Gaming machine

The gaming machine addresses the lack of player engagement in conventional systems by incorporating dynamic variation animations and transitions, enhancing the overall gaming experience.

JP7880241B2Active Publication Date: 2026-06-25FUJI SHOJI CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
FUJI SHOJI CO LTD
Filing Date
2022-06-15
Publication Date
2026-06-25

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient measures to enhance player interest in the preview effect for variation patterns, leading to a lack of enjoyment.

Method used

Implementing a gaming machine with enhanced variation animations, including weak and strong SP reach animations, special effects, and dynamic transitions based on lottery outcomes, allowing for more engaging gameplay experiences.

Benefits of technology

Enhances player enjoyment by providing dynamic and engaging gameplay through varied animations and transitions, increasing player interest and excitement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that can maintain a player's sense of expectation for a win until the end of the period in which a win or lose result is displayed, without damaging the player's sense of expectation for a win due to appearance of an advance-notice performance indicating low reliability.SOLUTION: An advance-notice selection table includes a first advance-notice selection table (first step-up advance-notice selection table SB_SUY1_TBL ) in which any advance-notice performance mode can be selected from advance-notice performance modes having reliability of a first stage or lower among a plurality of kinds of advance-notice performance modes; a second advance-notice selection table in which any advance-notice performance mode can be selected from advance-notice performance modes of a second stage or lower the reliability of winning is higher than that of the first stage; and a third advance-notice selection table in which any advance-notice performance mode can be selected from advance-notice performance modes of a third stage or lower in which the reliability of winning is higher than that of the second stage.SELECTED DRAWING: Figure 13
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Description

Technical Field

[0001] The present invention relates to gaming machines such as pachinko machines, arrange ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (regulated gaming machines) that circulate enclosed game balls internally. More specifically, It can enhance the enjoyment of the players. it relates to gaming machines.

Background Art

[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine described in Patent Document 1 is known. This gaming machine determines a variation pattern based on a variation pattern allocation table for a variable display game according to a set value for setting the probability of a big win.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, the above gaming machine only determines a variation pattern allocation table according to the set value of the big win probability, and there is a problem that sufficient measures have not been taken to improve the player's interest in the preview effect for the variation pattern.

[0005] Therefore, in view of the above problems, the present invention It can enhance the enjoyment of the players. aims to provide a gaming machine.

Means for Solving the Problems

[0006] The object of the present invention described above is achieved by the following means. The references in parentheses are those with reference numerals of the embodiments described later, but the present invention is not limited thereto.

[0007] According to the gaming machine of claim 1, after normal variation in the symbol variation that is performed in response to the lottery process caused by the game operation, Weak SP Reach The performance (for example, the weak SP reach performance shown in Figure 28(a)) or the Weak SP Reach More reliable than theatrics. Strong SP Reach A first variation animation that executes an animation (for example, the strong SP reach animation shown in Figure 28(g)), After the aforementioned normal fluctuations The aforementioned weak SP reach A second variation animation that performs a special animation different from the regular animation (for example, the alternative route animation shown in Figures 30(c-2) to 30(d-2), for example, the alternative route animation shown in Figure 35(e-1)), The aforementioned In a weak SP reach, the development prompt either transitions from the weak SP reach to the strong SP reach animation or displays a losing symbol. It has a presentation (for example, see the development and excitement presentation shown in Figure 28(e) and the development and excitement presentation shown in Figures 35(b) to (c)), The aforementioned Strong SP Reach The performance does not transition to the aforementioned special effects, In the aforementioned development-enhancing animation, the weak SP reach transitioned to the strong SP reach animation. Applicable Strong SP Reach After a losing indication for the performance is displayed on the display means (for example, see the liquid crystal display device 41 shown in Figure 28(i-2)), it is possible to proceed to a special performance (for example, see the revival performance shown in Figure 28(j-3)) only if the result of the lottery process is a win. In the aforementioned development-enhancing presentation The aforementioned Weak SP Reach Once the display means shows a losing result, it is impossible to proceed to the special effect (see, for example, paragraph

[0141] of the specification), The aforementioned The strong SP reach transitions from the aforementioned weak SP reach during the development and build-up sequence. A key feature is that it is possible to transition to the aforementioned special performance without any teasing or buildup regarding whether or not to transition from the regular performance to the special performance (see, for example, Figures 28(i-2) and 28(j-3)). [Effects of the Invention]

[0008] According to the present invention, It can enhance the enjoyment of the players. . [Brief explanation of the drawing]

[0009] [Figure 1] This is a perspective view showing the external appearance of a gaming machine according to one embodiment of the present invention. [Figure 2] It is a front view of a game board according to the same embodiment. [Figure 3] It is a side sectional view of a special symbol 2 starting device according to the same embodiment, where (a) shows the open state and (b) shows the closed state. [Figure 4] It is a block diagram showing a control device of a gaming machine according to the same embodiment. [Figure 5] (a) shows the jackpot probability of a gaming machine according to the same embodiment, (b) shows a symbol allocation table, and (c) shows a variation pattern allocation table. [Figure 6] It is a diagram showing a route lottery table. [Figure 7] (a) shows a preview level (color level) lottery table during pre-reading, (b) shows a preview level (color level) lottery table during normal variation, (c) shows a preview level (color level) lottery table in the development from normal reach (tenpai) to SP reach, (d) shows a preview level (color level) lottery table in a weak SP reach, and (e) shows a preview level (color level) lottery table in a strong SP reach. [Figure 8] It is a diagram showing a first pre-reading hold change selection table. [Figure 9] It is a diagram showing a second pre-reading hold change selection table. [Figure 10] It is a diagram showing a third pre-reading hold change selection table. [Figure 11] (a) to (e) are diagrams showing screen examples of step-up preview performances in which a preview performance of "green" or lower with low reliability of hitting the jackpot appears. [Figure 12] (a) to (e) are diagrams showing screen examples of step-up preview performances in which a preview performance of "red" with high reliability of hitting the jackpot appears. [Figure 13] It is a diagram showing a first step-up preview selection table. [Figure 14] It is a diagram showing a second step-up preview selection table. [Figure 15] It is a diagram showing a third step-up preview selection table. [Figure 16] (a) is an example screen showing the normal variation pattern at level 1 (Lv1), (b) is an example screen showing the chance variation pattern at level 4 (Lv4), and (c) is a figure showing an example screen of the intense heat variation pattern at level 5 (Lv5). [Figure 17] It is a figure showing the first reach tempai advance selection table. [Figure 18] It is a figure showing the second reach tempai advance selection table. [Figure 19] It is a figure showing the third reach tempai advance selection table. [Figure 20] (a-1) to (c-1) are example screens showing the normal variation pattern where the SP development advance effect does not appear, (a-2) to (c-2) are example screens showing the chance variation pattern at level 4 (Lv4), and (a-3) to (c-3) are a figure showing example screens of the intense heat variation pattern at level 5 (Lv5). [Figure 21] It is a figure showing the first SP development advance selection table. [Figure 22] It is a figure showing the second SP development advance selection table. [Figure 23] (a) is an example screen showing the normal character pattern in the title color advance at level 1 (Lv1), (b) is an example screen showing the red character pattern in the title color advance at level 4 (Lv4), and (c) is a figure showing the gold character pattern in the title color advance at level 5 (Lv5). [Figure 24] It is a figure showing the first title color advance selection table. [Figure 25] It is a figure showing the second title color advance selection table. [Figure 26] It is a figure showing the third title color advance selection table. [Figure 27] It is a figure showing an example screen for explaining that a player can select a route using the setting button while waiting for customers. [Figure 28] (a) to (k-3) are figures showing example screens for explaining the example of the effect developing from the weak SP reach effect to the strong SP reach effect. [Figure 29]Figures (a) to (c) are example screens illustrating examples of sequences where a weak SP reach sequence does not progress to a strong SP reach sequence. [Figure 30] Figures (a) to (h-3) are example screens illustrating an example of a sequence where a weak SP reach sequence does not develop into a strong SP reach sequence, but instead a sequence that hints at development into a different route sequence occurs. [Figure 31] Figures (a) to (e-2) are example screens illustrating an example of a sequence where a sequence that hints at the development of an alternative route sequence is executed multiple times in parallel with the reach sequence before the result of the weak SP reach sequence is revealed. [Figure 32] (a) to (e-2) are diagrams illustrating screen examples that show a different type of animation than Figure 31, in which the animation prompting the development of an alternate route is executed multiple times in parallel with the reach animation before the result of the weak SP reach animation is revealed. [Figure 33] (a) shows the timing chart for when a weak SP reach fails, (b) shows the timing chart for when a weak SP reach sequence develops into a strong SP reach sequence and results in a win, (c) shows the timing chart for when a weak SP reach sequence develops into a strong SP reach sequence and results in a loss, (d) shows the timing chart for when a weak SP reach sequence develops into a strong SP reach sequence and results in a loss, after which a revival sequence is performed, (e) shows the timing chart for when a sequence prompting development to an alternative route sequence is performed and the alternative route sequence is performed, (f) shows the timing chart for when a sequence prompting development to an alternative route sequence is performed and the alternative route sequence is not performed, (g) shows the timing chart for when the sequence prompting development to an alternative route sequence is performed only during the weak SP reach sequence and not after the development to a strong SP reach sequence fails, and (h) shows the timing chart for when the sequence prompting development to an alternative route sequence is performed only during the sequence prompting development to a strong SP reach sequence and not after the development to a strong SP reach sequence fails. [Figure 34] This diagram shows the distribution table for different route development and teasing sequences. [Figure 35]Figures (a) to (e-3) are example screens illustrating whether or not the game transitions from a normal reach to an alternate route sequence. [Figure 36] Figures (a) to (e) are diagrams illustrating example screens for typical reel spin patterns that develop from a normal reach to an alternate route sequence. [Figure 37] (a) shows the timing chart for when a normal reach develops into a weak special reach, and (b) shows the timing chart for when a normal reach develops into an alternate route. [Figure 38] This diagram shows the distribution table for alternate routes / SP reach development prompts. [Figure 39] Figures (a) to (h) are example screens illustrating scenarios where the challenge sequence fails and a losing sequence is executed. [Figure 40] Figures (a) and (b) are example screens illustrating how a challenge sequence can be successfully completed and progress to a weak SP reach sequence. [Figure 41] Figures (a) and (b) are example screens illustrating how a challenge sequence can be successfully completed and lead to an alternate route sequence. [Figure 42] (a) shows the timing chart for when the challenge sequence (development build-up sequence) fails, (b) shows the timing chart for when the normal reach fails, (c) shows the timing chart for when the challenge sequence (development build-up sequence) is successful and develops into a weak SP reach, (d) shows the timing chart for when the challenge sequence (development build-up sequence) is successful and develops into an alternate route sequence, (e) shows the timing chart for when the normal reach sequence develops into a weak SP reach sequence, and (f) shows the timing chart for when the normal reach sequence develops into an alternate route sequence. [Figure 43] (a) shows the selection lottery table for the alternate route / SP reach development prompting animation, and (b) shows the distribution table for the alternate route / SP reach development prompting animation. [Figure 44] This is a flowchart illustrating the main process of the primary control according to the same embodiment. [Figure 45] Figure 44 is a flowchart illustrating the continuation of the main processing of the primary control shown. [Figure 46] Figure 44 is a flowchart illustrating the setting switching process. [Figure 47] This is a flowchart illustrating the power supply abnormality check process. [Figure 48] This is a flowchart illustrating the timer interrupt processing of the main control according to the same embodiment. [Figure 49] Figure 48 is a flowchart illustrating the processing of normal patterns. [Figure 50] Figure 48 is a flowchart illustrating the special pattern processing shown. [Figure 51] Figure 50 is a flowchart illustrating the start-up check process 1(2). [Figure 52] Figure 50 is a flowchart illustrating the process for initiating the special symbol variation. [Figure 53] Figure 52 is a flowchart illustrating the collision detection process. [Figure 54] Figure 50 is a flowchart illustrating the processing during the special symbol variation. [Figure 55] Figure 50 is a flowchart illustrating the processing during the special pattern confirmation time. [Figure 56] (a) shows the regular symbol win determination table used when performing the regular symbol win / loss lottery, (b) shows the special symbol big win determination table used when performing the special symbol win / loss lottery, (c) shows the special symbol small win determination table used when performing the special symbol win / loss lottery, and (d) shows the special electric support symbol win determination table used when performing the special symbol win / loss lottery. [Figure 57] This is a flowchart illustrating the main processing of the sub-control according to the same embodiment. [Figure 58] Figure 57 is a flowchart illustrating the data analysis process. [Figure 59]A flowchart illustrating the command reception process of the sub-control according to the same embodiment. [Figure 60] This is a flowchart illustrating the timer interrupt processing of the sub-control according to the same embodiment. [Figure 61] (a) is a flowchart illustrating the initial command list for video, (b) is a flowchart illustrating the regular command list for video, and (c) is a flowchart illustrating the command list for still images. [Modes for carrying out the invention]

[0010] Hereinafter, one embodiment of the gaming machine according to the present invention will be specifically described with reference to the drawings, using a pachinko gaming machine as an example. In the following description, when the directions of up, down, left, and right are indicated, they refer to the up, down, left, and right directions as viewed from the front as shown in the drawings.

[0011] <Explanation of the external structure of a pachinko game machine> First, the external configuration of the pachinko game machine according to this embodiment will be described with reference to Figures 1 to 3.

[0012] <Explanation of the external appearance of the front of a pachinko machine>

[0013] As shown in Figure 1, the pachinko game machine 1 consists of a rectangular front frame 3 attached to the front of a wooden outer frame 2 so as to be openable and closable, and a game board 4 mounted inside a game board storage frame (not shown) attached to the back of the front frame 3. The game board 4 is mounted with the game area 40 shown in Figure 2 facing forward, and as shown in Figure 1, a glass door frame 5 supporting transparent glass is provided on the front side of this game area 40. The game area 40 consists of an area surrounded by ball guide rails 6 (see Figure 2) arranged on the surface of the game board 4.

[0014] On the other hand, as shown in Figure 1, the pachinko game machine 1 has a front operation panel 7 located below the glass door frame 5, and an upper tray unit 8 is provided on the front operation panel 7. An upper tray 9 for storing dispensed game balls is integrally formed on this upper tray unit 8. The front operation panel 7 is also provided with a ball dispensing button 11 and a prepaid card dispensing button 12 (card return button 12). On the surface of the upper tray 9, there is a push-button type effect button device 13 that can be pressed by the player when a built-in lamp (not shown) is lit to change the effect of the game. The upper tray 9 is also provided with a ball removal button 14 for removing the game balls stored in the upper tray 9 downwards, and a setting button 15 consisting of roughly a cross key is also provided. This setting button 15 is operable by the player and consists of a circular confirmation key 15a located in the center, a triangular upper key 15b located above the confirmation key 15a in the diagram, a triangular left key 15c located to the left of the confirmation key 15a in the diagram, a triangular right key 15d located to the right of the confirmation key 15a in the diagram, and a triangular lower key 15e located below the confirmation key 15a in the diagram.

[0015] On the other hand, as shown in Figure 1, a launch handle 16 for operating the launch unit is provided on the right end of the front control panel 7, and speakers 17 for emitting background music (BGM) and sound effects are provided on both upper sides of the front frame 3 and near the launch handle 16. Decorative lamps such as full-color LED lamps that produce a visual effect through light decoration are arranged around the perimeter of the front frame 3.

[0016] <Description of the external structure of the game board> On the other hand, as shown in Figure 2, a liquid crystal display device 41, consisting of an LCD (Liquid Crystal Display) or the like, is positioned approximately in the center of the game area 40 of the game board 4. This liquid crystal display device 41 divides the display area into three areas: left, center, and right, and is capable of independently displaying numbers, characters, text (such as character dialogue or lyrics), or patterns (special patterns and regular patterns). Decorative upper decorations 42a, left decoration 42b, and right decoration 42c are provided around this liquid crystal display device 41, and a movable mechanism device 43 is positioned on the back side of these upper decorations 42a, left decoration 42b, and right decoration 42c. Decorative lamps, such as full-color LED lamps, are positioned on the upper decorations 42a, left decoration 42b, and right decoration 42c to produce visual effects through light decoration.

[0017] As shown in Figure 2, this movable mechanism 43 consists of an upper movable mechanism 43a that performs predetermined performance actions as the game progresses, a left movable mechanism 43b, a right movable mechanism 43c, an upper left movable mechanism 43d, and a motor (not shown) such as a two-phase stepping motor that drives the upper, left, right, and upper left movable mechanisms 43a to 43d, respectively. Decorative lamps such as full-color LED lamps that produce performance effects through light decoration are arranged on these upper, left, right, and upper left movable mechanisms 43a to 43d.

[0018] On the other hand, directly below the liquid crystal display device 41 is a special symbol 1 start slot 44, and inside it is a special symbol 1 start slot switch 44a (see Figure 4) for detecting winning balls. The number of valid winning balls detected by this special symbol 1 start slot switch 44a (see Figure 4), i.e., the number of first start reserved balls, is displayed on the liquid crystal display device 41 at a predetermined number (for example, 4). This first start reserved ball number is increased by 1 (+1) when a game ball enters the special symbol 1 start slot 44 and is detected by the special symbol 1 start slot switch 44a (see Figure 4), and decreased by 1 (-1) when the display of special symbols such as numbers, characters, or patterns (decorative patterns) begins to change. Decorative lamps such as full-color LED lamps that produce visual effects through light decoration are arranged around the special symbol 1 start slot 44.

[0019] On the other hand, a special symbol 2 start device 45 is located on the lower right side of the liquid crystal display device 41, as shown in Figure 2. As shown in Figure 3, this special symbol 2 start device 45 consists of a special symbol 2 start port 45a, an opening / closing section 45b that can change the special symbol 2 start port 45a between an "open state" that allows game ball YK to enter and a "closed state" that prevents entry, a ball entry guide section 45c that can change between a "guided state" that guides game ball YK toward the special symbol 2 start port 45a and a "non-guided state" that does not guide, and a special symbol 2 start port switch 45a1 (see Figure 4) that detects game ball YK that has entered the special symbol 2 start port 45a.

[0020] The special symbol 2 start port 45a opens slightly to the right in the front left-right direction shown in Figure 2, and a special symbol 2 start port switch 45a1 (see Figure 4) for detecting winning balls is provided inside the special symbol 2 start port 45a. The number of valid winning balls detected by this special symbol 2 start port switch 45a1 (see Figure 4), i.e., the number of second start reserved balls, is displayed on the liquid crystal display device 41 by a predetermined number (for example, 4). This number of second start reserved balls is increased by 1 (+1) when a game ball enters the special symbol 2 start port 45a and is detected by the special symbol 2 start port switch 45a1 (see Figure 4), and decreased by 1 (-1) when the display of special symbols such as numbers, characters, or patterns (decorative patterns) begins to change.

[0021] The opening / closing section 45b includes an opening / closing member 45b1 that can move left and right relative to the special symbol 2 start opening 45a, and a standard electric mechanism solenoid 45b2 (see Figure 4) that drives and controls the opening / closing member 45b1. When the opening / closing section 45b is in the closed state, as shown in Figure 3(b), the opening / closing member 45b1 protrudes into the special symbol 2 start opening 45a (moves to the left in the figure) to prevent game balls YK from entering the special symbol 2 start opening 45a. When the opening / closing section 45b is in the open state, as shown in Figure 3(a), it retracts to the right in the figure to allow game balls YK to enter the special symbol 2 start opening 45a.

[0022] The ball entry guide section 45c includes a guide member 45c1 that slopes downward from right to left as shown in Figure 2 (sloping downward toward the special symbol 2 start opening 45a). This guide member 45c1 is driven and controlled by a standard electric mechanism solenoid 45b2 (see Figure 4).

[0023] As shown in Figure 3(a), when the ball entry guide 45c is in the guiding state, the guide member 45c1 slides out to the front side of the game area 40 (towards the glass door frame 5 shown in Figure 1), guiding the game ball YK that is on top of it to the special symbol 2 start opening 45a. When it is not in the guiding state, as shown in Figure 3(b), the guide member 45c1 slides backward (towards the rear side of the game area 40) and retracts. As a result, even if a game ball YK lands on the guide member 45c1 when it is in the guiding state, if the guide member 45c1 slides backward before the game ball YK enters the special symbol 2 start opening 45a, the game ball YK will flow downstream without entering the special symbol 2 start opening 45a. The guide member 45c1 and the opening / closing member 45b1 are designed to operate in conjunction with each other. In other words, when the guide member 45c1 is in the guiding state, the opening / closing member 45b1 retracts to the right as shown in Figure 3(a) to allow the game ball YK to enter the special symbol 2 start opening 45a, and when the guide member 45c1 is not in the guiding state, the opening / closing member 45b1 protrudes to the left as shown in Figure 3(b) to prevent the game ball YK from entering the special symbol 2 start opening 45a.

