weapons, or whether the three villagers 1602 without weapons transform into three hunters 1601 without weapons. For example, in the character transformation sequence, when the three villagers 1602 without weapons transform into three hunters 1601 without weapons, a more elaborate special animation movie (for example, a longer animation movie display time, more characters displayed in the animation movie, or louder sound output simultaneously with the animation movie) or more advantageous benefits (for example, more rounds in the jackpot game that starts immediately afterward) are displayed to the player. 【0358】 In Figures 21(G) and 25(F5), at the start of the endurance sequence, the two characters who were attacked by the monster and the cut-in character are displayed simultaneously. However, at the start of the endurance sequence, in order to ensure that the player recognizes who the cut-in character is, it may be possible to first display only the cut-in character (without changing the background image from when the monster attacked), and then, as in Figures 21(G) and 25(F5), display the two characters who were attacked by the monster and the cut-in character. 【0359】 Furthermore, in the exploration quest sequence that begins with the display of the third background and the output of BGM3, if two unarmed villagers 1602 are attacked by a weak boss 1611, the fourth background in Figure 26(G5) makes the two unarmed villagers 1602 invisible, and the two villagers 1602 are redisplayed in Figure 26(H5) holding weapons. However, in the exploration quest sequence that begins with the display of the third background and the output of BGM3, if two unarmed hunters 1601 discover a rare beast, it is desirable that the fourth background in Figure 26(G5) is not displayed, nor that the two unarmed hunters 1601 change into hunters 1601 holding weapons in Figure 26(H5). This is because when the two hunters 1601 encounter a rare beast, the expectation of a big win is high and the player's excitement is heightened, so the fourth background, which includes an indication that a big win has not been achieved, should not dampen the player's excitement. 【0360】 Furthermore, in exploration quest sequences that begin with the display of the first background and the output of BGM1, as shown in the examples of Figures 20 and 21, it is possible to have two unarmed hunters 1601 fight a rare beast and then have those two hunters 1601 pick up their weapons again, or two unarmed villagers 1602 fight a rare beast and then have those two hunters 1601 pick up their weapons again. However, since the expectation of a big win is not high to begin with in exploration quest sequences that begin with the display of the first background and the output of BGM1, it is desirable not to display the fourth background, as shown in Figure 21, when there is a change in whether or not the characters have weapons, as this would further reduce the player's expectations. 【0361】 Figure 27 shows another example of an exploration quest animation. In the exploration quest animation of Figure 27, a predetermined operation is prompted to the press operation unit 303 during a battle between the character and a rare creature. When this predetermined operation is performed on the press operation unit 303, an animation is executed in which the character attacks the rare creature, or in which the character is attacked by the rare creature. Figure 27(E) is an animation that transitions from Figure 20(D), and the same animation as in Figure 20(E) is performed. From Figure 27(E), it is possible to transition to Figure 27(F6), Figure 27(F7), or Figure 27(F8). 【0362】 In Figure 27(F6), similar to Figure 27(E), two unarmed hunters 1601, a powerful boss 1610, a first background image, and a pending display corresponding to the ongoing changes are shown on the performance display device 1600, and BGM3 is output from speaker 354. Furthermore, in Figure 27(F6), a first button image (an image consisting of a button image labeled "PUSH" and an arrow image) instructing the pressing operation unit 303 to be pressed (a so-called single press) is displayed in the center of the performance display device 1600, and an instruction sound ("Press!") instructing the pressing operation unit 303 to be pressed (i.e., indicating the instruction content of the first button image) is output from speaker 354. 【0363】 To make it easier for the player to recognize that they are being instructed to operate the press operation unit 303, the display priority of the first button image is higher than the display priority of other images such as characters or rare creatures. The display of the first button image and the output of an instruction sound indicating the content of the first button image may be performed when predetermined conditions are met (for example, when a predetermined operation (for example, a long press that is different from a simple press) is performed on the press operation unit 303). 【0364】 In Figure 27(F6), if the press operation section 303 is pressed according to the instructions shown by the first button image, the first button image is erased and the display transitions to Figure 27(F). In Figure 27(F), the same animation as in Figure 20(F) is performed, and then the display transitions to the endurance animation in Figure 21(G) (i.e., the animation in which a character holding a weapon is displayed). 【0365】 In Figure 27(F6), if the press operation unit 303 is not pressed in accordance with the instructions shown by the first button image, the game transitions to Figure 27(F7). Figure 27(F7) is a presentation during a specific period when no visual effects images such as character and rare creature images are displayed. The first button image continues to be displayed on the presentation display device 1600, and the instruction sound indicating the pressing of the press operation unit 303, as shown by the first button image, continues to be output from the speaker 354. However, in order to make it easier for the player to recognize the instruction to press the press operation unit 303, the images of character and rare creatures are removed from the presentation display device 1600, and the BGM output is stopped. In this way, during a specific period when no visual effects images such as character and rare creature images are displayed, the BGM output is also stopped, which increases the player's expectation that the character may be able to defeat the rare creature by operating the press operation unit 303. In addition, in Figure 27(F7), instead of stopping the BGM output, the BGM volume may be reduced (for example, to a lower volume than when the exploration quest animation starts). 【0366】 In Figure 27(F7), the background image may be changed to a single-color image of a predetermined color in order to make the first button image easier to recognize. Also, in Figure 27(F7), all hold indicators may be cleared from the performance display device 1600. Furthermore, in Figure 27(F7), it is desirable that performance sounds other than the instruction sound indicating the content of the first button image are not output from the speaker 354. Performance sounds other than the instruction sound indicating the content of the first button image include, for example, the voices of the two characters or the creature, and performance sounds related to the two characters, such as sound effects during battles with the two characters or the creature. Performance sounds related to the two characters include, for example, performance sounds accompanying the actions of the two characters, performance sounds when a character is selected output in Figures 20(B) and 20(C), and performance sounds output when the same character is selected output in Figure 20(C), etc. Also, as mentioned above, the transition from Figure 27(E) to Figure 27(F7) may be made without going through Figure 27(F6). 