[0024] In the following, the special symbol 2 starting device 45 described above may be referred to as a regular electric mechanism. The special symbol 2 starting device 45 is also equipped with decorative lamps such as full-color LED lamps that produce visual effects through light decoration.

[0025] On the other hand, to the right of the special symbol 1 starting opening 44, a prize-winning device 46 is positioned as shown in Figure 2. When the special symbol lottery described later is won, that is, when the game is in a winning state, the opening / closing door 46a is driven and controlled by a special electric mechanism solenoid 46b (see Figure 4) so ​​that the large prize-winning opening (not shown), which is closed by the opening / closing door 46a, opens, allowing the game ball to enter the large prize-winning opening (not shown). The game ball that enters the large prize-winning opening (not shown) is detected as a prize-winning ball by a large prize-winning opening switch 46c (see Figure 4) located inside the large prize-winning opening (not shown).

[0026] On the other hand, when the special symbol lottery is not won, that is, when the game is not in a winning state, the opening and closing door 46a is driven and controlled by the special electric mechanism solenoid 46b (see Figure 4), and the large prize opening (not shown) is closed. As a result, it becomes impossible for game balls to enter the large prize opening (not shown). Hereafter, the device consisting of such an opening and closing door 46a and the special electric mechanism solenoid 46b may be referred to as the special electric mechanism. In addition, the prize winning device 46 is equipped with decorative lamps such as full-color LED lamps that produce visual effects through light decoration.

[0027] Incidentally, the prize-winning device 46 is equipped with a distribution device 47, which has a conventionally known structure. As shown in Figure 2, this distribution device 47 is equipped with a V-area 47a and an out-out opening 47b, and when a game ball enters the large prize-winning opening (not shown), the game ball is distributed to either the V-area 47a or the out-out opening 47b. The distribution device 47 is configured to distribute game balls that enter the large prize-winning opening (not shown) to the out-out opening 47b, rather than to the V-area 47a, unless a predetermined game state is reached.

[0028] On the other hand, as shown in Figure 2, a regular symbol start opening 48 consisting of a gate is located in the upper right part of the liquid crystal display device 41, and a regular symbol start opening switch 48a (see Figure 4) for detecting the passage of a game ball is provided inside it. In addition, general prize openings 49 are located to the right of the prize winning device 46 and to the left of the special symbol 1 start opening 44. These general prize openings 49 consist of an upper right general prize opening 49a located to the right of the prize winning device 46, an upper left general prize opening 49b located to the left of the special symbol 1 start opening 44, a left middle general prize opening 49c, and a lower left general prize opening 49d. Furthermore, the upper right general prize slot 49a is equipped with an upper right general prize slot switch 49a1 (see Figure 4) to detect the passage of a game ball, the upper left general prize slot 49b is equipped with an upper left general prize slot switch 49b1 (see Figure 4) to detect the passage of a game ball, the middle left general prize slot 49c is equipped with a middle left general prize slot switch 49c1 (see Figure 4) to detect the passage of a game ball, and the lower left general prize slot 49d is equipped with a lower left general prize slot switch 49d1 (see Figure 4) to detect the passage of a game ball. In addition, decorative lamps such as full-color LED lamps that produce a visual effect through light decoration are placed inside the general prize slots 49.

[0029] On the other hand, directly below the special symbol 1 starting opening 44, there is an outlet opening 50 into which game balls (out balls) that have flowed down to the lowest part of the game area 40 without winning a prize are received. Game balls that enter this outlet opening 50 are detected as non-winning balls by an outlet opening switch 50a (see Figure 4) located inside the machine. Furthermore, the aforementioned winning balls also flow down to the lowest part of the game board 4 via the back side, and are therefore also detected by the outlet opening switch 50a (see Figure 4). Thus, the outlet opening switch 50a (see Figure 4) detects the total number of out balls discharged, that is, the same number of game balls as the number of game balls launched into the game area 40 by the launch handle 16. In addition, when counting the game balls launched into the game area 40 by the launch handle 16, a switch may be provided at the point where the balls enter the game area 40 from the ball guidance rail 6 to perform the counting.

[0030] On the other hand, the lower right edge of the game area 40 of the game board 4 is configured with three 7-segment displays arranged in a row. Two of these 7-segment displays are special symbol display devices 51, and the other 7-segment display device 53a displays special symbol 1, special symbol 2, the number of balls held for starting normal symbols, and the game state (for example, advantageous game state). As shown in Figure 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b. To the left of the special symbol 1 display device 51a is a normal symbol display device 52 consisting of one LED. Furthermore, there is a round lamp 53b that notifies the number of rounds in a jackpot game, and a right-hand shooting notification lamp 53c that notifies right-hand shooting.

[0031] Furthermore, an identification lamp device 51A that displays identification information corresponding to special design 1 and special design 2 is provided on the upper end side of the left ornament 43b.

[0032] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab to inform the player of information regarding the status of special symbols 1 and 2, or whether special symbols 1 and 2 are winning or losing. The first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is changing, the first identification lamp 51Aa flashes; when special symbol 1 is a winning symbol, the first identification lamp 51Aa lights up; and when special symbol 1 is a losing symbol, the first identification lamp 51Aa turns off. Furthermore, when special symbol 2 is changing, the second identification lamp 51Ab flashes; when special symbol 2 is a winning symbol, the second identification lamp 51Ab lights up; and when special symbol 2 is a losing symbol, the second identification lamp 51Ab turns off.

[0033] In addition, although not shown in the illustration, multiple game pins are arranged in the game area 40 of the game board 4, and a windmill 54 is arranged as a member for changing the direction of the falling game ball.

[0034] <Description of the control device> Next, a control device that performs electronic control according to the progress of the game, installed inside the pachinko game machine 1 having the external configuration described above, will be explained using Figure 4. As shown in Figure 4, this control device mainly consists of a main control board 60 that controls the overall game operation, a payout / launch control board 70 that dispenses game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, light, and sound.

[0035] <Explanation regarding the main control board> The main control board 60 mainly consists of a one-chip microcomputer 600 composed of a main control CPU 600a, a main control ROM 600b that stores a game program describing a series of game control procedures, and a main control RAM 600c that functions as a work area and buffer memory, a measurement / setting display device 610 consisting of 7 segments that serves to display information (performance display) such as the ratio of how many prize balls were awarded during low probability periods (the normal low probability state for winning the lottery), and the setting content of the probability that generates a game state advantageous to the player, a RAM clear switch 620, and a setting key switch 630.

[0036] The main control board 60, configured in this way, is connected to a payout and launch control board 70 that controls the payout motor M to dispense game balls. Furthermore, the following are connected: a special symbol 1 start-up switch 44a for detecting entry into the special symbol 1 start-up 44; a special symbol 2 start-up switch 45a1 for detecting entry into the special symbol 2 start-up 45a; a normal symbol start-up switch 48a for detecting passage through the normal symbol start-up 48; a right-right general prize-winning switch 49a1, a left-right general prize-winning switch 49b1, a left-center general prize-winning switch 49c1, and a left-bottom general prize-winning switch 49d1 for detecting entry into the general prize-winning 49 (upper right general prize-winning 49a, upper left general prize-winning 49b, left-middle general prize-winning 49c, and lower left general prize-winning 49d); a large prize-winning 46c for detecting entry into the large prize-winning 4 (not shown) which is opened or closed by the opening / closing door 46a; and an out-out switch 50a capable of detecting the same number of game balls as the game balls launched into the game area 40 by the launch handle 16. Furthermore, the following are connected: a standard electric solenoid 45b2 that drives and controls the opening / closing member 45b1 and the guide member 45c1; a special electric solenoid 46b that controls the operation of the opening / closing door 46a; a distribution device 47; a special symbol 1 display device 51a; a special symbol 2 display device 51b; a standard symbol display device 52; a 7-segment display device 53a; a round lamp 53b; and a right-hand shooting notification lamp 53c. Furthermore, a fraud detection board 55 that detects fraudulent activity by the player is also connected.

[0037] The main control board 60, configured in this way, receives signals from the special symbol 1 start switch 44a, the special symbol 2 start switch 45a1, or the normal symbol start switch 47a via the main control CPU 600a. It then performs a lottery and determines the variation pattern of the special symbols, the stop symbols, or the display content of the normal symbols based on the winning or losing information of the lottery result. This determined information is then transmitted to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Furthermore, the main control board 60, i.e., the main control CPU 600a, generates a performance control command DI_CMD containing the determined information and transmits it to the sub-control board 80. Furthermore, when the main control board 60, i.e., the main control CPU 600a, receives signals from the special symbol 1 start switch 44a, the special symbol 2 start switch 45a, the upper right general prize slot switch 49a1, the upper left general prize slot switch 49b1, the left middle general prize slot switch 49c1, the lower left general prize slot switch 49d1, and the large prize slot switch 46c, it decides how many game balls to pay out to the player and sends a payout control command PAY_CMD containing the decided information to the payout / launch control board 70, which then pays out the game balls to the player.

[0038] Furthermore, if the lottery results in a regular symbol being drawn, the regular electric mechanism solenoid 45b2 is driven and controlled to keep the opening / closing member 45b1 in the open state and the guide member 45c1 in the guide state for a predetermined time. If the lottery results in a special symbol being drawn, the special electric mechanism solenoid 46b is controlled to open the large prize opening (not shown).

[0039] In a mixed type 1 and 2 gaming machine, when a minor win is achieved, the opening and closing door 46a is controlled to repeatedly open and close the large prize opening (not shown), and when a game ball enters the large prize opening (not shown), the distribution device 47 is controlled so that the game ball is distributed to the V area 47a.

[0040] On the other hand, the main control board 60, i.e., the main control CPU 600a, measures the number of prize balls each time it receives a signal from the special symbol 1 start switch 44a, the special symbol 2 start switch 45a1, the upper right general prize switch 49a1, the upper left general prize switch 49b1, the left middle general prize switch 49c1, the lower left general prize switch 49d1, and the large prize switch 46c, and measures the total number of game balls dispensed each time it receives a signal from the out switch 50a. Then, based on the measured number of prize balls and the total number of game balls dispensed, the main control board 60, i.e., the main control CPU 600a, outputs information (performance display) regarding the ratio of how many prize balls were awarded during low probability periods to the measurement / setting display device 610. As a result, information (performance display) regarding the ratio of how many prize balls were awarded during low probability periods is displayed on the measurement / setting display device 610.

[0041] Furthermore, the measurement and setting display device 610 can display the probability settings for generating a game state favorable to the player in six stages, for example, from "1" to "6". However, to change these settings, a dedicated key is inserted into the setting key switch 630, and when it is turned ON, the RAM clear switch 620 allows the probability settings for generating a game state favorable to the player to be changed in six stages, for example, from "1" to "6" (for example, setting "6" has the highest probability of generating a game state favorable to the player, and setting "1" has the lowest probability of generating a game state favorable to the player). The changed settings are then displayed on the measurement and setting display device 610, and when the setting change is confirmed, the dot on the lower right side of the 7-segment display lights up to indicate that the setting has been confirmed.

[0042] On the other hand, when the RAM clear switch 620 is pressed, except when a dedicated key is inserted into the setting key switch 630 and it is turned ON, the entire memory area of ​​the main control RAM 600c is not cleared, but only a portion of the memory area is cleared.

[0043] On the other hand, when the main control board 60, i.e., the main control CPU 600a, receives a fraud detection signal from the magnetic sensor, radio wave sensor, or vibration sensor mounted on the fraud detection board 55 that detects fraudulent activity by a player, it generates a fraud error command (performance control command DI_CMD) and transmits it to the sub-control board 80.

[0044] <Explanation regarding the dispensing and firing control board> The payout / launch control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600a) and generates a payout motor signal based on the received payout control command PAY_CMD. Then, it controls the payout motor M with the generated payout motor signal and dispenses game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of launching game balls in response to the player's operation, based on the prize ball counting signal indicating the game ball dispensing operation and status signals related to abnormalities in the dispensing operation.

[0045] On the other hand, a touch sensor is provided on the periphery of the launch handle 16 shown in Figure 1. When a player's hand touches the touch sensor on the launch handle 16, the touch sensor outputs a detection signal to the payout / launch control board 70, as shown in Figure 4. In response, the payout / launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). The main control board 60 (main control CPU 600a) then transmits the detection signal to the sub-control board 80 as a performance control command DI_CMD. This makes it possible to transmit information to the sub-control board 80 about whether or not the player touched the handle 16 to play the game.

[0046] Incidentally, the payout / launch control board 70 also handles the process of dispensing balls to the player. That is, when the ball dispensing button 11 shown in Figures 1 and 4 is pressed, a ball dispensing signal is transmitted to the CR unit (not shown), which is located adjacent to the pachinko game machine 1. In response, the CR unit transmits a ball dispensing request signal to the payout / launch control board 70. The payout / launch control board 70 then receives this signal, dispenses game balls to the player, and once the dispensing is complete, transmits a ball dispensing completion signal to the CR unit. Thus, the payout / launch control board 70 handles the process of dispensing balls to the player.

[0047] <Explanation regarding the sub-control board> The sub-control board 80 is equipped with a sub-one-chip microcontroller 800, which consists of a sub-control CPU 800a that receives the performance control command DI_CMD from the main control board 60 (main control CPU 600a) and executes and controls various performances, as well as controlling the display image shown on the liquid crystal display device 41; a sub-control ROM 800b that stores a control program describing the performance control procedure, etc.; and a sub-control RAM 800c that functions as a work area and buffer memory, etc.

[0048] Furthermore, the sub-control board 80 is equipped with a sound LSI 801 that generates desired background music and sound effects, a sound RAM 802 that functions as a work area and buffer memory, a VDP 803 that generates image data to be displayed on the liquid crystal display 41 based on instructions from the sub-one-chip microcontroller 800, a DDR2SDRAM 804 which consists of a work area for decompressing video compression data and a frame buffer area for temporarily storing image data displayed on the liquid crystal display 41, and a game ROM 805 which pre-stores CG data for still image compression data and video compression data, as well as sound data such as background music and sound effects. A still image is a so-called sprite image, which represents a single image such as text data such as characters, a background image, or a special symbol. A video, on the other hand, means a collection of multiple still images (multiple frames) that change continuously, and smooth operation is reproduced by drawing multiple still images in succession on the liquid crystal display 41.

[0049] The sub-control board 80 configured in this way is connected to a decorative lamp board 90 which is equipped with decorative lamps such as full-color LED lamps that produce lamp effects, and a push-button type effect button device 13 which allows the player to change the effect by pressing it when the built-in lamp (not shown) is lit, and a speaker 17 which emits background music and sound effects is connected. Furthermore, the sub-control board 80 is connected to a movable mechanism device 43 which performs predetermined effect actions as the game progresses, an identification lamp device 51A which informs the player of information such as when special symbols 1 and 2 are changing, or whether special symbols 1 and 2 are winning or losing, a setting button 15 which allows various settings to be made, and a liquid crystal display device 41.

[0050] Thus, the sub-control board 80 configured in this way receives a performance control command DI_CMD from the main control board 60 (main control CPU 600a) that contains basic information necessary for special symbol variation patterns based on the lottery results, the current game state, the number of balls held at the start, and decorative symbols to be stopped based on the lottery results, via the sub-control CPU 800a. The sub-control CPU 800a then randomly selects a performance pattern corresponding to the received performance control command DI_CMD from a large number of performance patterns pre-stored in the sub-control ROM 800b, and temporarily stores a control signal instructing the execution of the selected performance pattern in the sub-control RAM 800c.

[0051] The sub-control CPU 800a transmits the sound control signal, which is one of the control signals that instructs the execution of the performance pattern stored in the sub-control RAM 800c, to the sound LSI 801. In response, the sound LSI 801 reads the sound data corresponding to the control signal from the game ROM 805 or sound RAM 802 and outputs it to the speaker 17. As a result, the speaker 17 emits background music and sound effects corresponding to the determined performance pattern.

[0052] Furthermore, the sub-control CPU 800a transmits control signals related to light, among the control signals that instruct the execution of the performance patterns stored in the sub-control RAM 800c, to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the decorative lamps, such as full-color LED lamps that produce the lamp performance effect, to turn them on or off, and the lamp performance corresponding to the determined performance pattern is executed.

[0053] The sub-control CPU 800a then sends a command list related to images, which is one of the control signals that instructs the execution of the performance pattern stored in the sub-control RAM 800c, to the VDP 803. As a result, the VDP 803 generates image data to display an image based on the command list and sends the generated image data to the liquid crystal display device 41, so that the image corresponding to the determined performance pattern is displayed on the liquid crystal display device 41. The image data displayed on the liquid crystal display device 41 is updated every frame, but in order for the sub-one-chip microcontroller 800 (sub-control CPU 800a) to know when the display operation of one frame is complete, the VDP 803 sends a VSYNC (vertical synchronization signal) as an interrupt signal to the sub-control CPU 800a as shown in Figure 4. This allows the sub-control CPU 800a to know that one frame of image data has been displayed on the liquid crystal display device 41. This VSYNC interrupt signal is generated, for example, every 33ms.

[0054] Furthermore, the sub-control CPU 800a transmits the control signals related to the movable mechanism, which are among the control signals that instruct the execution of the performance patterns stored in the sub-control RAM 800c, to the movable mechanism device 43. As a result, the movable mechanism device 43 moves in accordance with the determined performance pattern.

[0055] <Explanation of the power supply board> Incidentally, the power supply to each of the boards described above is provided by the power supply board 130 shown in Figure 4. This power supply board 130 is composed of a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. The voltage generation unit 1300 receives an AC voltage of 24V, which is an external power supply supplied from a transformer (not shown) installed in the amusement parlor, and generates several types of DC voltages. These generated DC voltages are supplied to each board (not shown).

[0056] Furthermore, the voltage monitoring unit 1310 monitors the AC24V voltage, and if it detects a voltage anomaly due to a voltage interruption or power outage, it outputs a voltage anomaly signal ALARM to the main control board 60. The voltage anomaly signal ALARM outputs a "L" level signal when there is a voltage anomaly and a "H" level signal when the voltage is normal.

[0057] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when the power is turned on, and this generated system reset signal RST is output to each board.

[0058] <Explanation of Route Lottery> Now, let's explain the route selection process.

[0059] If the period of special symbol variation is divided into periods (1) during pre-reading, (2) during normal variation, (3) normal reach (tenpai) to SP reach development, (4) weak SP reach, and (5) strong SP reach, then in conventional gaming machines, when a jackpot is achieved, the "red" or "gold" pre-announcement effects, which indicate a high probability of a jackpot, are more likely to appear at any of the periods (1) to (5) (hereinafter referred to as the "royal road route").

[0060] In other words, if it's a jackpot, the appearance rate of "red" and "gold" pre-announcement effects, which have a higher reliability of a jackpot, is higher than the appearance rate of "green" or lower ("blue," etc.) pre-announcement effects, which have a lower reliability of a jackpot (they are assigned larger distribution values ​​in the distribution table). Conversely, if it's a miss, the appearance rate of "green" or lower ("blue," etc.) pre-announcement effects, which have a lower reliability of a jackpot, is higher (they are assigned larger distribution values ​​in the distribution table).

[0061] However, this presented a problem: even if a strong special reach with a high expectation of a big win was executed, if a series of low-reliability "green" or lower (such as "blue") pre-announcement effects followed, the player's expectation of a big win would plummet, significantly reducing their enjoyment of the game.

[0062] Therefore, in this embodiment, the following processing is performed so that the player's sense of anticipation for winning is not diminished by the appearance of unreliable pre-announcement effects, and so that the player's sense of anticipation is maintained until the end of the period in which the win / loss result is displayed.

[0063] That is, before conducting the lottery for each of the above-mentioned (1) to (5) pre-announcement performances, a lottery for determining the route is carried out. The route is determined by lottery to be any one of the following routes in addition to the "main route" described above: "rising buttocks route", "temporary losing route", "right-rising route", and "non-right-rising route". In the "rising buttocks route", even in the case of a big win, until the periods of (1) to (4) above, pre-announcement performances of "green" or below with a low confidence level of a big win are likely to appear (occasionally, a pre-announcement performance of "red" with a high confidence level of a big win may appear), in the period of (5) above, pre-announcement performances of "red" or "gold" with a high confidence level of a big win appear, and in the last period, a sense of expectation of a big win is rapidly given to the player. In the "temporary losing route", even in the case of a big win, until the periods of (1) to (5) above, pre-announcement performances of "green" or below with a low confidence level of a big win are likely to appear (occasionally, a pre-announcement performance of "red" with a high confidence level of a big win may appear). By this, it gives the player a false strong SP reach, that is, it makes the player think it is a loss, and finally gives the player a big win. In the "right-rising route", as the periods of (1) to (5) progress, it steps up from pre-announcement performances of "green" or below with a low confidence level of a big win to pre-announcement performances of "red" with a high confidence level of a big win, and further steps up to pre-announcement performances of "gold" with a high confidence level of a big win, so that the player's sense of expectation of a big win gradually increases. In the "non-right-rising route", as the periods of (1) to (4) progress, it steps up from pre-announcement performances of "green" or below with a low confidence level of a big win to pre-announcement performances of "red" with a high confidence level of a big win, gradually increasing the player's sense of expectation of a big win, and in the period of (5) above, by making pre-announcement performances of "green" or below with a low confidence level of a big win appear, it suppresses the excessive sense of expectation of a big win in the case of a loss, so that the player does not get too discouraged thinking it may not be a big win.

[0064] Thus, the lottery method for determining such a route will be explained in detail below.

[0065] First, the main control CPU 600a, in response to the signal received from the special symbol 1 start switch 44a, performs a lottery according to the jackpot probability shown in Figure 5(a), and then, based on the result of that lottery, refers to the symbol distribution table M_ZF_TBL shown in Figure 5(b) to perform a special symbol lottery. Specifically, if the lottery result is a loss, the player will win either a loss A or a loss B with the probabilities shown. If the player wins, the player will win either a small payout or a large payout with the probabilities shown.

[0066] On the other hand, depending on the result of the above lottery, the variation pattern of the special symbols is determined by referring to the variation pattern distribution table M_HP_TBL shown in Figure 5(c). Specifically, if "Miss A" is selected in the lottery described above, the player will win either a normal variation (miss) corresponding to RANK 1 or a challenge performance failure (miss) corresponding to RANK 1, with the probabilities shown. On the other hand, if "Miss B" is selected in the lottery described above, the player will win either a normal reach (miss) corresponding to RANK 2, a weak SP reach 1 (miss) corresponding to RANK 3, a weak SP reach 2 (miss) corresponding to RANK 3, a normal reach ⇒ alternative route performance (miss) corresponding to RANK 4, a weak SP reach ⇒ alternative route performance (miss) corresponding to RANK 4, or a weak SP ⇒ strong SP reach (miss) corresponding to RANK 5, with the probabilities shown.

[0067] On the other hand, if "small payout" is selected through the lottery described above, the player will win one of the following at the probabilities shown in the diagram: a normal reach corresponding to RANK 2 (win), weak SP reach 1 corresponding to RANK 3 (win), weak SP reach 2 corresponding to RANK 3 (win), a normal reach ⇒ alternative route performance corresponding to RANK 4 (win), a weak SP reach ⇒ alternative route performance corresponding to RANK 4 (win), or a weak SP ⇒ strong SP reach (win) corresponding to RANK 5. On the other hand, if "Big Payout" is selected in the lottery described above, the player will win one of the following at the probabilities shown in the diagram: Normal Reach (Win) corresponding to RANK 2, Weak SP Reach 1 (Win) corresponding to RANK 3, Weak SP Reach 2 (Win) corresponding to RANK 3, Normal Reach ⇒ Alternate Route Performance (Win) corresponding to RANK 4, Weak SP Reach ⇒ Alternate Route Performance (Win) corresponding to RANK 4, Weak SP ⇒ Strong SP Reach (Win) corresponding to RANK 5, or Weak SP ⇒ Strong SP Reach ⇒ Revival Performance (Win) corresponding to RANK 5.

[0068] Thus, the main control CPU 600a transmits the lottery results, obtained in this manner, to the sub-control board 80 (sub-control CPU 800a) as the performance control command DI_CMD. The symbol distribution table M_ZF_TBL and the variation pattern distribution table M_MP_TBL are stored in the main control ROM 600b (see Figure 4).

[0069] By the way, in the performance control command DI_CMD transmitted from the main control CPU 600a to the sub-control CPU 800a, as shown in Figure 5(c), when the result is a miss, the miss variation pattern commands A001H~A008H and the miss symbol commands B001H~B002H are transmitted, along with the variation pattern commands and symbol commands corresponding to the lottery result. When the result is a win, the win variation pattern commands A101H~A107H and the win symbol commands B101H~B102H are transmitted, along with the variation pattern commands and symbol commands corresponding to the lottery result. As a result, the sub-control CPU 800a can determine which RANK corresponds to by referring to the value of these transmitted commands. This RANK is categorized according to the reliability of the big win or the content of the variation.

[0070] Next, the sub-control CPU 800a performs a lottery to determine the route described above by referring to the route lottery table SB_RT_TBL shown in Figure 6. Specifically, the items arranged on the vertical axis of the route lottery table SB_RT_TBL are offset values ​​that the sub-control CPU 800a determines by referring to the command values ​​sent from the main control CPU 600a, and grouping them according to the RANK: "miss," "small payout win," and "large payout win." Therefore, by grouping by RANK in this way, the number of items can be reduced compared to the number of items arranged on the vertical axis of the variation pattern distribution table M_HP_TBL shown in Figure 5(c), thus reducing data capacity and improving work efficiency. The lottery table SB_RT_TBL is stored in the sub-control ROM 800b (see Figure 4).

[0071] Thus, the sub-control CPU 800a refers to the route lottery table SB_RT_TBL shown in Figure 6, and if RANK1 is lost, it selects the temporary losing route; if RANK2 is lost, it selects the temporary losing route; if RANK3 is lost, it is selected with the probabilities shown in the figure to be one of the temporary losing route, the standard route, or the gradually increasing route; if RANK4 is lost, it is selected with the probabilities shown in the figure to be one of the temporary losing route, the standard route, or the gradually increasing route; and if RANK5 is lost, it is selected with the probabilities shown to be one of the temporary losing route, the standard route, the gradually increasing route, the steadily increasing route, or the route that does not quite ascend.

[0072] On the other hand, as shown in Figure 6, in the case of a small payout at RANK 2, the temporary losing route is selected, and in the case of a small payout at RANK 3, the player will win one of the temporary losing route, the standard route, or the gradually increasing route with the probabilities shown. Furthermore, in the case of a small payout at RANK 4, the player will win one of the temporary losing route, the standard route, or the gradually increasing route with the probabilities shown, and in the case of a small payout at RANK 5, the player will win one of the temporary losing route, the standard route, the gradually increasing route, the steadily increasing route, or the route that does not quite reach the steadily increasing route with the probabilities shown.

[0073] On the other hand, as shown in Figure 6, in the case of a big win at RANK 2, the probability shown is that the player will win either the temporary losing route or the standard route. In the case of a big win at RANK 3, the probability shown is that the player will win either the temporary losing route, the standard route, or the gradually increasing route. In the case of a big win at RANK 4, the probability shown is that the player will win either the temporary losing route, the standard route, or the gradually increasing route. In the case of a big win at RANK 5, the probability shown is that the player will win either the temporary losing route, the standard route, the gradually increasing route, the steadily increasing route, or the route that does not quite reach the steadily increasing route.

[0074] Thus, the sub-control CPU 800a will perform a lottery to determine the route described above, referring to the route lottery table SB_RT_TBL described above. This lottery will be performed when the sub-control CPU 800a receives a pre-read command (performance control command DI_CMD) when a ball is held into the special symbol 1 start slot 44. However, the lottery may be performed separately for the pre-read and during the variation of the special symbol. In other words, the route during the pre-read variation and the route during the variation of the pre-read target may be separate.

[0075] Next, the sub-control CPU 800a, after performing a lottery to determine the route as described above, performs a lottery to determine the notification level (color level) of the notification effects for each period: (1) during pre-reading, (2) during normal spinning, (3) normal reach (tenpai) to SP reach development, (4) weak SP reach, and (5) strong SP reach. This will enable the creation of routes such as upward-sloping routes in which "red" or "gold" notification effects, which have a high reliability to a big win, are more likely to appear in the latter half of the special symbol spinning, according to the content of each route.

[0076] Specifically, the sub-control CPU 800a (1) during the pre-reading period, refers to the pre-reading level (color level) lottery table SB_SY_TBL shown in Figure 7(a) to determine the pre-reading level (color level) of the pre-reading effect. More specifically, when the "temporary miss route" is determined in the above lottery, as shown in Figure 7(a), a pre-reading effect with a low reliability of winning, such as "green" or lower (levels 1-3 (Lv1-3 in the illustration)), is selected. Then, when the "royal route" is determined in the above lottery, as shown in Figure 7(a), the system is designed to win either a pre-reading effect with a low reliability of winning, such as "green" or lower (levels 1-3 (Lv1-3 in the illustration)), or a pre-reading effect with a high reliability of winning, such as "red" (level 4 (Lv4 in the illustration)), with the probability shown in the illustration. Furthermore, when the "upward-sloping route" is determined in the above lottery, as shown in Figure 7(a), a notification level (levels 1-3 (Lv1-3 in the illustration)) of a notification effect with a low reliability of winning the jackpot, such as "green," is selected. And furthermore, when the "upward-sloping route" is determined in the above lottery, as shown in Figure 7(a), a notification level (levels 1-3 (Lv1-3 in the illustration)) of a notification effect with a low reliability of winning the jackpot, such as "green," is selected. And furthermore, when the "not-quite-upward-sloping route" is determined in the above lottery, as shown in Figure 7(a), a notification level (levels 1-3 (Lv1-3 in the illustration)) of a notification effect with a low reliability of winning the jackpot, such as "green," is selected.

[0077] Thus, (1) during the pre-reading period, a lottery is held to determine the pre-reading level (color level) of the pre-reading effect by referring to the pre-reading level (color level) lottery table SB_SY_TBL as described above. The pre-reading level (color level) lottery table SB_SY_TBL is stored in the sub-control ROM 800b (see Figure 4).

[0078] On the other hand, the sub-control CPU 800a, during the period of normal variation, refers to the notification level (color level) lottery table SB_TH_TBL during normal variation shown in Figure 7(b) to determine the notification level (color level) of the notification effect. Specifically, when the "temporary miss route" is determined in the lottery above, as shown in Figure 7(b), a notification level (levels 1-3 (Lv1-3 in the illustration)) of a notification effect with a low reliability of winning, such as "green", is selected. Then, when the "royal route" is determined in the lottery above, as shown in Figure 7(b), the notification level (levels 1-3 (Lv1-3 in the illustration)) of a notification effect with a low reliability of winning, such as "green", is selected, with the probability shown, to be one of the following: a notification level (levels 1-3 (Lv1-3 in the illustration)) of a notification effect with a low reliability of winning, such as "green", a notification level (level 4 (Lv4 in the illustration)) of a notification effect with a high reliability of winning, such as "red", or a notification level (level 5 (Lv5 in the illustration)) of a notification effect with a high reliability of winning, such as "gold". Furthermore, when the "upward-sloping route" is determined in the lottery mentioned above, in order to prevent the appearance of a "red" or higher-level pre-announcement animation that indicates a high probability of winning the jackpot, a pre-announcement animation with a low probability of winning the jackpot (levels 1-3 (Lv1-3 in the illustration)) of "green" or lower is selected, as shown in Figure 7(b). Then, when the "upward-sloping route" is determined in the lottery mentioned above, as shown in Figure 7(b), the player will win either a pre-announcement animation with a low probability of winning the jackpot (levels 1-3 (Lv1-3 in the illustration)) of "green" or lower, or a pre-announcement animation with a high probability of winning the jackpot (level 4 (Lv4 in the illustration)) of "red," with the probability shown in the illustration. Furthermore, when the "route that doesn't go up completely" is determined in the lottery mentioned above, as shown in Figure 7(b), the player will win either a notification level of a "green" or lower notification effect (levels 1-3 (Lv1-3 in the diagram)) which has a low reliability of winning the jackpot, or a notification level of a "red" notification effect (level 4 (Lv4 in the diagram)) which has a high reliability of winning the jackpot, with the probabilities shown in the diagram.

[0079] Thus, (2) during the normal variation period, a lottery is held to determine the notification level (color level) of the notification effect by referring to the notification level (color level) lottery table SB_TH_TBL during the normal variation as described above. The notification level (color level) lottery table SB_TH_TBL during the normal variation is stored in the sub-control ROM 800b (see Figure 4).

[0080] Meanwhile, during the period from (3) Normal Reach (Tenpai) to SP Reach development, the sub-control CPU 800a refers to the notification level (color level) lottery table SB_NS_TBL for Normal Reach (Tenpai) to SP Reach development shown in Figure 7(c) to determine the notification level (color level) of the notification effect. Specifically, when the "temporary miss route" is determined in the lottery above, as shown in Figure 7(c), a notification level (levels 1 to 3 (Lv1 to 3 in the illustration)) of a notification effect with a low reliability to a big win, such as "green," is selected. Then, when the "Royal Route" is determined by the lottery described above, as shown in Figure 7(c), the player will win one of the following levels of notification effects: a notification effect with a low reliability of winning (green) or lower (levels 1-3 (Lv1-3 in the illustration)), a notification effect with a high reliability of winning (red) (level 4 (Lv4 in the illustration)), or a notification effect with a high reliability of winning (gold) (level 5 (Lv5 in the illustration)). Furthermore, when the "Upward-Turning Route" is determined by the lottery described above, as shown in Figure 7(c), a notification effect with a low reliability of winning (green) or lower (levels 1-3 (Lv1-3 in the illustration)) will be selected so that a notification effect with a high reliability of winning (red) or higher does not appear. Furthermore, when the "upward trend route" is determined in the above lottery, in order to achieve the upward trend, a "red" notification level (level 4 (Lv4 in the illustration)) indicating a high reliability of a jackpot is selected, as shown in Figure 7(c). In other words, notification levels of "green" or lower, indicating a low reliability of a jackpot, are prevented from appearing. Furthermore, when the "not-quite-upward trend route" is determined in the above lottery, in order to achieve the upward trend, a "red" notification level (level 4 (Lv4 in the illustration)) indicating a high reliability of a jackpot is selected, as shown in Figure 7(c). In other words, notification levels of "green" or lower, indicating a low reliability of a jackpot, are prevented from appearing.

[0081] Thus, (3) During the period from a normal reach (tenpai) to the development of an SP reach, a lottery is held to determine the notification level (color level) of the notification effect by referring to the notification level (color level) lottery table SB_NS_TBL for normal reach (tenpai) to SP reach development as described above. The notification level (color level) lottery table SB_NS_TBL for normal reach (tenpai) to SP reach development is stored in the sub-control ROM 800b (see Figure 4).

[0082] Meanwhile, during the period of (4) weak SP reach, the sub-control CPU 800a refers to the notification level (color level) lottery table SB_ZSP_TBL for weak SP reach shown in Figure 7(d) to determine the notification level (color level) of the notification effect. Specifically, when the "temporary miss route" is determined in the lottery above, as shown in Figure 7(d), a notification level (levels 1 to 3 (Lv1 to 3 in the illustration)) of a notification effect with a low reliability to a big win, such as "green", is selected. Then, when the "Royal Route" is determined by the lottery described above, as shown in Figure 7(d), the player will win one of the following levels of notification effects: a notification effect with a low reliability of winning (green) or lower (levels 1-3 (Lv1-3 in the illustration)), a notification effect with a high reliability of winning (red) (level 4 (Lv4 in the illustration)), or a notification effect with a high reliability of winning (gold) (level 5 (Lv5 in the illustration)). Furthermore, when the "Upward Route" is determined by the lottery described above, as shown in Figure 7(d), a notification effect with a low reliability of winning (green) or lower (levels 1-3 (Lv1-3 in the illustration)) will be selected so that a notification effect with a high reliability of winning (red) or higher does not appear. Furthermore, when the "upward-sloping route" is determined in the above lottery, as shown in Figure 7(d), there is a probability of winning either the "red" notification level (level 4 (Lv4 in the illustration)) which indicates a high reliability of winning the jackpot, or the "gold" notification level (level 5 (Lv5 in the illustration)) which indicates a high reliability of winning the jackpot. Furthermore, when the "not-quite-upward-sloping route" is determined in the above lottery, as shown in Figure 7(d), there is a probability of winning either the "red" notification level (level 4 (Lv4 in the illustration)) which indicates a high reliability of winning the jackpot, or the "gold" notification level (level 5 (Lv5 in the illustration)) which indicates a high reliability of winning the jackpot. Note that in the "upward-sloping route" and the "not-quite-upward-sloping route," as explained above, the "gold" notification level, which indicates a high reliability of winning the jackpot, is made available.

[0083] Thus, during the period of (4) weak SP reach, a lottery is performed to determine the preview level (color level) of the preview effect by referring to the preview level (color level) lottery table SB_ZSP_TBL in the weak SP reach as described above. Note that the preview level (color level) lottery table SB_ZSP_TBL in the weak SP reach is stored in the sub-control ROM 800b (see FIG. 4).

[0084] On the other hand, during the period of (5) strong SP reach, the sub-control CPU 800a performs a lottery to determine the preview level (color level) of the preview effect by referring to the preview level (color level) lottery table SB_KSP_TBL in the strong SP reach shown in FIG. 7(e). Specifically, when "temporary losing route" is determined in the above lottery, as shown in FIG. 7(e), the preview level (levels 1 to 3 (shown as Lv1 to Lv3 in the figure)) of the preview effect of "green" or below with low confidence in hitting the jackpot is selected. When "main route" is determined in the above lottery, as shown in FIG. 7(e), with the shown probability, either the preview level (level 4 (shown as Lv4 in the figure)) of the preview effect of "red" with high confidence in hitting the jackpot or the preview level (level 5 (shown as Lv5 in the figure)) of the preview effect of "gold" with high confidence in hitting the jackpot is selected to win. Furthermore, when "rising buttocks route" is determined in the above lottery, as shown in FIG. 7(e), with the shown probability, either the preview level (level 4 (shown as Lv4 in the figure)) of the preview effect of "red" with high confidence in hitting the jackpot or the preview level (level 5 (shown as Lv5 in the figure)) of the preview effect of "gold" with high confidence in hitting the jackpot is selected so that a preview effect with high confidence in hitting the jackpot of "red" or above appears. And further, when "rising right shoulder route" is determined in the above lottery, as shown in FIG. 7(e), the preview level (level 5 (shown as Lv5 in the figure)) of the preview effect of "gold" with high confidence in hitting the jackpot is selected so that it rises to the right shoulder. Also, when "not rising right shoulder route" is determined in the above lottery, as shown in FIG. 7(e), the preview level (levels 1 to 3 (shown as Lv1 to Lv3 in the figure)) of the preview effect of "green" or below with low confidence in hitting the jackpot is selected so that it does not rise to the right shoulder.

[0085] Thus, (5) During the period of a strong SP reach, a lottery is held to determine the notification level (color level) of the notification effect by referring to the notification level (color level) lottery table SB_KSP_TBL for strong SP reaches as described above. The notification level (color level) lottery table SB_KSP_TBL for strong SP reaches is stored in the sub-control ROM 800b (see Figure 4).

[0086] Thus, after performing the lottery to determine the route as described above, the sub-control CPU 800a then performs a lottery to determine the notification level (color level) of the notification effect for each period: (1) during pre-reading, (2) during normal spinning, (3) during normal reach (tenpai) to SP reach development, (4) weak SP reach, and (5) strong SP reach. For each notification level (color level) determined by this lottery, there is a notification lottery table for notification effects during pre-reading and normal spinning, and based on this, the notification effect is determined at the start of the special symbol spin. This point will be explained below using a specific example.

[0087] (1) During the pre-reading period, if the sub-control CPU 800a performs a lottery using the pre-reading notification level (color level) lottery table SB_SY_TBL and selects a notification level (levels 1-3 (Lv1-3 in the diagram)) of a notification effect with a low reliability of winning a jackpot ("green") or lower, it will refer to the first pre-reading reserve change selection table SB_SHH1_TBL shown in Figure 8 to perform a lottery to determine which pre-reading reserve change effect to execute. Specifically, the items arranged on the vertical axis of the first pre-reading reserve change selection table SB_SHH1_TBL shown in Figure 8 are the same as the items arranged on the vertical axis of the variation pattern distribution table M_HP_TBL shown in Figure 5(c), and regardless of the item, the system is set up so that a notification effect with a low reliability of winning a jackpot ("green") or lower appears, with the probabilities shown in the diagram, that one of the following notification effects will be selected: "none" (no notification effect appears), "flashing", "blue", or "green". Therefore, the pre-reading reserve change effect will be executed according to the selected notification effect. The first look-ahead hold change selection table SB_SHH1_TBL is stored in the sub-control ROM 800b (see Figure 4).