【0367】 In Figure 27(F7), if the press operation section 303 is pressed according to the instructions shown in the first button image, the specified period ends and the screen transitions to Figure 27(F). In other words, in this case, characters without weapons are hidden, and when the characters are redisplayed, they will still be without weapons. 【0368】 In Figure 27(F7), if the press operation unit 303 is not pressed in accordance with the instructions shown by the first button image, the specified period ends and the display transitions to Figure 27(F8). In Figure 27(F7), if the press operation unit 303 is pressed in accordance with the instructions shown by the first button image, the specified period may end after the first button image is erased, or the first button image may end before the specified period ends. 【0369】 Furthermore, in Figure 27(F7), if the press operation unit 303 is not pressed (even after a predetermined time has elapsed since the first button image was displayed) in violation of the instructions shown by the first button image, the specific period may end and the game may transition to Figure 27(F). Also, if the press operation unit 303 is not pressed (even after a predetermined time has elapsed since the first button image was displayed) in violation of the instructions shown by the first button image, the player is not interested in the scenes in which the character attacks the monster or is attacked by the monster. Therefore, after Figure 27(F7), the specific period may end, Figure 27(F) may be omitted, and the game may transition to the endurance scene in Figure 21(G). In other words, in this case, the character without a weapon will be hidden, and when the character reappears, it will be holding a weapon. 【0370】 Furthermore, for example, the first button image may also be displayed during the endurance sequence (when three characters are displayed) (continuing from Figure 27 (F7) or from the start of the endurance sequence). In this case, for example, after a predetermined time (e.g., 3 seconds) has elapsed since the start of the endurance sequence, the first button image is hidden, and after a predetermined time (e.g., 5 seconds) has elapsed since the first button image has been erased, the images of the three characters are also hidden. After the three characters have also been erased, a predetermined movie is displayed on the performance display device 1600, but if, for example, an operation of a predetermined operation unit (e.g., a press operation unit 303) is detected, the predetermined movie is terminated. 【0371】 Furthermore, when the specified movie is displayed, it is desirable that no sound is output from speaker 354 in order to maintain the tension given to the player by the endurance performance. The three characters may disappear and the specified movie may be displayed after a predetermined time (5 seconds) has elapsed since the start of the endurance performance. Also, the time from when the three characters appear to when they disappear during the endurance performance is longer than the time it takes for the first button image to disappear. In the example above, the specified movie is displayed after the three characters have disappeared, but the three characters may disappear as a result of the display of the specified movie. 【0372】 Figure 27(F8) shows a special effect during a specific period when no images of characters or rare creatures are displayed. In this effect, a second button image (consisting of an image of a button labeled "long press" and an image of an arrow) instructing a long press (an operation different from a single press) of the press operation unit 303 is displayed in the upper left of the effect display device 1600 (a different position from where the first button image is displayed (the center)). 【0373】 In Figure 27(F8), to make it easier for the player to recognize the instruction to long-press the press operation unit 303 indicated by the second button image, the images of the character and the rare creature are not displayed on the performance display device 1600, and no background music is output. Also, unlike when the first button image is displayed, when the second button image is displayed, no instruction sound indicating the content of the second button image is output. In this way, by stopping the output of the background music during a specific period when performance images such as the images of the character and the rare creature are not displayed, the player can increase their expectation that the character will be able to defeat the rare creature by long-pressing the press operation unit 303. In addition, by not outputting the instruction sound indicating the content of the second button image, a sense of tension is created for the player, and the instruction performance by the second button image can be treated as a hidden performance. Note that in Figure 27(F8), instead of stopping the output of the background music, the volume of the background music may be suppressed (for example, to a lower volume than at the start of the exploration quest performance). 【0374】 Furthermore, the display size of the second...
Claims
[Claim 1] A determination means that obtains lottery information when a ball enters the starting gate, and determines whether it is a win based on the lottery information when the starting conditions are met, A symbol variation execution means that performs a symbol variation based on the fulfillment of the aforementioned start condition, A storage means capable of storing the lottery information obtained by the ball entering the starting opening, up to a predetermined number; A storage display means that indicates that the information is stored by the storage means, A pre-determination means that determines whether it is a win based on the lottery information before the determination means makes a determination, A means for controlling the effects, The system comprises an effect execution means for which the aforementioned effect is performed, The aforementioned performance includes at least a first performance, a second performance, and a third performance that can be executed based on the lottery information prior to the start condition being met, The second and third effects differ from the display by the memory display means, The first, second, and third effects can be executed at the time the ball enters the field. The second and third performances are each displayed in one of several different ways in which the determination result by the determination means, based on the lottery information corresponding to the ball entry that triggered the execution of the second and third performances, is expected to be a win. The rate at which the second performance is executed based on the ball entering the goal is configured to be higher than the rate at which the third performance is executed based on the ball entering the goal. When the first performance is executed based on the lottery information corresponding to the ball entry, the third performance will not be executed even if a new ball enters the game until the symbol change corresponding to the lottery information is completed, but the second performance will be made executable. If the second performance based on the lottery information corresponding to the ball entry is displayed in a manner that indicates a high probability of success, the third performance will not be executed even if a new ball enters the game until the symbol change corresponding to the lottery information has finished. The first, second, and third performances can be executed based on lottery information corresponding to one ball entering the starting opening. A gaming machine characterized by the following features.