[0088] Furthermore, (1) during the pre-reading period, if the sub-control CPU 800a performs a lottery using the pre-reading notification level (color level) lottery table SB_SY_TBL and selects a notification level (level 4 (Lv4 in the diagram)) for a "red" notification effect that has a high reliability for a big win, it will refer to the second pre-reading reserve change selection table SB_SHH2_TBL shown in Figure 9 to perform a lottery to determine which pre-reading reserve change effect to execute. Specifically, the items on the vertical axis of the second pre-read hold change selection table SB_SHH2_TBL shown in Figure 9 are the same as the items on the vertical axis of the variation pattern distribution table M_HP_TBL shown in Figure 5(c). For normal variation (miss), challenge performance failure (miss), normal reach (miss), weak SP reach 1 (miss), and weak SP reach 2 (miss), the expectation of the variation pattern itself is not high compared to the expectation of the "red" pre-read performance, so "none" (no pre-read performance appears) is selected so that the "red" pre-read performance does not appear. As shown in Figure 9, the "red" pre-read performance is selected for all other items. Therefore, the pre-read hold change performance will be executed according to the selected pre-read performance. Note that for normal reach (win), weak SP reach 1 (win), and weak SP reach 2 (win), the "red" pre-read performance is selected because it is not a problem for it to appear since these are wins. Furthermore, the second look-ahead hold change selection table SB_SHH2_TBL is stored in the sub-control ROM 800b (see Figure 4).

[0089] Also, (1) during the pre-reading period, as a result of the sub-control CPU 800a performing a lottery using the preview level (color level) lottery table SB_SY_TBL during pre-reading and selecting the preview level (level 5 (shown as Lv5 in the figure)) of the "gold" preview effect with a high confidence of a big win, a lottery is performed to determine which preview holdover change effect to execute by referring to the third preview holdover change selection table SB_SHH3_TBL shown in FIG. 10. Specifically, the items arranged vertically in the third preview holdover change selection table SB_SHH3_TBL shown in FIG. 10 are the same as the items arranged vertically in the variation pattern distribution table M_HP_TBL shown in FIG. 5(c). In the cases of normal variation (miss), challenge effect failure (miss), normal reach (miss), weak SP reach 1 (miss), weak SP reach 2 (miss), normal reach ⇒ different route effect (miss), weak SP reach ⇒ different route effect (miss), since the expectation for the variation pattern itself is not high compared to the expectation for the "gold" preview effect, "none" (no preview effect appears) is selected so that the "gold" preview effect does not appear. And as shown in FIG. 10, for the other items, the "gold" preview effect is selected. Therefore, the preview holdover change effect is executed according to this selected preview effect. Note that normal reach (win), weak SP reach 1 (win), weak SP reach 2 (win), normal reach ⇒ different route effect (win), weak SP reach ⇒ different route effect (win) are selected because there is no problem even if the "gold" preview effect appears since they are wins. Additionally, the third preview holdover change selection table SB_SHH3_TBL is stored in the sub-control ROM 800b (see FIG. 4).

[0090] (2) During the period of normal fluctuations, the step-up preview effect as shown in FIGS. 11 to 12 will be described as an example. First, the step-up preview effect will be described with reference to FIG. 11. The step-up preview effect shown in this FIG. 11 shows an example where a character appears in a normal state. FIG. 11(a) shows the first step-up preview effect. Specifically, on the liquid crystal display device 41, a decorative pattern fluctuates rapidly (see image P1), and accordingly, a resident pattern fluctuates rapidly (see image P2), and in the center of the screen, a character CH1 (in the illustration, the color of the character's clothes is "blue") is displayed. Next, as shown in FIG. 11(b), when transitioning to the second step-up preview effect, a character CH2 wearing a helmet (the color of the character's clothes is "blue", and the color of the crest of the helmet is "white") is displayed in the center of the screen of the liquid crystal display device 41. Note that the character CH2 is displayed slightly larger than the character CH1 shown in FIG. 11(a).

[0091] Next, as shown in FIG. 11(c), when transitioning to the third step-up preview effect, a character CH3 wearing a helmet and holding a shield (the color of the character's clothes is "blue", the color of the crest of the helmet is "white", and the color of the frame of the shield is "white") is displayed in the center of the screen of the liquid crystal display device 41. Note that the character CH3 is displayed slightly larger than the character CH2 shown in FIG. 11(b).

[0092] Next, as shown in FIG. 11(d), when transitioning to the fourth step-up preview effect, a character CH4 wearing a helmet and holding a shield and a sword (the color of the character's clothes is "blue", the color of the crest of the helmet is "white", the color of the frame of the shield is "white", and the color of the sword is "white") is displayed in the center of the screen of the liquid crystal display device 41. Note that the character CH4 is displayed slightly larger than the character CH3 shown in FIG. 11(c).

[0093] Next, as shown in FIG. 11(e), when transitioning to the fifth step-up preview effect, a character CH5 wearing a helmet and holding a shield and a sword (the color of the character's clothes is "blue", the color of the crest of the helmet is "white", the color of the frame of the shield is "white", and the color of the sword is "white") is displayed at the center of the screen of the liquid crystal display device 41, shouting "Let's go!". Note that the character CH5 is displayed slightly larger than the character CH4 shown in FIG. 11(d).

[0094] Thus, in this way, the step-up preview effect is executed.

[0095] On the other hand, the step-up preview effect shown in FIG. 12 shows an example where a character appears in a special mode with a higher expectation of hitting the target than in the normal mode. FIG. 12(a) shows the first step-up preview effect. Specifically, on the liquid crystal display device 41, the decorative pattern fluctuates rapidly (see image P1), and in accordance with that, the resident pattern fluctuates rapidly (see image P2), and a character CH10 (in the illustration, the color of the character's clothes is "red") is displayed at the center of the screen. Next, as shown in FIG. 12(b), when transitioning to the second step-up preview effect, a character CH11 wearing a helmet is displayed at the center of the screen of the liquid crystal display device 41 (the color of the character's clothes is "red", and the color of the crest of the helmet is "red"). Note that the character CH11 is displayed slightly larger than the character CH10 shown in FIG. 12(a).

[0096] Next, as shown in FIG. 12(c), when transitioning to the third step-up preview effect, a character CH12 wearing a helmet and holding a shield is displayed at the center of the screen of the liquid crystal display device 41 (the color of the character's clothes is "red", the color of the crest of the helmet is "red", and the color of the frame of the shield is "red"). Note that the character CH12 is displayed slightly larger than the character CH11 shown in FIG. 12(b).

[0097] Next, as shown in FIG. 12(d), when transitioning to the fourth step-up preview effect, a character CH13 wearing a helmet and holding a shield and a sword (the color of the character's clothing is "red", the color of the crest on the helmet is "red", the color of the frame of the shield is "red", and the color of the sword is "red") is displayed at the center of the screen of the liquid crystal display device 41. Note that the character CH13 is displayed slightly larger than the character CH12 shown in FIG. 12(c).

[0098] Next, as shown in FIG. 12(e), when transitioning to the fifth step-up preview effect, a character CH14 wearing a helmet and holding a shield and a sword (the color of the character's clothing is "red", the color of the crest on the helmet is "red", the color of the frame of the shield is "red", and the color of the sword is "red") is displayed shouting "CHANCE" (displayed in red characters). Note that the character CH14 is displayed slightly larger than the character CH13 shown in FIG. 12(d). Also, although not shown, a step-up preview effect in a special mode where the color of the character's clothing etc. is "gold", which has a higher expectation level than when it is "red", is also executed.

[0099] Thus, in this way, the step-up preview effect is executed.

[0100] By the way, in such a step-up preview effect, the preview level also increases according to the number of step-ups. That is, the number of steps of the step-up becomes the preview level. Specifically explained, during the period of normal fluctuation, when the sub-control CPU 800a performs lottery using the preview level (color level) lottery table SB_TH_TBL during normal fluctuation and selects the preview levels (in the figure, Lv1 to 3: below green) of the preview effects with low reliability of hitting the jackpot for levels 1 to 3, lottery will be performed by referring to the first step-up preview selection table SB_SUY1_TBL shown in FIG. 13. Specifically, the items arranged vertically in the first step-up preview selection table SB_SUY1_TBL shown in FIG. 13 are the same as the items arranged vertically in the fluctuation pattern sorting table M_HP_TBL shown in FIG. 5(c), and with the probabilities shown in the figure, it is possible to win any of the preview effects of "none" (the preview effect does not appear), "SU1 (normal)" (the first step-up), "SU2 (normal)" (the second step-up), and "SU3 (normal)" (the third step-up). Therefore, when winning "SU1 (normal)" (the first step-up), the step-up preview effect shown in FIG. 11(a) is executed, when winning "SU2 (normal)" (the second step-up), the step-up preview effect shown in FIG. 11(b) is executed, and when winning "SU3 (normal)" (the third step-up), the step-up preview effect shown in FIG. 11(c) is executed. The first step-up preview selection table SB_SUY1_TBL is stored in the sub-control ROM 800b (see FIG. 4).

[0101] Also, during the period of normal fluctuation, as a result of the sub-control CPU 800a performing lottery using the preview level (color level) lottery table SB_TH_TBL during normal fluctuation, when the preview level (Lv4: red in the figure) of the preview performance with a high reliability of a big win is selected, lottery will be performed by referring to the second step-up preview selection table SB_SUY2_TBL shown in FIG. 14. Specifically, the items arranged on the vertical axis of the second step-up preview selection table SB_SUY2_TBL shown in FIG. 14 are the same as the items arranged on the vertical axis of the variation pattern sorting table M_HP_TBL shown in FIG. 5(c), and with the illustrated probabilities, it will win one of the preview performances of "none" (preview performance does not appear), "SU4 (normal)" (the fourth step-up), "SU3 (red)" (the third step-up), and "SU4 (red)" (the fourth step-up). Therefore, when winning "SU4 (normal)" (the fourth step-up), the step-up preview performance shown in FIG. 11(d) will be executed. Also, when winning "SU3 (red)" (the third step-up), the step-up preview performance shown in FIGS. 12(a) to (c) will be executed. That is, as shown in FIGS. 12(a) to (b), when the "red" preview performance appears, it does not end with the first step-up preview performance and the second step-up preview performance, but the third step-up preview performance shown in FIG. 12(c) will be executed until the end. Therefore, in the second step-up preview selection table SB_SUY2_TBL shown in FIG. 14, "SU1 (red)" and "SU2 (red)" are unnecessary. Also, at this time, what is shown in FIGS. 12(a) to (c) are the first step-up preview performance to the third step-up preview performance, but the number of steps of the step-up described above is not the preview level, but will be processed as level 4 (Lv4 in the figure). Therefore, as shown in FIG. 14, "SU3 (red)" is at level 4 (Lv4 in the figure).

[0102] Also, when "SU4 (red)" (the fourth step-up) is selected, the step-up preview effect shown in FIG. 12(d) is executed. In the second step-up preview selection table SB_SUY2_TBL shown in FIG. 14, a plurality of variations of "red" at level 4 (illustrated as Lv4) are provided. Thus, by doing so, it becomes possible to allocate according to the variation pattern. Also, the second step-up preview selection table SB_SUY2_TBL is stored in the sub-control ROM 800b (see FIG. 4).

[0103] On the other hand, (2) during the period of normal variation, as a result of the sub-control CPU 800a performing a lottery using the preview level (color level) lottery table SB_TH_TBL during normal variation and selecting the preview level (illustrated as Lv5: gold) of the preview effect with a high reliability of hitting the jackpot, a lottery will be performed by referring to the third step-up preview selection table SB_SUY3_TBL shown in FIG. 15. Specifically, the items arranged on the vertical axis of the third step-up preview selection table SB_SUY3_TBL shown in FIG. 15 are the same as the items arranged on the vertical axis of the variation pattern allocation table M_HP_TBL shown in FIG. 5(c), and with the illustrated probabilities, it is possible to win any of the preview effects of "none" (the preview effect does not appear), "SU5 (normal)" (the fifth step-up), "SU5 (red)" (the fifth step-up), "SU4 (gold)" (the fourth step-up), and "SU5 (gold)" (the fifth step-up). Therefore, when "SU5 (normal)" (the fifth step-up) is selected, the step-up preview effect shown in FIG. 11(e) is executed. Also, when "SU5 (red)" (the fifth step-up) is selected, the step-up preview effect shown in FIG. 12(e) is executed. Further, when "SU4 (gold)" (the fourth step-up) is selected, although not shown in the figure, a gold-colored fourth step-up preview effect is executed, and when "SU5 (gold)" (the fifth step-up) is selected, although not shown in the figure, a gold-colored fifth step-up preview effect is executed. The third step-up preview selection table SB_SUY3_TBL is stored in the sub-control ROM 800b (see FIG. 4).

[0104] Thus, such step-up preview production is to be executed using the first step-up preview selection table SB_SUY1_TBL to the third step-up preview selection table SB_SUY3_TBL.

[0105] (3) During the period from normal reach (tempai) to SP reach development, first, the preview production at the time of reach (tempai) will be specifically described with reference to FIGS. 16 to 19. Depending on the type of preview production, not all levels from level 1 (Lv1) to level 5 (Lv5) may exist like the step-up preview production. However, even in that case, as shown in FIG. 16, if there are at least three level bands, preview production can be performed based on the first to third preview selection tables. Specifically in this regard, FIG. 16(a) shows the normal variation pattern of level 1 (Lv1). On the liquid crystal display device 41, a reach (tempai) state is displayed where the left decorative pattern (refer to image P1A) and the right decorative pattern (image P1C) stop at the same pattern, and the middle decorative pattern (refer to image P1B) is fluctuating. Further, the character "reach" (refer to image P5) is displayed at the upper part of the screen, and a state where the resident pattern (refer to image P2) is fluctuating is displayed at the lower right corner of the screen.

[0106] On the other hand, FIG. 16(b) shows the chance variation pattern of level 4 (Lv4). On the liquid crystal display device 41, a reach (tempai) state is displayed where the left decorative pattern (refer to image P1A) and the right decorative pattern (image P1C) stop at the same pattern, and the middle decorative pattern (refer to image P1B) is fluctuating. Further, the character "chance" (refer to image P6) is displayed at the upper part of the screen, and a state where the resident pattern (refer to image P2) is fluctuating is displayed at the lower right corner of the screen.

[0107] On the other hand, Figure 16(c) shows a Level 5 (Lv5) super hot pattern, in which the liquid crystal display 41 shows a state where the left decorative symbol (see image P1A) and the right decorative symbol (see image P1C) are stopped at the same symbol, and the middle decorative symbol (see image P1B) is changing, indicating a reach (tenpai) state. Furthermore, the words "Super Hot" (see image P7) are displayed at the top of the screen, and the state where the permanent symbol (see image P2) is changing is displayed in the lower right corner of the screen.

[0108] Thus, in executing such reach (tenpai) notification effects, the first reach tenpai notification selection table SB_TP1_TBL shown in Figure 17, the second reach tenpai notification selection table SB_TP2_TBL shown in Figure 18, and the third reach tenpai notification selection table SB_TP3_TBL shown in Figure 19 are used. To explain this in more detail, (3) during the period from normal reach (tenpai) to SP reach development, if the sub-control CPU 800a performs a lottery using the notification level (color level) lottery table SB_NS_TBL for normal reach (tenpai) to SP reach development and selects a notification level of level 1 to 3 (in the illustration, Lv1 to 3: green or lower) which has a low reliability to a big win, it will refer to the first reach tenpai notification selection table SB_TP1_TBL shown in Figure 17 and perform a lottery. Specifically, the items on the vertical axis of the first reach-tenpai notification selection table SB_TP1_TBL shown in Figure 17 are the same as the items on the vertical axis of the variation pattern distribution table M_HP_TBL shown in Figure 5(c). In the case of a normal variation (miss) or a challenge performance failure (miss), "None" (no notification performance appears) is selected, and for all other items, "Reach" (Lv1) is selected. Therefore, when "Reach" (Lv1) is selected, the notification performance shown in Figure 16(a) will be executed. The first reach-tenpai notification selection table SB_TP1_TBL is stored in the sub-control ROM 800b (see Figure 4).

[0109] Also, during the period of normal reach (tempai) to SP reach development, when the sub-control CPU 800a performs a lottery using the preview level (color level) lottery table SB_NS_TBL in normal reach (tempai) to SP reach development and selects the preview level (in the figure, Lv4: red) of the preview effect with a high reliability of hitting the jackpot, it will perform a lottery by referring to the second reach tempai preview selection table SB_TP2_TBL shown in FIG. 18. Specifically, the items arranged vertically in the second reach tempai preview selection table SB_TP2_TBL shown in FIG. 18 are the same as the items arranged vertically in the variation pattern distribution table M_HP_TBL shown in FIG. 5(c). In the case of normal variation (miss) and challenge effect failure (miss), "none" (the preview effect does not appear) is selected. In the case of normal reach (miss), "reach" (Lv1) is selected. In other items, "chance" (Lv4) is selected. Therefore, when "reach" (Lv1) is selected, the preview effect shown in FIG. 16(a) is executed. When "chance" (Lv4) is selected, the preview effect shown in FIG. 16(b) is executed. The second reach tempai preview selection table SB_TP2_TBL is stored in the sub-control ROM 800b (see FIG. 4). Also, in the second reach tempai preview selection table SB_TP2_TBL, in the case of normal reach (miss), "reach" (Lv1) is selected. That is, in the case of normal reach (miss), the second reach tempai preview selection table SB_TP2_TBL is not selected in the preview level (color level) lottery table SB_NS_TBL in normal reach (tempai) to SP reach development. However, if it is accidentally selected, "reach" (Lv1) is selected so that "chance" (Lv4) is not selected.

[0110] Furthermore, (3) During the period from a normal reach (tenpai) to the development of an SP reach, if the sub-control CPU 800a performs a lottery using the lottery table SB_NS_TBL for the normal reach (tenpai) to the development of an SP reach and selects a lottery level for a Level 5 lottery effect (in the illustration, Lv5: gold) which has a high reliability of winning, then it will refer to the third reach tenpai lottery selection table SB_TP3_TBL shown in Figure 19 and perform a lottery. Specifically, the items on the vertical axis of the 3rd reach tenpai notification selection table SB_TP3_TBL shown in Figure 19 are the same as the items on the vertical axis of the variation pattern distribution table M_HP_TBL shown in Figure 5(c). For normal variation (miss) and challenge performance failure (miss), "None" (no notification performance appears) is selected. For normal reach (miss), weak SP reach 1 (miss), weak SP reach 2 (miss), normal reach ⇒ alternative route performance (miss), and weak SP reach ⇒ alternative route performance (miss), "Reach" (Lv1) is selected. For all other items, "Super Hot" (Lv5) is selected. Therefore, if "Reach" (Lv1) is selected, the notification performance shown in Figure 16(a) will be executed, and if "Super Hot" (Lv5) is selected, the notification performance shown in Figure 16(c) will be executed. The third reach-tenpai notification selection table SB_TP3_TBL is stored in the sub-control ROM 800b (see Figure 4). In addition, the third reach-tenpai notification selection table SB_TP3_TBL is configured to select "Reach" (Lv1) for normal reach (miss), weak SP reach 1 (miss), weak SP reach 2 (miss), normal reach ⇒ alternative route performance (miss), and weak SP reach ⇒ alternative route performance (miss).In other words, in these items, the notification level (color level) lottery table SB_NS_TBL for normal reach (tenpai) to SP reach development is designed to prevent the selection of the notification selection table SB_TP3_TBL when the third reach is tenpai. However, in the case of an SP reach, there is a possibility that the notification level (color level) lottery table SB_NS_TBL for normal reach (tenpai) to SP reach development may not be able to distribute properly, so as a precaution, "Reach" (Lv1) is selected to prevent "Super Hot" (Lv5) from being selected. Note that in the case of a win, even if "Super Hot" (Lv5) is selected, it is still a win, so there is no problem.

[0111] Thus, the reach (tenpai) notification effect is executed using the following selection tables: the first reach tenpai notification table SB_TP1_TBL to the second reach tenpai notification table SB_TP2_TBL.

[0112] (3) During the period from Normal Reach (Tempi) to SP Reach development, next, the SP development preview effect will be specifically described with reference to FIGS. 20 to 22. Regarding this SP development preview effect, as an example of the types of previews, the case where there are only the Chance Pattern (Lv4) and the Super Atsu Pattern (Lv5) is illustrated. In this case, as will be described later, there is only the first to second preview selection table, and as a result of lottery using the preview level (color level) lottery table SB_NS_TBL in the development from Normal Reach (Tempi) to SP Reach, when the preview levels of the preview effects of levels 1 to 3 with low reliability of hitting the jackpot (in the illustration, Lv1 to 3: below green) are selected, the SP development preview effect will not be performed. Specifically, regarding this point, FIGS. 20(a-1) to (c-1) show the normal fluctuation patterns where the SP development preview effect does not appear. That is, as shown in FIG. 20(a-1), on the liquid crystal display device 41, the left decorative symbol (refer to image P1A) and the right decorative symbol (image P1C) stop with the same symbol, and the middle decorative symbol (refer to image P1B) is fluctuating, and a Reach (Tempi) state is displayed. Further, in the lower right corner of the screen, a state where the resident symbol (refer to image P2) is fluctuating is displayed. This indicates the state of Normal Reach. When developing from this Normal Reach to Weak SP Reach, as shown in FIG. 20(b-1), the left decorative symbol (refer to image P1Aa) shrinks and moves to the upper left corner of the screen, the right decorative symbol (refer to image P1Ca) shrinks and moves to the upper right corner of the screen, and then, as shown in FIG. 20(c-1), the characters "SP Reach" (refer to image P10) are displayed in the center of the screen. At this time, the SP development preview effect does not appear.

[0113] On the other hand, Figures 20(a-2) to (c-2) show the chance pattern for Level 4 (Lv4). Specifically, as shown in Figure 20(a-2), the liquid crystal display device 41 shows a state where the left decorative symbol (see image P1A) and the right decorative symbol (see image P1C) are the same, and the middle decorative symbol (see image P1B) is changing, indicating a reach (tenpai) state. Furthermore, the state where the permanent symbol (see image P2) is changing is displayed in the lower right corner of the screen. This indicates the normal reach state. When this normal reach progresses to a weak SP reach, as shown in Figure 20(b-2), the left decorative symbol (see image P1Aa) shrinks and moves to the upper left corner of the screen, and although not shown, the right decorative symbol (see image P1Ca in Figure 20(c-2)) shrinks and moves to the upper right corner of the screen. A character CH20 (the character's clothes are red, the helmet's crest is red, the shield's frame is red, and the sword is red) wearing a helmet and holding a shield and sword is displayed in the center of the screen, shouting "Let's go!" (displayed in red letters). Subsequently, as shown in Figure 20(c-2), the words "SP Reach" (see image P10) are displayed in the center of the screen.

[0114] On the other hand, Figures 20(a-3) to (c-3) show the extremely exciting Level 5 (Lv5) pattern. Specifically, as shown in Figure 20(a-3), the liquid crystal display device 41 shows a state where the left decorative symbol (see image P1A) and the right decorative symbol (see image P1C) are stopped at the same symbol, and the middle decorative symbol (see image P1B) is changing, indicating a reach (tenpai) state. Furthermore, the state where the permanent symbol (see image P2) is changing is displayed in the lower right corner of the screen. This indicates a normal reach state. When this normal reach progresses to a weak SP reach, the background color of the liquid crystal display 41 changes, the left decorative symbol, middle decorative symbol, and right decorative symbol are not displayed or are difficult to see, the movable mechanism 43 moves towards the center of the screen, and then, as shown in Figure 20(c-3), the movable mechanism 43 retracts to its original position, the background color of the liquid crystal display 41 returns to normal, and the words "SP Reach" (see image P10) are displayed in the center of the screen.

[0115] Thus, when executing such a SP development advance notice effect, the first SP development advance notice selection table SB_SPH1_TBL shown in FIG. 21 and the second SP development advance notice selection table SB_SPH2_TBL shown in FIG. 22 are used. In this regard, specifically explained, during the period from (3) Normal Reach (Tempi) to SP Reach development, when the sub-control CPU 800a performs a lottery using the notice level (color level) lottery table SB_NS_TBL for Normal Reach (Tempi) to SP Reach development and selects the notice levels (in the illustration, Lv1 - 3: below green) of the notice effects with low confidence levels of hitting the jackpot 1 - 3, as explained in FIGS. 20(a - 1) to (c - 1), the SP development advance notice effect does not appear, that is, the SP development advance notice effect is not executed.

[0116] Also, during the period from (3) Normal Reach (Tempi) to SP Reach development, when the sub-control CPU 800a performs a lottery using the notice level (color level) lottery table SB_NS_TBL for Normal Reach (Tempi) to SP Reach development and selects the notice level (in the illustration, Lv4: red) of the notice effect with a high confidence level of hitting the jackpot for level 4, a lottery will be performed by referring to the first SP development advance notice selection table SB_SPH1_TBL shown in FIG. 21. Specifically, the items arranged vertically in the first SP development advance notice selection table SB_SPH1_TBL shown in FIG. 21 are the same as the items arranged vertically in the variation pattern sorting table M_HP_TBL shown in FIG. 5(c). For normal variation (miss), challenge effect failure (miss), normal reach (miss), weak SP reach 1 (miss), normal reach (hit), weak SP reach 1 (hit), "none" (the notice effect does not appear) is selected, and for other items, "chance" (Lv4) is selected. Therefore, when "chance" (Lv4) is selected, the SP development advance notice effect in which the character CH20 shown in FIG. 20(b - 2) is displayed on the liquid crystal display device 41 will be executed. The first SP development advance notice selection table SB_SPH1_TBL is stored in the sub-control ROM 800b (see FIG. 4).

[0117] Also, during the period of normal reach (tempai) to SP reach development, when the sub-control CPU 800a selects the preview level (color level) of the preview performance with a high reliability of hitting the jackpot, which is level 5 in the preview level (color level) lottery table SB_NS_TBL for normal reach (tempai) to SP reach development, it will refer to the second SP development preview selection table SB_SPH2_TBL shown in Fig. 22 and conduct a lottery. Specifically, the items arranged vertically in the second SP development preview selection table SB_SPH2_TBL shown in Fig. 22 are the same as those arranged vertically in the variation pattern sorting table M_HP_TBL shown in Fig. 5(c). For normal variation (miss), challenge performance failure (miss), normal reach (miss), weak SP reach 1 (miss), normal reach ⇒ different route performance (miss), weak SP reach ⇒ different route performance (miss), normal reach (hit), weak SP reach 1 (hit), "none" (no preview performance appears) is selected, and for other items, "extremely intense" (Lv5) is selected. Therefore, when "extremely intense" (Lv5) is selected, a preview performance for SP development will be executed, where the movable accessory device 43 as shown in Fig. 20(b-3) moves to the center side of the screen. The second SP development preview selection table SB_SPH2_TBL is stored in the sub-control ROM 800b (see Fig. 4).

[0118] Thus, using such first SP development preview selection table SB_SPH1_TBL to second SP development preview selection table SB_SPH2_TBL, a preview performance for SP development will be executed.

[0119] (4) During the period of weak SP reach, the title color preview effect as shown in FIGS. 23 to 26 will be described as an example. This preview effect also has three level bands, similar to the preview effect at the time of reach (tempai), when not all levels from level 1 (Lv1) to level 5 (Lv5) exist as described above. Specifically, FIG. 23(a) shows the normal character pattern of level 1 (Lv1). On the liquid crystal display device 41, a reduced left decorative pattern (see image P1Aa) is displayed in the upper left corner of the screen, and a reduced right decorative pattern (see image P1Ca) is displayed in the upper right corner of the screen. Further, in the center of the screen, blue characters saying "SP reach" (see image P11) are displayed, and in the lower right corner of the screen, a state where the resident pattern (see image P2) is changing is displayed.

[0120] On the other hand, FIG. 23(b) shows the red character pattern of level 4 (Lv4). On the liquid crystal display device 41, a reduced left decorative pattern (see image P1Aa) is displayed in the upper left corner of the screen, and a reduced right decorative pattern (see image P1Ca) is displayed in the upper right corner of the screen. Further, in the center of the screen, red characters saying "SP reach" (see image P12) are displayed, and in the lower right corner of the screen, a state where the resident pattern (see image P2) is changing is displayed.

[0121] On the other hand, FIG. 23(c) shows the gold character pattern of level 5 (Lv5). On the liquid crystal display device 41, a reduced left decorative pattern (see image P1Aa) is displayed in the upper left corner of the screen, and a reduced right decorative pattern (see image P1Ca) is displayed in the upper right corner of the screen. Further, in the center of the screen, gold characters saying "SP reach" (see image P13) are displayed, and in the lower right corner of the screen, a state where the resident pattern (see image P2) is changing is displayed.

[0122] Thus, when executing such a preview effect for weak SP reach, the first title color preview selection table SB_TAY1_TBL shown in FIG. 24, the second title color preview selection table SB_TAY2_TBL shown in FIG. 25, and the third title color preview selection table SB_TAY3_TBL shown in FIG. 26 are used. In this regard, specifically, when during the period of weak SP reach, the sub-control CPU 800a performs a lottery using the lottery table SB_ZSP_TBL for the preview level (color level) in weak SP reach and selects a preview level (in the figure, Lv1 - 3: below green) for preview effects with low confidence levels for a big win (levels 1 - 3), it will refer to the first title color preview selection table SB_TAY1_TBL shown in FIG. 24 and perform a lottery. Specifically, the items arranged vertically in the first title color preview selection table SB_TAY1_TBL shown in FIG. 24 are the same as the items arranged vertically in the variation pattern sorting table M_HP_TBL shown in FIG. 5(c). For normal variation (miss), challenge effect failure (miss), normal reach (miss), weak SP reach 1 (miss), normal reach (win), and weak SP reach 1 (win), "none" (the preview effect does not appear) is selected, and for other items, "normal" (Lv1) is selected. Therefore, when "normal" (Lv1) is selected, the preview effect shown in FIG. 23(a) will be executed. The first title color preview selection table SB_TAY1_TBL is stored in the sub-control ROM 800b (see FIG. 4).

[0123] Furthermore, (4) During the weak SP reach period, if the sub-control CPU 800a performs a lottery using the weak SP reach notification level (color level) lottery table SB_ZSP_TBL and selects a notification level of level 4 (in the illustration, Lv4: red), which has a high reliability to a big win, it will refer to the second title color notification selection table SB_TAY2_TBL shown in Figure 25 to perform a lottery. Specifically, the items arranged on the vertical axis of the second title color notification selection table SB_TAY2_TBL shown in Figure 25 are the same as the items arranged on the vertical axis of the variation pattern distribution table M_HP_TBL shown in Figure 5(c), and for normal variation (miss), challenge effect failure (miss), normal reach (miss), weak SP reach 1 (miss), normal reach (win), and weak SP reach 1 (win), "none" (no notification effect appears) is selected, and for all other items, "red" (Lv4) is selected. Therefore, if "Red" (Lv4) is selected, the preview animation shown in Figure 23(b) will be executed. The second title color preview selection table SB_TAY2_TBL is stored in the sub-control ROM 800b (see Figure 4).

[0124] Furthermore, (4) During the weak SP reach period, if the sub-control CPU 800a performs a lottery using the lottery table SB_ZSP_TBL for the weak SP reach and selects a level 5 notification effect (in the diagram, Lv5: gold) which has a high reliability to a big win, it will refer to the third title color notification selection table SB_TAY3_TBL shown in Figure 26 to perform the lottery. Specifically, the items on the vertical axis of the third title color notification selection table SB_TAY3_TBL shown in Figure 26 are the same as the items on the vertical axis of the variation pattern distribution table M_HP_TBL shown in Figure 5(c). For normal variation (miss), challenge performance failure (miss), normal reach (miss), weak SP reach 1 (miss), normal reach (win), and weak SP reach 1 (win), "None" (no notification performance appears) is selected. For weak SP reach 2 (miss), normal reach ⇒ alternative route performance (miss), and weak SP reach ⇒ alternative route performance (miss), "Normal" (Lv1) is selected. For all other items, "Gold" (Lv5) is selected. Therefore, if "Normal" (Lv1) is selected, the notification performance shown in Figure 23(a) will be executed, and if "Gold" (Lv5) is selected, the notification performance shown in Figure 23(c) will be executed. The third title color prediction selection table SB_TAY3_TBL is stored in the sub-control ROM 800b (see Figure 4). In addition, the third title color prediction selection table SB_TAY3_TBL is set to select "Normal" (Lv1) for weak SP reach 2 (miss), normal reach ⇒ alternative route performance (miss), and weak SP reach ⇒ alternative route performance (miss). In other words, for these items, the third title color prediction selection table SB_TAY3_TBL is not selected in the prediction level (color level) lottery table SB_ZSP_TBL for weak SP reaches. However, just in case it is selected, "Normal" (Lv1) is selected to prevent "Gold" (Lv5) from being selected.

[0125] Thus, using such a first title color preview selection table SB_TAY1_TBL to a third title color preview selection table SB_TAY3_TBL, a preview effect for a weak SP reach will be executed.

[0126] Note that during the period of (5) strong SP reach, since it becomes any pattern in the weak SP reach described above, the explanation will be omitted.

[0127] Therefore, if the above-described processing is performed as described above, without reducing the player's expectation for a win due to the appearance of a low-confidence preview effect, the player's expectation can be maintained until the end of the period when the win / loss result is displayed.

[0128] Note that the route described above may be set by the player using the setting button 15 while waiting for the game. Specifically, as shown in FIG. 27, on the liquid crystal display device 41, the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C) stop (in the figure, they stop at "767"), and an image indicating the waiting state of the game where the resident symbol (see image P2A) also stops at the same number is displayed. Further, on the liquid crystal display device 41, an image (see image P15) of "actual machine customization" is displayed in front of the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C). This "actual machine customization" can select any route of "temporary loss", "king's way", "bottom up", or "right shoulder up" and can be determined for the selected route. As a result, the player can set the route described above using the setting button 15 while waiting for the game.

[0129] <Explanation regarding the development upward effect> Next, an explanation regarding the development upward effect will be given.

[0130] In conventional gaming machines, there are known ones that perform a development trend effect of whether to develop from a weak SP reach effect with low anticipation to a strong SP reach effect with high anticipation. However, the so-called weak SP reach effect developed from the normal reach effect hardly wins a big hit. Therefore, whether to develop into a strong SP reach effect becomes the point, but there was still a problem that it was difficult to develop.

[0131] Therefore, if it is made easier to develop from the weak SP reach effect to the strong SP reach effect, the player's expectation for a big hit will increase. However, if it is made easier to develop, inevitably, the appearance rate of the strong SP reach effect will increase too much, and as a result, the reliability for a big hit will decrease (because if trying to increase the appearance rate of the strong SP reach effect, the appearance rate of the strong SP reach effect must be increased in the case of a miss). There was such a problem.

[0132] Therefore, in the present embodiment, in order to remedy the situation where it is difficult to develop into a strong SP reach effect, a development effect of a different route is performed during the weak SP reach effect, and by providing a plurality of development destinations from the weak SP reach effect, the player's expectation is increased without reducing the reliability for a big hit. This will be described in detail below.

[0133] <Explanation of an example of developing from a weak SP reach effect to a strong SP reach effect> FIG. 28 shows an example of developing from a weak SP reach effect to a strong SP reach effect. Specifically, in FIG. 28(a), the weak SP reach effect is shown. On the liquid crystal display device 41, a reduced left decorative symbol (see image P1Aa) is displayed in the upper left corner of the screen, and a reduced right decorative symbol (see image P1Ca) is displayed in the upper right corner of the screen. Further, in the center of the screen, blue characters "SP reach" (see image P20) are displayed, and in the lower right corner of the screen, a state where the resident symbol (see image P2) is fluctuating is displayed.

[0134] Next, if certain conditions are met, the reach content that will develop into a strong SP reach performance will be displayed on the liquid crystal display device 41 as shown in Figures 28(b) to (d). Specifically, as shown in Figure 28(b), the liquid crystal display device 41 displays the upper body of character CH30 wearing a helmet and holding a shield and sword, separated by a sloping boundary line (see image P21) in the lower right of the diagram, and the fortress CH31 is displayed in the upper left of the diagram. Then, as shown in Figure 28(c), in addition to the screen content shown in Figure 28(b), the liquid crystal display device 41 displays the content "Go to the fortress to develop" (see image M1) in the center of the screen. Next, as shown in Figure 28(d), the liquid crystal display device 41 displays a character CH30a (the character's clothes are blue, the crest on the helmet is white, the frame of the shield is white, and the sword is white) in a state of shouting "Ya!", with a sloping boundary line (see image P21a) wider than the boundary line shown on the screen in Figure 28(c) in the lower right of the diagram, and a full body of the character wearing a helmet and holding a shield and sword in the lower right of the diagram. At the same time, a fortress CH31a, which is larger than the fortress CH31 shown on the screen in Figure 28(c), is displayed in the upper left of the diagram.

[0135] Next, a development-enhancing animation is performed to indicate whether it will be a miss or a development. Specifically, as shown in Figure 28(e), a boundary line (see image P21a) is faintly displayed on the liquid crystal display device 41, and in addition, a development symbol (see image P22) and a miss symbol (see image P23, in the illustration, "6" is displayed) are displayed in the center of the screen instead of the fort CH31a, and a development-enhancing animation is performed to indicate which it will be. In this embodiment, an example is shown in which the miss symbol and development symbol are displayed without displaying the winning symbol, but there are also cases in which the winning symbol, miss symbol and development symbol are displayed.

[0136] Next, when the development symbol (see image P22) is selected, as shown in Figure 28(f), the development symbol (see image P22) is displayed in the center of the screen of the liquid crystal display device 41 (behind the development symbol (see image P22), character CH30a and fort CH31a are displayed to indicate that character CH30a has gone to fort CH31a). As a result, as shown in Figure 28(g), the liquid crystal display device 41 displays the words "Final Battle Reach" (see image P24) in blue, instead of character CH30a, fort CH31a, and the development symbol (see image P22). Thus, the game develops into a strong SP reach. Note that at this point, it is not a win, so the development symbol may be selected even if it is a loss.

[0137] Next, if the game progresses to a strong special reach sequence, the game will indicate whether the sequence is successful or unsuccessful, and then the symbols will be displayed. In other words, in the strong special reach sequence, the game will not use symbols to indicate whether the sequence is successful or unsuccessful, but will instead indicate whether the sequence is successful or unsuccessful, and then the symbols will be displayed.

[0138] To explain in more detail, after the content shown in Figure 28(g) is displayed on the liquid crystal display device 41, as shown in Figure 28(h), the liquid crystal display device 41 will display a full-body image of character CH30a (the character's clothes are blue, the crest on the helmet is white, the frame of the shield is white, and the sword is white) wearing a helmet and holding a shield and sword, shouting "Let's fight!" and challenging enemy character CH32 to a battle.

[0139] Next, if the battle is won, as shown in Figure 28(i-1), the LCD display 41 will show an animation of character CH30a defeating enemy character CH32 while shouting "Victory!", and then, as shown in Figure 28(j-1), the LCD display 41 will show an image in the center of the screen indicating that a jackpot has been won, with the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C) stopping on the winning symbol (shown as "777" in the illustration), and the resident symbol (see image P2A) also stopping on the same number.

[0140] On the other hand, if the battle is lost, as shown in Figure 28(i-2), the liquid crystal display 41 displays an animation of character CH30a being defeated by enemy character CH32 while shouting "I lost." Then, as shown in Figure 28(j-2), the liquid crystal display 41 displays the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C) stopping at a losing symbol (shown as "767" in the illustration) in the center of the screen. After that, as shown in Figure 28(k-2), the liquid crystal display 41 displays the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C) stopping (shown as "767" in the illustration), and the resident symbol (see image P2A) also stopping at the same number, and the screen returns to the normal variation screen.

[0141] On the other hand, if the battle is lost and the LCD display 41 shows a screen like the one in Figure 28(i-2), then in the case of a strong SP reach, only if it results in a win, a revival sequence is executed on the LCD display 41, as shown in Figure 28(j-3), with the background color changing and the character CH30 shouting "It's a revival!" displayed. At this time, there is no prompting sequence to indicate whether or not to transition from Figure 28(i-2) to the revival sequence in Figure 28(j-3), and once the revival sequence is executed, it is always a win, so as shown in Figure 28(k-3), the LCD display 41 displays an image in the center of the screen showing that the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C) have stopped on the winning symbol (shown as "777" in the illustration), and the resident symbol (see image P2A) has also stopped on the same number, indicating that a big win has been achieved.

[0142] On the other hand, as shown in Figure 28(e), when the liquid crystal display 41 performs an advanced animation and a losing symbol (see image P23, in the illustration, "6" is displayed) is selected, the losing symbol (see image P23, in the illustration, "6" is displayed) is displayed in the center of the screen of the liquid crystal display 41, as shown in Figure 29(a). In addition, as shown in Figure 29(a), the liquid crystal display 41 also displays the character CH30b (the character's clothes are blue, the crest on the helmet is white, the frame of the shield is white, and the sword is white), wearing a helmet and holding a shield and sword, falling down while shouting "Ahhh!".

[0143] Next, as shown in FIG. 29(b), on the liquid crystal display device 41, the left decorative pattern (see image P1Aa), the middle decorative pattern (see image P1B), and the right decorative pattern (see image P1Ca) stop at a losing pattern (in the illustration, "767"), and it is displayed that they are a loss. Then, as shown in FIG. 29(c), on the liquid crystal display device 41, the left decorative pattern (see image P1A), the middle decorative pattern (see image P1B), and the right decorative pattern (see image P1C) stop (stop at "767" in the illustration), and the resident pattern (see image P2A) also stops at the same number and is displayed, and it returns to the normal fluctuation screen. Note that although a revival effect may be executed after the loss display shown in FIG. 29(b), since the number of jackpot patterns increases, the strong SP reach at the time of jackpot and the ratio of executing the revival effect after the strong SP reach miss decrease. Therefore, in the present embodiment, no revival effect is executed after the weak SP reach.

[0144] Thus, in this way, a development swing effect of whether to develop from the weak SP reach effect to the strong SP reach effect or to become a losing pattern is performed. That is, in the weak SP reach effect, basically, the probability of winning is low. Therefore, when performing a winning or losing swing effect with a winning pattern and a losing pattern, almost a losing pattern will be displayed on the liquid crystal display device 41, which may reduce the player's interest. Therefore, as described above, a development swing effect of whether to develop from the weak SP reach effect to the strong SP reach effect or to become a losing pattern is performed.

[0145] However, even then, it often does not easily develop from the weak SP reach effect to the strong SP reach effect. Therefore, a development swing effect to a different route effect positioned at a reliability of winning similar to the strong SP reach effect or approximately in the middle between the weak SP reach effect and the strong SP reach effect is performed. This will be described in detail below.

[0146] <Explanation of the development swing effect to the different route effect> As shown in Figure 28(e), the liquid crystal display 41 displays an advanced animation, and if a losing symbol (see image P23, in the illustration, "6" is displayed) is selected, the losing symbol (see image P23, in the illustration, "6" is displayed) will be displayed in the center of the screen of the liquid crystal display 41, as shown in Figure 30(a). In addition, as shown in Figure 30(a), the liquid crystal display 41 also displays the character CH30b (the character's clothes are blue, the helmet's crest is white, the shield's frame is white, and the sword is white), wearing a helmet and holding a shield and sword, falling while shouting "Ahhh!".

[0147] Next, as shown in Figure 30(a), after a losing symbol (see image P23, where "6" is displayed in the illustration) is displayed, a development prompt is executed to indicate whether or not the game will develop into an alternate route. Specifically, as shown in Figure 30(b), a development prompt is displayed on the liquid crystal display device 41, showing a treasure chest (see image P25) so as to conceal the losing symbol (see image P23, where "6" is displayed in the illustration). In this embodiment, an example is shown in Figure 30(a) where the losing symbol (see image P23, where "6" is displayed) is displayed on the liquid crystal display device 41 when character CH30b is falling. However, to avoid diminishing the anticipation of the development prompt indicating whether or not the game will develop into an alternate route, the losing symbol may not be displayed on the liquid crystal display device 41. In this case, the timing for displaying the losing symbol on the liquid crystal display device 41 is preferably the timing shown in Figure 30(c-1) to indicate that the game will not develop into an alternate route.

[0148] Next, if the game does not proceed to an alternate route, as shown in Figure 30(c-1), the liquid crystal display 41 will show that the left decorative symbol (see image P1Aa), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1Ca) have stopped on a losing symbol (shown as "767"), indicating a loss. Then, as shown in Figure 30(d-1), the liquid crystal display 41 will show that the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C) have stopped (shown as "767"), and the resident symbol (see image P2A) has also stopped on the same number, returning the game to the normal spinning screen.

[0149] On the other hand, if the game progresses to an alternate route, the alternate route (reach sequence) will be executed. Specifically, as shown in Figure 30(c-2), the liquid crystal display device 41 displays a reach state where a reduced left decorative symbol (see image P1Aa) in the upper left corner of the screen and a reduced right decorative symbol (see image P1Ca) in the upper right corner of the screen have stopped on the same symbol (shown as "7" in the illustration), and in the center of the screen, the words "Treasure Chest Chance Get!" (see image P26) in blue text are displayed superimposed on an image of a treasure chest. Then, as shown in Figure 30(d-2), in addition to the screen content shown in Figure 30(c-2), the liquid crystal display device 41 displays the words "Big Win with Treasure Found!?" (see image P27) in green text at the bottom of the screen. Then, as shown in Figure 30(e-2), the blue text "Treasure Chest Chance Get!" (see image P26) and the green text "Big Win with Treasure Found!?" (see image P27) superimposed on the image of the treasure chest are replaced by an image (see image P28) in the center of the LCD display 41 showing whether or not there is treasure inside the treasure chest and whether the reach animation is successful.

[0150] Thus, if the reach animation is successful, as shown in Figure 30(f-2), the liquid crystal display device 41 displays a success animation with the words "Treasure Found!" (see image P26) in red, superimposed on an image of treasure coming out of a treasure chest. Then, as shown in Figure 30(g-2), the liquid crystal display device 41 displays an image in the center of the screen showing that the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C) have stopped on the winning symbol (shown as "777" in the illustration), and the resident symbol (see image P2A) has also stopped on the same number, indicating that a jackpot has been won.

[0151] On the other hand, if the reach animation fails, as shown in Figure 30(f-3), the liquid crystal display 41 displays a failure animation with the words "empty..." (see image P30) in blue text superimposed on an image indicating that the treasure chest is empty. Subsequently, as shown in Figure 30(g-3), the liquid crystal display 41 shows that the left decorative symbol (see image P1Aa), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1Ca) have stopped on a losing symbol (shown as "767"), indicating a loss. Then, as shown in Figure 30(h-3), the liquid crystal display 41 shows that the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C) have stopped (shown as "767"), and the resident symbol (see image P2A) has also stopped on the same number, returning to the normal spinning screen.

[0152] Thus, in this manner, a scene is created to encourage the development of an alternative storyline.

[0153] <Explanation of cases where multiple scenes are performed to hint at the development of an alternate route> Incidentally, the upward scrolling effect for the development of the alternative route effect described above can also be executed multiple times in parallel with the reach effect before the result of the weak SP reach effect appears. Specifically, when the screen content as shown in FIG. 28(d) is displayed on the liquid crystal display device 41, as shown in FIG. 31(a), an upward scrolling effect for the development of the alternative route effect in which a treasure box (see image P31) is displayed is shown on the liquid crystal display device 41 so as to conceal the character CH30a and the fort CH31a.

[0154] Next, as shown in FIG. 31(b), a boundary line (see image P21a) is faintly displayed on the liquid crystal display device 41. Further, instead of the fort CH31a, a development symbol (see image P22) and a losing symbol (see image P23, "6" is displayed in the illustration) are displayed at the center of the screen, and an upward scrolling effect for the development from the weak SP reach effect to the strong SP reach effect is executed to determine which one it will be.

[0155] Next, when the losing symbol (see image P23, "6" is displayed in the illustration) is selected, as shown in FIG. 31(c), the losing symbol (see image P23, "6" is displayed in the illustration) will be displayed at the center of the screen of the liquid crystal display device 41. As shown in FIG. 31(c), on the liquid crystal display device 41, a state in which the character CH30b wearing a helmet and holding a shield and a sword (the color of the character's clothes is "blue", the color of the crest of the helmet is "white", the color of the frame of the shield is "white", and the color of the sword is "white") is falling while shouting "Ah, that's strange" is also displayed.

[0156] Next, as shown in FIG. 31(c), after the losing symbol (see image P23, "6" is displayed in the illustration) is displayed, an upward scrolling effect for determining whether to develop into the alternative route effect is executed again. Specifically, as shown in FIG. 31(d), an upward scrolling effect in which a treasure box (see image P25) is displayed is shown on the liquid crystal display device 41 so as to conceal the losing symbol (see image P23, "6" is displayed in the illustration).

[0157] Next, if it does not develop into a different route presentation, as shown in FIG. 31(e-1), on the liquid crystal display device 41, the left decorative pattern (refer to image P1Aa), the middle decorative pattern (refer to image P1B), and the right decorative pattern (refer to image P1Ca) stop at the losing pattern (in the illustration, "767"), and it is displayed that it is a loss. The subsequent processing is the same as the content described with reference to FIG. 30.

[0158] On the other hand, when it develops into a different route presentation, as shown in FIG. 31(e-2), on the liquid crystal display device 41, a reach state where the reduced left decorative pattern (refer to image P1Aa) in the upper left corner of the screen and the reduced right decorative pattern (refer to image P1Ca) in the upper right corner of the screen stop at the same pattern (in the illustration, "7") is displayed, and in the center of the screen, blue characters "Treasure Chest Chance Get!" (refer to image P26) are displayed in a state overlapping the image of the treasure chest. The subsequent processing is the same as the content described with reference to FIG. 30.

[0159] On the other hand, as shown in FIG. 32, the upward swing presentation that develops into the different route presentation described above can also be executed multiple times in parallel with the reach presentation before the result of the weak SP reach presentation appears.

[0160] As shown in FIG. 32(a), on the liquid crystal display device 41, a character CH30a wearing a helmet, holding a shield and a sword, with the whole body shown in the lower right of the illustration across the inclined boundary line (refer to image P21a) is displayed in a state of shouting "Yaa!", and a fort CH31a is displayed, and an upward swing presentation that develops from the weak SP reach presentation to the strong SP reach presentation is executed.

[0161] Next, as shown in Figure 32(b), a boundary line (see image P21a) is faintly displayed on the liquid crystal display device 41. Furthermore, instead of the fort CH31a, a development symbol (see image P22) and a failure symbol (see image P23, in the illustration, "6" is displayed) are displayed in the center of the screen, and a development prompt is performed to indicate which one will occur. At this time, a development prompt to an alternative route is also displayed, in which a treasure chest (see image P31) is shown, obscuring the development symbol (see image P22), the failure symbol (see image P23, in the illustration, "6") and the character CH30a.

[0162] Next, if a losing symbol (see image P23, where "6" is displayed in the illustration) is selected, the losing symbol (see image P23, where "6" is displayed in the illustration) will be displayed in the center of the liquid crystal display device 41 screen, as shown in Figure 31(c). In addition, as shown in Figure 31(c), the liquid crystal display device 41 also displays the character CH30b (the character's clothes are blue, the helmet's crest is white, the shield's frame is white, and the sword is white) wearing a helmet and holding a shield and sword, falling down while shouting "Oh no!".

[0163] Next, as shown in Figure 32(c), after a losing symbol (see image P23, where "6" is displayed in the illustration) is shown, a development prompt is executed again to determine whether or not to proceed to another route. Specifically, as shown in Figure 32(d), a development prompt is displayed on the liquid crystal display device 41, showing a treasure chest (see image P25) so as to conceal the losing symbol (see image P23, where "6" is displayed in the illustration).

[0164] Next, if the game does not proceed to an alternate route, as shown in Figure 32(e-1), the liquid crystal display device 41 will show that the left decorative symbol (see image P1Aa), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1Ca) are all losing symbols (shown as "767" in the diagram), indicating that it is a loss. The subsequent processing is the same as described with reference to Figure 30.

[0165] On the other hand, if the game progresses to an alternative route, as shown in Figure 32(e-2), the liquid crystal display device 41 displays a reach state where a reduced left decorative symbol (see image P1Aa) in the upper left corner of the screen and a reduced right decorative symbol (see image P1Ca) in the upper right corner of the screen have stopped on the same symbol (shown as "7" in the illustration), and the words "Treasure Chest Chance Get!" (see image P26) in blue text are displayed in the center of the screen, superimposed on an image of a treasure chest. The subsequent processing is the same as described with reference to Figure 30.

[0166] Thus, as explained with reference to Figures 31 and 32, the development prompt for the alternative route described above can be executed multiple times in parallel with the reach animation before the result of the weak SP reach animation is determined.

[0167] <Explanation of the timing chart for the development-enhancing effects> By the way, the development-enhancing effects described above will be processed according to the timing chart shown in Figure 33.

[0168] Specifically, in the case of a weak SP reach failure as shown in Figure 33(a), a weak SP reach animation is performed during the period from timing T1 to timing T2, as shown in Figures 28(a) to (c). Next, a development prompt animation is performed during the period from timing T2 to timing T3, as shown in Figures 28(d) to (e). Then, during the period from timing T3 to timing T4, a development failure animation is performed as shown in Figure 29(a), and during the period from timing T4 to timing T5, the losing symbols from the weak SP reach animation after the development failure are displayed on the liquid crystal display device 41 as shown in Figure 29(b). Then, during the period from timing T5 to timing T6, the losing symbols from the return to normal spinning are displayed on the liquid crystal display device 41 as shown in Figure 29(c).

[0169] On the other hand, if the weak SP reach animation shown in Figure 33(b) develops into a strong SP reach animation and results in a win, the weak SP reach animation shown in Figures 28(a) to (d) is executed during the period from timing T1 to timing T2. Next, the development prompt animation shown in Figure 28(e) is executed during the period from timing T2 to timing T3. Next, the development success animation is executed during the period from timing T3 to timing T4, as shown in Figure 28(f), and the strong SP reach animation shown in Figures 28(g) to (i-1) is executed during the period from timing T4 to timing T7. Next, the winning animation shown in Figure 28(j-1) is executed during the period from timing T7 to timing T8.

[0170] On the other hand, if the weak SP reach animation shown in Figure 33(c) develops into a strong SP reach animation and results in a loss, the weak SP reach animation shown in Figures 28(a) to (d) is executed during the period from timing T1 to timing T2. Next, the development prompt animation shown in Figure 28(e) is executed during the period from timing T2 to timing T3. Then, the development success animation shown in Figure 28(f) is executed during the period from timing T3 to timing T4, and the strong SP reach animation shown in Figures 28(g) to (i-2) is executed during the period from timing T4 to timing T7. Next, the loss animation shown in Figure 28(j-2) is executed during the period from timing T7 to timing T8.

[0171] On the other hand, if the weak SP reach animation shown in Figure 33(d) develops into a strong SP reach animation and fails, and then a revival animation is performed, the weak SP reach animation shown in Figures 28(a) to (d) is performed during the period from timing T1 to timing T2. Next, the development prompt animation shown in Figure 28(e) is performed during the period from timing T2 to timing T3. Next, the development success animation is performed during the period from timing T3 to timing T4, as shown in Figure 28(f), and then the strong SP reach animation shown in Figures 28(g) to (i-2) is performed during the period from timing T4 to timing T7. Next, the failure animation shown in Figure 28(j-2) is performed during the period from timing T7 to timing T8, and then the revival animation shown in Figure 28(j-3) is performed during the period from timing T8 to timing T9.

[0172] On the other hand, if the development prompt animation for the alternative route shown in Figure 33(e) is executed and the alternative route animation is executed, a weak SP reach animation as shown in Figures 28(a) to (d) will be executed during the period from timing T1 to timing T2. Next, during the period from timing T2 to timing T3, a development prompt animation as shown in Figure 28(e) will be executed. Next, during the period from timing T3 to timing T4, a development failure animation as shown in Figure 30(a) will be executed, and during the period from timing T4 to timing T5, a development prompt animation for the alternative route animation as shown in Figures 30(b) to (c-2) will be executed. Next, if the development is successful, an alternative route animation as shown in Figures 30(d-2) to (f-2) or Figures 30(d-2) to (f-3) will be executed during the period from timing T5 to timing 6A.

[0173] On the other hand, if the development prompt animation for an alternative route shown in Figure 33(f) is executed but the alternative route animation is not executed, a weak SP reach animation as shown in Figures 28(a) to (d) is executed during the period from timing T1 to timing T2. Next, during the period from timing T2 to timing T3, a development prompt animation as shown in Figure 28(e) is executed. Next, during the period from timing T3 to timing T4, a development failure animation as shown in Figure 30(a) is executed, and during the period from timing T4 to timing T5, a development prompt animation for an alternative route animation as shown in Figures 30(b) to (c-1) is executed. Next, if the development fails, during the period from timing T5 to timing 6, as shown in Figure 30(d-1), the animation returns to normal variation and a losing symbol is displayed on the liquid crystal display device 41.

[0174] By the way, if a development-enhancing animation for an alternate route is performed before branching to an alternate route, a development-enhancing animation for an alternate route, as shown in Figure 31(a), may be executed during the period from timing T1A to timing T1B, which is within the period of the weak SP reach animation shown in Figures 33(e) and 33(f) (the period from timing T1 to timing T2). Also, a development-enhancing animation for an alternate route, as shown in Figure 32(b), may be executed during the period from timing T2 to timing T2A, which is within the development-enhancing animation period shown in Figures 33(e) and 33(f) (the period from timing T2 to timing T3). Note that development-enhancing animations for alternate routes executed during this period are designed not to succeed. This is because if a development-enhancing animation for an alternate route executed during this period were to succeed, a new variation pattern would need to be created for that case. Therefore, if a development-enhancing animation for an alternate route is executed before branching to an alternate route, the development-enhancing animation for the alternate route at that point will not succeed. In other words, the development prompts for alternative routes that are performed during the period from timing T1A to timing T1B and from timing T2 to timing T2A correspond to development prompts suggesting that development prompts for alternative routes will be performed during the period from timing T4 to timing T5. By changing the presence or absence of these development prompts suggesting that are performed and the number of times they are performed, the expectation of success in developing through development prompts for alternative routes can be altered, thus giving players a sense of anticipation for development to alternative routes in various patterns.

[0175] Furthermore, the development prompting animation for an alternative route, as shown in Figures 30(b) to (c-2), which is executed during the period from timing T4 to timing T5 shown in Figures 33(e) and 33(f), is executed using the time when the losing symbols in the weak SP reach animation after development failure, as shown in Figure 33(a), are displayed on the liquid crystal display device 41. In other words, if the development prompting animation for an alternative route were to be executed using a different time, the main control CPU 600a would have to manage this time scale. That is, the main control CPU 600a would have to manage the variation patterns that use this time scale. As a result, the load on the main control CPU 600a would increase. Therefore, in this embodiment, in order to allow processing on the sub-control CPU 800a side, a lottery is performed to determine whether or not to execute the development prompting animation for an alternative route using the period from timing T4 to timing T5 shown in Figure 33(a). In this way, it is treated the same as a preview animation, eliminating the need for the main control CPU 600a to prepare a different variation pattern, thus reducing the load on the main control CPU 600a.

[0176] On the other hand, if the development prompt animation for an alternative route shown in Figure 33(g) is executed only during the weak SP reach animation and not after the development to the strong SP reach animation fails, then the weak SP reach animation as shown in Figures 28(a) to (d) is executed during the period from timing T1 to timing T2. At this time, the development prompt animation for an alternative route shown in Figure 31(a) is executed during the period from timing T1A to timing T1B. Next, the development prompt animation as shown in Figure 31(b) is executed during the period from timing T2 to timing T3. Then, during the period from timing T3 to timing T4, the losing symbols from the weak SP reach animation after the development failure are displayed on the liquid crystal display device 41, as shown in Figure 31(c). Next, the development prompt for the alternative route is not executed, and during the period from timing T4 to timing T5, as shown in Figure 29(b), the losing symbols from the weak SP reach sequence after the development failure are displayed on the liquid crystal display device 41, and during the period from timing T5 to timing T6, as shown in Figure 29(c), the losing symbols from the normal spin are displayed on the liquid crystal display device 41.

[0177] On the other hand, if the development prompt animation for an alternative route shown in Figure 33(h) is executed only during the development prompt animation for a strong SP reach animation, and is not executed after the development to the strong SP reach animation fails, then a weak SP reach animation as shown in Figures 28(a) to (d) is executed during the period from timing T1 to timing T2. Next, during the period from timing T2 to timing T3, the development prompt animation as shown in Figure 32(a) is executed. At this time, during the period from timing T2 to timing T2A, the development prompt animation for an alternative route animation as shown in Figure 32(a) is also executed. Next, during the period from timing T3 to timing T4, as shown in Figure 32(c), the losing symbols from the weak SP reach animation after the development failure are displayed on the liquid crystal display device 41. Next, the development prompt for the alternative route is not executed, and during the period from timing T4 to timing T5, as shown in Figure 29(b), the losing symbols from the weak SP reach sequence after the development failure are displayed on the liquid crystal display device 41, and during the period from timing T5 to timing T6, as shown in Figure 29(c), the losing symbols from the normal spin are displayed on the liquid crystal display device 41.

[0178] Thus, the development-enhancing effects described above will be processed according to the timing chart shown in Figure 33.

[0179] <Explanation of the alternate route development and hype sequence distribution table> By the way, the lottery to determine whether or not to execute the development prompt for the alternative route described above is performed using the alternative route development prompt distribution table SUB_SBHA_TBL shown in Figure 34. Specifically, as shown in Figure 34, the alternative route development prompt distribution table SUB_SBHA_TBL has patterns A to I. Pattern A shows the pattern in which the development prompt for the alternative route shown in Figure 33(f) is executed and the alternative route is not executed. Pattern B shows the pattern in which the development prompt for the alternative route shown in Figure 33(g) is executed only during the weak SP reach performance and is not executed after the development to the strong SP reach performance fails. Pattern C shows the pattern in which the development prompt for the alternative route is executed only during the development prompt for the strong SP reach performance and is not executed after the development to the strong SP reach performance fails. Pattern D shows a pattern where the development prompt for an alternate route is executed during a weak SP reach and after a failure to develop into a strong SP reach, and the alternate route is not executed (a pattern that adds Pattern A to Pattern B). Pattern E shows a pattern where the development prompt for an alternate route is executed during a strong SP reach and after a failure to develop into a strong SP reach, and the alternate route is not executed (a pattern that adds Pattern A to Pattern C). Pattern F shows the case where the development prompt for an alternate route shown in Figure 33(e) is executed and the alternate route is executed. Pattern G shows a pattern where the development prompt for an alternate route is executed during a weak SP reach and after a failure to develop into a strong SP reach, and the alternate route is executed (a pattern that adds Pattern F to Pattern B). Pattern H shows a pattern where the development prompt for an alternate route is executed during a strong SP reach and after a failure to develop into a strong SP reach, and the alternate route is executed (a pattern that adds Pattern F to Pattern C). Pattern I is a pattern in which the development prompt for an alternative route is executed during the weak SP reach sequence, during the development prompt for a strong SP reach sequence, and after the development to a strong SP reach sequence fails, and the alternative route sequence is executed (a pattern that adds Pattern C to Pattern B, and further adds Pattern F).

[0180] Thus, the main control CPU 600a refers to the variation pattern distribution table M_HP_TBL shown in Figure 5(c) to draw lots for the variation patterns of the special symbols, and sends the result of the draw as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a). Upon receiving this, the sub-control CPU 800a refers to the alternative route development prompt performance distribution table SUB_SBHA_TBL shown in Figure 34 to draw lots to determine whether or not to execute the alternative route development prompt performance described above.

[0181] Specifically, as shown in Figure 34, if the variation pattern lottery results in a normal variation (miss), a challenge performance failure (miss), or a normal reach (miss), the sub-control CPU 800a selects "none" (does not execute the alternate route development performance). Then, as shown in Figure 34, if the variation pattern lottery results in a weak SP reach 1 (miss) or a weak SP reach 2 (miss), the sub-control CPU 800a performs a lottery with the probabilities shown. This results in either "none" or winning one of patterns A to E. Also, as shown in Figure 34, if the variation pattern lottery results in a normal reach ⇒ alternate route performance (miss), the sub-control CPU 800a selects "none". Furthermore, as shown in Figure 34, if the variation pattern lottery results in a weak SP reach ⇒ alternate route performance (miss), the sub-control CPU 800a performs a lottery with the probabilities shown. This results in winning one of patterns F to I. Furthermore, as shown in Figure 34, if the variation pattern lottery is weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a performs a lottery with the probabilities shown. This results in either "none" or one of patterns B to C being selected. Furthermore, as shown in Figure 34, if the variation pattern lottery is normal reach (win), the sub-control CPU 800a selects "none". Furthermore, as shown in Figure 34, if the variation pattern lottery is weak SP reach 1 (win) or weak SP reach 2 (win), the sub-control CPU 800a performs a lottery with the probabilities shown. This results in either "none" or one of patterns B to C being selected. Furthermore, as shown in Figure 34, if the variation pattern lottery is normal reach ⇒ alternative route performance (win), the sub-control CPU 800a selects "none". Furthermore, as shown in Figure 34, if the variation pattern lottery is weak SP reach ⇒ alternative route performance (win), the sub-control CPU 800a performs a lottery with the probabilities shown. This will result in winning one of patterns F to I. Furthermore, as shown in Figure 34, if the variation pattern lottery is weak SP reach ⇒ strong SP reach (win), or weak SP reach ⇒ strong SP reach ⇒ revival performance (win), the sub-control CPU 800a performs a lottery with the probabilities shown. This will result in "none" or winning one of patterns B to C.

[0182] Thus, the sub-control CPU 800a refers to the alternative route development prompt distribution table SUB_SBHA_TBL shown in Figure 34 to determine whether or not to execute the alternative route development prompt described above. The alternative route development prompt distribution table SUB_SBHA_TBL is stored in the sub-control ROM 800b (see Figure 4).

[0183] Furthermore, the alternative route development prompt distribution table SUB_SBHA_TBL is designed so that even when a weak SP reach is successful or when a weak SP reach develops into a strong SP reach, the alternative route development prompt is only executed if it appears during the weak SP reach or during the prompt for development to the strong SP reach (pattern B or pattern C). This is to prevent players from losing their sense of anticipation by thinking that a win in the weak SP reach or development to the strong SP reach will not occur if the alternative route development prompt is executed during the weak SP reach or during the prompt for development to the strong SP reach.

[0184] <Explanation of transitions from a normal reach to an alternate route sequence> The above explanation assumes that a weak SP reach is in progress, but it is not limited to this; it is also possible to transition to a different route from a normal reach. Specifically, as shown in Figure 35(a), the liquid crystal display device 41 shows a reach (tenpai) state where the left decorative symbol (see image P1A) and the right decorative symbol (see image P1C) are stopped at the same symbol (7 in the illustration), and the middle decorative symbol (see image P1B) is changing. Furthermore, the word "Reach" (see image P35) is displayed in blue at the top of the screen, and a normal reach is displayed in the lower right corner of the screen, where the permanent symbol (see image P2) is changing.

[0185] Next, as shown in Figure 35(b), the liquid crystal display device 41 displays, in place of the central decorative pattern (see image P1B), a weak SP reach pattern (see image P36, displayed as "SP" in the illustration), a losing pattern (see image P37, displayed as "6" in the illustration), and an alternative route pattern (see image P38, displayed as "treasure chest" in the illustration) in the center of the screen. As shown in Figure 35(c), these patterns rotate, and an exciting animation is performed to show which pattern will stop.

[0186] Thus, as shown in Figure 35(d-1), when the alternate route display symbol (see image P38, labeled "Treasure Chest" in the illustration) is selected and displayed on the liquid crystal display device 41, as shown in Figure 35(e-1), the liquid crystal display device 41 displays a reach state where a reduced left decorative symbol (see image P1Aa) in the upper left corner of the screen and a reduced right decorative symbol (see image P1Ca) in the upper right corner of the screen have stopped on the same symbol (labeled "7" in the illustration), the words "Treasure Chest Chance Get!" (see image P26) in blue text are displayed in the center of the screen, superimposed on the image of the treasure chest, and the words "Big Win with Treasure Found!?" (see image P27) in green text are displayed at the bottom of the screen.

[0187] On the other hand, as shown in Figure 35(d-2), when a weak SP reach symbol (see image P36, labeled "SP" in the illustration) is selected and displayed on the liquid crystal display device 41, as shown in Figure 35(e-2), the liquid crystal display device 41 displays a reduced left decorative symbol (see image P1Aa) in the upper left corner of the screen and a reduced right decorative symbol (see image P1Ca) in the upper right corner of the screen. Furthermore, the words "SP Reach" (see image P20) in blue are displayed in the center of the screen, and the state of the permanent symbol (see image P2) changing is displayed in the lower right corner of the screen.

[0188] On the other hand, as shown in Figure 35(d-3), when a losing symbol (see image P37, in the illustration, "6" is displayed) is selected and displayed on the liquid crystal display device 41, as shown in Figure 35(e-3), the liquid crystal display device 41 displays the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C) stopping (in the illustration, they stop at "767"), and the resident symbol (see image P2A) also stopping at the same number, and the screen returns to the normal variation screen.

[0189] Therefore, in this way, it becomes possible to present the player with three possible scenarios: a continuation of the alternate route animation, a continuation of the weak SP reach animation, and a scenario where it ends in a miss.

[0190] On the other hand, the variation pattern that develops from a normal reach to an alternate route is almost the same as the variation pattern that develops from a normal reach to a weak SP reach, as shown in Figure 36. Specifically, as shown in Figure 36(a), the liquid crystal display device 41 shows a reach (tenpai) state in which the left decorative symbol (see image P1A) and the right decorative symbol (see image P1C) stop on the same symbol (shown as "7" in the illustration), and the middle decorative symbol (see image P1B) is changing. Furthermore, the word "Reach" (see image P35) in blue is displayed at the top of the screen, and a normal reach is displayed in the lower right corner of the screen, in which the permanent symbol (see image P2) is changing.

[0191] Next, as shown in Figure 36(b), the liquid crystal display device 41 displays the central decorative pattern (see image P1B) in a state of slow fluctuation, and then, as shown in Figure 36(c), the liquid crystal display device 41 displays the pattern in a state of high-speed fluctuation again.

[0192] Next, as shown in Figure 36(b), a reduced left decorative pattern (see image P1Aa) is displayed in the upper left corner of the screen, and a reduced right decorative pattern (see image P1Ca) is displayed in the upper right corner of the screen on the liquid crystal display device 41. Then, as shown in Figure 36(e), the liquid crystal display device 41 displays the words "Treasure Chest Chance Get!" (see image P26) in blue text superimposed on the treasure chest image in the center of the screen, and the words "Big Win with Treasure Found!?" (see image P27) in green text at the bottom of the screen.

[0193] Thus, a variation pattern is executed in which the normal reach develops into an alternate route sequence.

[0194] Therefore, as explained with reference to Figures 35 and 36, it is also possible to transition from a normal reach to an alternative route sequence.

[0195] <Explanation of the timing chart for transitioning from a normal reach to an alternate route sequence> By the way, the transition from the normal reach described above to the alternative route sequence will be processed according to the timing chart shown in Figure 37.

[0196] Specifically, when a normal reach progresses to a weak special reach, as shown in Figure 37(a), a normal spin is performed during the period from timing T10 to timing T11, a normal reach is performed during the period from timing T11 to timing T12, and a weak special reach is performed from timing T12 onwards. In this case, if a development prompt is performed as shown in Figures 35(b) to (c), it will be performed in place of the normal reach shown during the period from timing T11 to timing T12.

[0197] On the other hand, when a normal reach develops into an alternate route sequence, as shown in Figure 37(b), a normal variation is performed during the period from timing T10 to timing T11, a normal reach sequence is performed during the period from timing T11 to timing T12, and then the alternate route sequence shown in Figure 36(e) is performed from timing T12 onward. In this case, if a development prompt sequence like those shown in Figures 35(b) to (c) is performed, it will be performed in place of the normal reach sequence shown during the period from timing T11 to timing T12.

[0198] <Explanation of the distribution table for alternate routes / SP reach development prompts> By the way, the lottery to determine whether to execute the normal reach animation described above or the development-enhancing animation will be conducted using the alternative route / SP reach development-enhancing animation distribution table SUB_NBHA_TBL shown in Figure 38.

[0199] The main control CPU 600a refers to the variation pattern distribution table M_HP_TBL shown in Figure 5(c) to draw lots for the variation patterns of the special symbols, and sends the result of the draw as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a). Upon receiving this, the sub-control CPU 800a refers to the alternative route / SP reach development prompting performance distribution table SUB_NBHA_TBL shown in Figure 38 to draw lots to determine whether to execute the normal reach performance or the development prompting performance described above.

[0200] Specifically, as shown in Figure 38, if the variation pattern lottery results in a normal variation (miss) or a challenge performance failure (miss), the sub-control CPU 800a selects "none" (executes a normal reach performance). Then, as shown in Figure 38, if the variation pattern lottery results in a normal reach (miss), the sub-control CPU 800a conducts a lottery with the probabilities shown. This results in either "none" or a development prompt performance being executed, resulting in "development failure". Furthermore, as shown in Figure 38, if the variation pattern lottery results in a weak SP reach 1 (miss) or a weak SP reach 2 (miss), the sub-control CPU 800a conducts a lottery with the probabilities shown. This results in either "none" or a development prompt performance being executed, resulting in "SP development". Moreover, as shown in Figure 38, if the variation pattern lottery results in a normal reach ⇒ alternative route performance (miss), the sub-control CPU 800a conducts a lottery with the probabilities shown. As a result, the player will win either "None", or a development prompt animation will be performed and a "Treasure Chest Development" will occur. Furthermore, as shown in Figure 38, if the variation pattern lottery is weak SP reach ⇒ alternative route animation (miss) or weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a will perform a lottery with the probabilities shown. As a result, the player will win either "None", or a development prompt animation will be performed and a "SP Development" will occur. Furthermore, as shown in Figure 38, if the variation pattern lottery is normal reach (win), the sub-control CPU 800a will select "None". Furthermore, as shown in Figure 38, if the variation pattern lottery is weak SP reach 1 (win) or weak SP reach 2 (win), the sub-control CPU 800a will perform a lottery with the probabilities shown. As a result, the player will win either "None", or a development prompt animation will be performed and a "SP Development" will occur. Furthermore, as shown in Figure 38, when the variation pattern lottery is for a normal reach ⇒ alternative route performance (win), the sub-control CPU 800a performs the lottery with the probabilities shown. This results in either "none" or a development prompt performance being executed, leading to a win of "treasure chest development". Furthermore, as shown in Figure 38, when the variation pattern lottery is for a weak SP reach ⇒ alternative route performance (win), a weak SP reach ⇒ strong SP reach (win), or a weak SP reach ⇒ strong SP reach ⇒ revival performance (win), the sub-control CPU 800a performs the lottery with the probabilities shown.This will result in either "None," a development-enhancing animation being performed, or "SP Development."

[0201] Thus, the sub-control CPU 800a refers to the alternate route / SP reach development prompting distribution table SUB_NBHA_TBL shown in Figure 38 to determine whether to execute the normal reach prompting animation described above or the development prompting animation. The alternate route / SP reach development prompting animation distribution table SUB_NBHA_TBL is stored in the sub-control ROM 800b (see Figure 4).

[0202] Therefore, as explained above, by providing alternative route sequences as described above, it is possible to diversify the player's expectations for a jackpot by preventing the indication sequences for whether or not a highly reliable sequence leading to a jackpot state will be executed from becoming monotonous. Furthermore, even if the expectation of entering a jackpot state is diminished, it is possible to provide a well-balanced gaming machine that does not unnecessarily raise the player's expectations.

[0203] In this embodiment, it has been explained that when a development-enhancing animation is performed that will result in either a miss or a development, as shown in Figure 28(e), a winning symbol may be displayed. However, in a development-enhancing animation that will result in either a miss or a development, the animation may only be performed with a development symbol (see image P22) and a miss symbol (see image P23, where "6" is displayed in the illustration), as shown in Figure 28(e). In other words, the winning symbol will not be displayed on the liquid crystal display device 41 as a candidate image to stop, and the winning symbol will not stop in the weak SP reach animation. Therefore, in line with this, it may be possible to eliminate wins in the weak SP reach animation. This will reduce the increase in the number of variation patterns, thereby reducing the control burden.

[0204] On the other hand, when hitting the jackpot, if it develops from a weak SP reach effect to a different route effect, rather than developing from a weak SP reach effect to a strong SP reach effect, a warning effect with a lower confidence level of hitting the jackpot may be more likely to appear. For example, in the first pre-read retention change selection table SB_SHH1_TBL shown in FIG. 8, when developing from a weak SP reach effect to a different route effect, the probability (shown in the figure as 25 / 100) of selecting "flashing" and "blue", which have a lower confidence level of hitting the jackpot, is higher than the probability (shown in the figure as 15 / 100) of selecting "flashing" and "blue", which have a lower confidence level of hitting the jackpot, when developing from a weak SP reach effect to a strong SP reach effect. Also, in the first step-up warning selection table SB_SUY1_TBL shown in FIG. 13, when developing from a weak SP reach effect to a different route effect, the probability (shown in the figure as 25 / 100) of selecting "SU1" and "SU2", which have a lower confidence level of hitting the jackpot, is higher than the probability (shown in the figure as 15 / 100) of selecting "SU1" and "SU2", which have a lower confidence level of hitting the jackpot, when developing from a weak SP reach effect to a strong SP reach effect. Therefore, when hitting the jackpot by developing from a weak SP reach effect to a different route effect, a warning effect with a lower confidence level of hitting the jackpot is more likely to appear than when developing from a weak SP reach effect to a strong SP reach effect. Thus, by doing so, although the expectation level of developing into a strong SP reach effect decreases, since the development into a different route effect can be expected, the player's sense of expectation can be diversified.

[0205] Also, since the development effect of the different route in this embodiment is for compensating for the situation where it does not develop into a strong SP reach effect, during the strong SP reach effect, the development effect of the different route does not occur.

[0206] <Explanation regarding the losing determination effect> Next, an explanation regarding the losing determination effect will be given.

[0207] Traditionally, there are known gaming machines in which a challenge-type pre-announcement sequence (hereinafter referred to as the "challenge sequence") appears during normal gameplay, indicating whether or not a reach (mainly a weak SP reach) will develop. If this challenge sequence fails, a normal reach sequence will be performed afterward, but no jackpot will be won, nor will a revival sequence occur that results in a jackpot.

[0208] Therefore, in this embodiment, if the challenge sequence fails, a losing sequence will be performed before the symbols stop to inform the player that it is a loss.

[0209] Specifically, as shown in Figure 39(a), the liquid crystal display device 41 initially displays a normal variation screen where the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C) have stopped (in the illustration, they stop at "767"), and the resident symbol (see image P2A) has also stopped at the same number. Then, as shown in Figure 39(b), the screen displays a state where the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), the right decorative symbol (see image P1C), and the resident symbol (see image P2) are all changing, after which a challenge sequence (development build-up sequence) occurs. This challenge sequence (development build-up sequence) is executed as shown in Figures 39(c) to 39(e). Specifically, as shown in Figure 39(c), the words "Item Get Challenge" are displayed in the center of the LCD display 41 screen, covering the multiple item boxes (three in the illustration), to indicate that one of the multiple item boxes can be selected with a rectangular frame. Below this, an image (see image P40) is displayed that says "Select with the button" to indicate that one of the multiple item boxes (three in the illustration) can be selected using the presentation button device 13 shown in Figure 1.

[0210] Next, as shown in Figure 39(d), an image of one of the multiple item boxes (three in the illustration) selected (the one on the left in the illustration) is displayed in the center of the liquid crystal display device 41 screen (see image P41), and as shown in Figure 39(e), an image of the selected item box about to open is displayed in the center of the liquid crystal display device 41 screen (see image P42).

[0211] Thus, the challenge sequence (development-building sequence) is executed in this manner. At this time, as shown in Figures 39(c) to (e), the scrolling changes of the left decorative symbol (see image P1A), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1C) are not displayed on the liquid crystal display device 41, and only the state in which the permanent symbol (see image P2) is changing is displayed. This is to avoid lowering the player's anticipation for the challenge sequence (development-building sequence). In other words, in the scrolling variation of the left decorative symbol (see image P1A), middle decorative symbol (see image P1B), and right decorative symbol (see image P1C), the effect of whether or not a reach occurs depends on whether or not the left decorative symbol (see image P1A) and right decorative symbol (see image P1C) line up. If the scrolling variation occurs during the challenge effect (development build-up effect), the player will know in advance whether or not a reach will occur from the movement of the symbols, which will reduce the player's anticipation for the challenge effect (development build-up effect). Therefore, in this embodiment, when the challenge effect (development build-up effect) is being executed, the scrolling variation of the left decorative symbol (see image P1A), middle decorative symbol (see image P1B), and right decorative symbol (see image P1C) is not displayed on the liquid crystal display device 41, and only the state in which the permanent symbol (see image P2) is changing is displayed.

[0212] By the way, if the above-mentioned challenge sequence (promotion sequence) is executed and fails, a confirmed failure sequence is displayed on the liquid crystal display device 41, as shown in Figure 39(f), with the words "empty..." (see image P43) in blue superimposed on an image indicating that the item box is empty.

[0213] Next, without stopping the display by scrolling the symbols, the left decorative symbol (see image P1Aa), the middle decorative symbol (see image P1B), and the right decorative symbol (see image P1Ca) switch to a state where they are fluctuating with losing symbols, as shown in Figure 39(g), and are displayed on the liquid crystal display device 41. At this time, the resident symbol (see image P2) is fluctuating.

[0214] Then, as shown in Figure 39(h), the liquid crystal display device 41 displays the left decorative pattern (see image P1A), the middle decorative pattern (see image P1B), and the right decorative pattern (see image P1C) stopping (in the illustration, they stop at "767"), and the resident pattern (see image P2A) also stopping at the same number, and the display returns to the normal variation screen. In this embodiment, an example of displaying a missed reach is shown, but it is not limited to this, and it may also be possible to display a scattered number (for example, "567") as the stop.

[0215] On the other hand, if the above-mentioned challenge sequence (development prompt sequence) is executed and successful, leading to a weak SP reach, as shown in Figure 40(a), an SP symbol appears from the item box and the words "SP Reach Get" (see image P44) in green are displayed on the liquid crystal display 41. Next, as shown in Figure 40(b), the liquid crystal display 41 displays a reduced left decorative symbol (see image P1Aa) in the upper left corner of the screen and a reduced right decorative symbol (see image P1Ca) in the upper right corner of the screen. Furthermore, the words "SP Reach" (see image P20) in blue are displayed in the center of the screen, and the state of the permanent symbol (see image P2) changing is displayed in the lower right corner of the screen. From here on, the weak SP reach sequence described above will be executed.

[0216] On the other hand, if the above-mentioned challenge sequence (development prompt sequence) is executed and successful, leading to a different route sequence, as shown in Figure 41(a), a treasure chest symbol appears from the item box and the orange text "Treasure Chest Chance Get" (see image P45) is displayed on the liquid crystal display 41. Next, as shown in Figure 41(b), a reduced left decorative symbol (see image P1Aa) is displayed in the upper left corner of the screen, and a reduced right decorative symbol (see image P1Ca) is displayed in the upper right corner of the screen. Then, as shown in Figure 41(b), the liquid crystal display 41 displays the blue text "Treasure Chest Chance" (see image P46) in the center of the screen, superimposed on the treasure chest image, and the green text "Big Win with Treasure Found!?" (see image P27) is displayed at the bottom of the screen. From this point onward, the different route sequence described above will be executed.

[0217] <Explanation of the timing chart for the challenge sequence> By the way, the challenge sequences (promotion sequences) described above will be processed according to the timing chart shown in Figure 42.

[0218] Specifically, if the challenge sequence (development prompt sequence) fails, as shown in Figure 42(a), a normal sequence as shown in Figure 39(b) is performed during the period from timing T20 to timing T21, a challenge sequence as shown in Figures 39(c) to (e) is performed during the period from timing T21 to timing T22, and as shown in Figures 39(f) to (h), the challenge sequence fails during the period from timing T22 to timing T23, and the game returns to the normal sequence screen.

[0219] By the way, while a special variation pattern may be set up to execute with a time scale corresponding to the failure of such a challenge (development build-up) animation, the time scale for the failure of the challenge (development build-up) animation may also be the same as the time scale for a normal reach miss. That is, as shown in Figure 42(b), a normal variation is executed during the period from timing T20 to timing T21B, during which the left decorative symbol stops at timing T21A, and the right decorative symbol stops at timing T21B, resulting in a ready state. Next, as shown in Figure 42(b), a normal reach animation is executed during the period from timing T21B to timing T23, and at timing T23, the middle decorative symbol stops, resulting in a miss and returning to the normal variation screen.

[0220] Thus, by using the same timescale for the failure of the challenge sequence (development build-up sequence) as for the failure of a normal reach, it is possible to adjust the system so that the sequence is executed not only when the main control CPU 600a selects a variation pattern for the challenge sequence failure, but also when the sub-control CPU 800a selects a variation pattern for a normal reach failure. Furthermore, since the number of variation patterns that the main control CPU 600a needs to prepare can be reduced, the load on the main control CPU 600a can be reduced.

[0221] On the other hand, if the challenge sequence (development prompt sequence) is successful and develops into a weak SP reach, as shown in Figure 42(c), a normal variation as shown in Figure 39(b) is performed during the period from timing T30 to timing T31, and a challenge sequence as shown in Figures 39(c) to (e) is performed during the period from timing T31 to timing T32. Then, during the period from timing T32 to timing T33, a screen as shown in Figure 40(a) is displayed on the liquid crystal display device 41, and from timing T33 onwards, the weak SP reach sequence is performed.

[0222] On the other hand, if the challenge sequence (development prompt sequence) is successful and the game progresses to an alternate route sequence, as shown in Figure 42(d), a normal variation as shown in Figure 39(b) is performed during the period from timing T30 to timing T31, and a challenge sequence as shown in Figures 39(c) to (e) is performed during the period from timing T31 to timing T32. Then, during the period from timing T32 to timing T33, a screen as shown in Figure 41(a) is displayed on the liquid crystal display device 41, and from timing T33 onwards, the alternate route sequence is performed.

[0223] By the way, when this challenge sequence (development prompt sequence) is successful and develops into a weak SP reach, the time duration is the same as when the normal reach sequence develops into a weak SP reach sequence. Similarly, when the challenge sequence (development prompt sequence) is successful and develops into an alternate route sequence, the time duration is the same as when the normal reach sequence develops into an alternate route sequence. In other words, as shown in Figure 42(e), normal variations are performed during the period from timing T30 to timing T31A, normal reach sequences are performed during the period from timing T31A to timing T33, and weak SP reach sequences are performed from timing T33 onwards.

[0224] Furthermore, as shown in Figure 42(f), normal variations are performed during the period from timing T30 to timing T31A, normal reach effects are performed during the period from timing T31A to timing T33, and alternative route effects are performed from timing T33 onwards.

[0225] Thus, if the time taken to successfully complete the challenge sequence (development prompt sequence) and develop into a weak SP reach is the same as the time taken to develop from a normal reach sequence into a weak SP reach sequence, and if the time taken to successfully complete the challenge sequence (development prompt sequence) and develop into an alternate route sequence is the same as the time taken to develop from a normal reach sequence into an alternate route sequence, then it is possible to develop into a weak SP reach or an alternate route sequence without going through a normal reach sequence, thus providing players with a wide variety of sequences.

[0226] <Explanation of the alternate route / SP reach development prompt selection lottery table> By the way, as explained above, the challenge animation (development build-up animation) during normal reel spins uses the time scale of a normal reach, so a lottery is held in advance to determine whether to display the development build-up animation during a normal reach or the challenge animation (development build-up animation) during normal reel spins. Specifically, this is done using the alternative route / SP reach development build-up animation selection lottery table SUB_SBCH_TBL shown in Figure 43(a).

[0227] Thus, the main control CPU 600a refers to the variation pattern distribution table M_HP_TBL shown in Figure 5(c) to draw lots for the variation patterns of special symbols, and sends the result of the draw as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a). Upon receiving this, the sub-control CPU 800a refers to the alternative route / SP reach development prompt performance selection lottery table SUB_SBCH_TBL shown in Figure 43(a) to draw lots to determine whether to display a development prompt performance during a normal reach or a challenge performance (development prompt performance) during normal variation.

[0228] Specifically, as shown in Figure 43(a), if the variation pattern lottery is for a normal variation (miss) or a normal reach (win), the sub-control CPU 800a selects "none" (does not execute the development animation). Then, as shown in Figure 43(a), if the variation pattern lottery is for a challenge animation failure (miss), the sub-control CPU 800a selects the challenge animation during normal variation (development-enhancing animation). Furthermore, as shown in Figure 43(a), if the variation pattern lottery is for a normal reach (miss), the sub-control CPU 800a performs a lottery with the probabilities shown, resulting in either "none" or the challenge animation during normal variation (development-enhancing animation). For other variation pattern items, as shown in Figure 43(a), the sub-control CPU 800a performs a lottery with the probabilities shown, resulting in either "none", the challenge animation during normal variation (development-enhancing animation), or the development-enhancing animation during normal reach. The alternative route / SP reach development prompting selection lottery table SUB_SBCH_TBL is stored in the sub-control ROM 800b (see Figure 4).

[0229] <Explanation of the distribution table for alternate routes / SP reach development prompts> Thus, if a lottery is held using the alternative route / SP reach development prompting animation selection lottery table SUB_SBCH_TBL shown in Figure 43(a), and the challenge animation (development prompting animation) during normal reel spinning is selected, a lottery will be held using the alternative route / SP reach development prompting animation distribution table SUB_SBFK_TBL shown in Figure 43(b) to determine whether to execute a development failure animation, an SP development animation, or a treasure chest development animation.

[0230] Specifically, as shown in Figure 43(b), if the variation pattern lottery results in a normal variation (miss), the sub-control CPU 800a selects "None" (executes a normal variation). Then, as shown in Figure 43(b), if the variation pattern lottery results in a challenge performance failure (miss), it selects "Development Failure". Furthermore, if the variation pattern lottery results in a normal reach (miss), the sub-control CPU 800a performs a lottery with the probabilities shown, resulting in either "None" or "Development Failure". Moreover, if the variation pattern lottery results in a normal reach ⇒ alternative route performance (miss) or a normal reach ⇒ alternative route performance (win), the sub-control CPU 800a performs a lottery with the probabilities shown, resulting in either "None" or "Treasure Chest Development". For other variation pattern items, as shown in Figure 43(b), the sub-control CPU 800a performs a lottery with the probabilities shown, resulting in either "None" or "SP Development". The alternative route / SP reach development prompt distribution table SUB_SBFK_TBL is stored in the sub-control ROM 800b (see Figure 4).

[0231] Thus, the challenge sequence (development build-up sequence) is executed in this manner. Note that the variation pattern for challenge sequence failure is selected by the main control CPU 600a, so the sub-control CPU 800a cannot adjust the appearance rate of challenge sequence failure. However, as explained above, if the variation pattern for normal reach misses can be replaced with the variation pattern for challenge sequence failure, then the appearance rate can be adjusted by the sub-control CPU 800a in the alternate route / SP reach development build-up sequence selection lottery table SUB_SBCH_TBL shown in Figure 43(a) (see the normal reach (miss) item) and the alternate route / SP reach development build-up sequence distribution table SUB_SBFK_TBL shown in Figure 43(b) (see the normal reach (miss) item).

[0232] Therefore, as explained above, by providing alternative route sequences as described above, and also by providing sequences that guarantee a loss, it is possible to diversify the player's expectations for a big win by preventing the suggestion sequences regarding whether or not a sequence will be executed for sequences with a high probability of leading to a big win state from becoming monotonous. Furthermore, even if the expectation of entering a big win state is diminished, it is possible to provide a well-balanced gaming machine that does not unnecessarily raise the player's expectations.

[0233] Furthermore, the challenge sequences (development-building sequences) described above do not show winning results such as matching symbols. This is because the challenge sequences (development-building sequences) are meant to build anticipation for whether or not a development will occur, and even if winning sequences were included, they would almost never appear. Therefore, to improve work efficiency, the challenge sequences (development-building sequences) described above do not show winning results such as matching symbols.

[0234] <Main Control: Program Description> Here, we will now explain in detail the processing methods for the various contents described above. First, we will explain in detail the overview of the program stored in the main control ROM 600b (see Figure 4) processed by the main control board 60, with reference to Figures 44 to 55.

[0235] <Main Control: Explanation of Main Processing> First, when power is turned on to the pachinko game machine 1, a power-on signal is sent to each control board indicating that the DC voltage generated by the voltage generation unit 1300 of the power supply board 130 (see Figure 4) has been applied. Upon receiving this signal, the main control CPU 600a (see Figure 4) reads the program stored in the main control ROM 600b (see Figure 4) and performs the main control processing shown in Figure 44. At this time, the main control CPU 600a first sets itself to an interrupt-disabled state (step S1).

[0236] Next, the main control CPU 600a performs a stack pointer setting process of setting the value of the stack pointer inside the main control CPU 600a corresponding to the final address of the normal use stack area (step S2).

[0237] Next, the main control CPU 600a clears the WDT (not shown) (step S3) and clears the output port that outputs the emission control signal (step S4).

[0238] Subsequently, the main control CPU 600a sets the startup waiting time of the sub-control board 80 (step S5), decrements (-1) the set waiting time (step S6), and clears the WDT (not shown) (step S7).

[0239] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8). If it has not become "0" (step S8: ≠ 0), it returns to the process of step S7. If it has become "0" (step S8: = 0), it proceeds to the process of step S9.

[0240] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 4) twice, checks whether the levels of the voltage abnormality signals ALARM acquired twice match, stores them in the internal register of the main control CPU 600a not shown, and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is at the "L" level (step S10: YES), it returns to the process of step S9. If the level of the voltage abnormality signal ALARM is at the "H" level (step S10: NO), it proceeds to the process of step S11. That is, the main control CPU 600a repeats the same process until the voltage abnormality signal ALARM changes to the normal level (that is, the "H" level) (steps S9 to step S10). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.

[0241] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11) and initializes the working area of ​​the main control RAM 600c (step S12). Specifically, it sets the power abnormality check counter to 00H and the system operation status to 01H.

[0242] Next, the main control CPU 600a sends a processing command (performance control command DI_CMD) to the sub-control board 80 to display a standby screen on the liquid crystal display device 41 (step S13).

[0243] Next, the main control CPU 600a clears the WDT (not shown) (step S14) and checks whether a power-on signal (power-on signal) has been received from the dispensing control board 70 (step S15). If no power-on signal has been received (step S15: OFF), the process returns to step S14; if a power-on signal has been received (step S15: ON), the process proceeds to step S16.

[0244] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves it to the working area of ​​the normal RAM area of ​​the main control RAM 600c (step S16).

[0245] Next, the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Figure 1 is open, a signal from the RAM clear switch 620 which has been moved to the work area of ​​the main control RAM 600c, and a signal from the setting key switch 630 (step S17), and checks whether all of them are ON (step S18). If all are ON (step S18: YES), the main control CPU 600a performs the setting switching process (step S19).

[0246] <Explanation regarding main control: main processing: setting switching processing> Here, we will explain this setting switching process in detail with reference to Figure 46.

[0247] First, the main control CPU 600a sends a setting change start command (performance control command DI_CMD) to the sub-control board 80 indicating that a setting change is in progress (step S50).

[0248] Next, the main control CPU 600a clears the backup flag (step S51). This backup flag is data indicating whether or not the backup process was executed when a voltage drop due to a power outage or the like was detected in the power supply abnormality check process shown in Figure 47. The reason for clearing this backup flag is to detect in step S21 shown in Figure 45, which will be described later, if the power is interrupted for some reason during the setting switching process and the main control RAM 600c is not backed up properly.

[0249] Next, the main control CPU 600a sets the system operation status to 02H (step S52), retrieves the setting value for the probability of generating a special game state advantageous to the player, which is stored in the main control RAM 600c (see Figure 4), and sets it in the W register (step S53). Specifically, if the setting value is, for example, "1" to "6", the program will correspond the setting value "1" to "6" to the values ​​"00H" to "05H" and set them in the W register.

[0250] Next, the main control CPU 600a compares the value set in the W register with the maximum value of the setting for the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S54). If the value set in the W register is greater than the maximum value of the setting for the probability of generating a game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: YES), the main control CPU 600a determines that it is an abnormal value and sets 00H in the W register (step S56).

[0251] On the other hand, if the value set in the W register is smaller than the maximum value of the setting for the probability of generating a game state favorable to the player (for example, "05H" corresponding to "6") (step S55: NO), it is determined to be a normal value, and the process proceeds to step S57.

[0252] Next, the main control CPU 600a sets the security signal to ON, which is output to the hall computer used for managing the gaming islands in the gaming arcade, and outputs the security signal to the hall computer (step S57).

[0253] Next, the main control CPU 600a sets the LED common port to 00H (step S58).

[0254] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S59).

[0255] Next, the main control CPU 600a sets the LED common port that displays the set value to ON (step S60).

[0256] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a and performs a countdown process so that a 4ms wait is applied (step S61). This process is performed to confirm that the change in level data of the RAM clear switch 620 (see Figure 4) and the setting key switch 630 (see Figure 4) is not due to noise or other irregularities, by waiting at least 4ms since the previous acquisition of the switch level. Furthermore, when checking the change in the voltage abnormality signal during the subsequent power supply abnormality check process and counting the power supply abnormality confirmation counter, a 4ms delay is also applied to confirm that the "L" level of the voltage abnormality signal is not due to noise or other irregularities.

[0257] Next, the main control CPU 600a performs a power supply abnormality check process (step S62). This power supply abnormality check process will be explained in detail with reference to Figure 47.

[0258] <Explanation regarding main control: main processing: power supply abnormality check processing> As shown in FIG. 47, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) twice (step S80), and checks whether the levels of the voltage abnormality signals ALARM acquired twice match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82). If they do not match (step S81: NO), the process returns to step S80.

[0259] Next, if the level of the voltage abnormality signal ALARM is at the "H" level (step S82: OFF), the main control CPU 600a clears the power supply abnormality confirmation counter (step S83) and ends the power supply abnormality check process.

[0260] On the other hand, if the level of the voltage abnormality signal ALARM is at the "L" level (step S82: ON), the main control CPU 600a increments (+1) the power supply abnormality confirmation counter (step S84) and checks the value of the power supply abnormality confirmation counter (step S85). If the value of the power supply abnormality confirmation counter is not 2 or more (step S85: NO), the power supply abnormality check process ends.

[0261] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or more (step S85: YES), the main control CPU 600a transmits a power-off command (production control command DI_CMD) indicating that the power supply to the sub-control board 80 has been cut off (step S86).

[0262] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it is determined that the setting change process is in progress (step S87: YES), the backup flag is not set to ON, and the process proceeds to step S89. In this way, in the case where the power is cut off due to some factor during the setting switching process and the main control RAM 600c is not normally backed up, it can be detected in step S21 shown in FIG. 45 described later.

[0263] On the other hand, if the system operation status value is not 02H, it is determined that the setting change process is not in progress (step S87: NO), and the backup flag is set to ON (step S88).

[0264] Next, the main control CPU 600a sets the main control RAM 600c to a disabled state (step S89) and clears the output data of all output ports (step S90). Then, it disables timer interrupts (step S91) and performs an infinite loop process, waiting for the voltage to drop.

[0265] <Explanation regarding main control: main processing: setting switching processing> Thus, after completing the power supply abnormality check process (step S62) as described above, the main control CPU 600a creates switch edge data for the RAM clear switch 620 signal and switch edge data for the setting key switch 630 signal from the level data of the RAM clear switch 620 from the previous and current levels, and the level data of the setting key switch 630 (step S63). The main control CPU 600a then stores the created edge data in the main control RAM 600c.

[0266] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c. If the setting key switch 630 is ON (step S64: NO), the process proceeds to step S65. If the setting key switch 630 is OFF (step S64: YES), the process proceeds to step S67.

[0267] Next, if the RAM clear switch 620 is ON (step S65: NO), the main control CPU 600a increments the value of the W register (+1) (step S66) and returns to the process in step S54.

[0268] On the other hand, if the RAM clear switch 620 is OFF (step S65: NO), the process returns to step S57.

[0269] Thus, the above process is repeated until the setting key switch 630 is turned OFF. When the setting key switch 630 is turned OFF, the main control CPU 600a overwrites the value of the W register with the setting value of the probability of generating a game state favorable to the player (for example, the setting values ​​of "00H" to "05H" corresponding to "1" to "6") stored in the main control RAM 600c (see Figure 4) and stores it (step S67).

[0270] Next, the main control CPU 600a outputs a setting confirmation indicator to the LED data port (step S68).

[0271] Next, the main control CPU 600a sends a setting change completion command (performance control command DI_CMD) that reflects the set value to the sub-control board 80 (step S69).

[0272] <Main Control: Explanation of Main Processing> Thus, after completing the setting switching process (step S19) shown in Figure 44, the main control CPU 600a proceeds to the process shown in step S26 in Figure 45.

[0273] On the other hand, the main control CPU 600a checks whether the signals from the RAM clear switch 620 and the setting key switch 630 are all ON (step S18). If they are not all ON (step S18: NO), the main control CPU 600a performs the process shown in step S20 in Figure 45.

[0274] In other words, the main control CPU 600a retrieves the setting value for the probability of generating a game state advantageous to the player (for example, the setting values ​​"00H" to "05H" corresponding to "1" to "6") stored in the main control RAM 600c (see Figure 4), and checks whether it is less than or equal to the maximum setting value (for example, "05H" corresponding to "6") (step S20). If it is less than or equal to the maximum setting value (step S20: YES), it checks whether the backup flag is set to ON (step S21).

[0275] <Explanation regarding main control: main processing: RAM error handling> If the value is not below the set maximum value (step S20: NO), or if the backup flag is not set to ON (step S21: NO), the main control CPU 600a sends a RAM error command (performance control command DI_CMD) to the sub-control board 80 indicating a RAM error (step S22).

[0276] Next, the main control CPU 600a outputs an error message to the LED data port (step S23).

[0277] Next, the main control CPU 600a performs a power supply abnormality check (step S24), returns to the process in step S23, and repeats the process. This power supply abnormality check is the same process as the power supply abnormality check shown in Figure 47.

[0278] <Main Control: Explanation of Main Processing> On the other hand, if the backup flag is set to ON (step S21: YES), check the signal of the RAM clear switch 620 (step S25).

[0279] <Explanation regarding main control: main processing: RAM clearing process> If the signal of the RAM clear switch 620 is ON (step S25: YES), or if the setting switching process shown in Figure 44 (step S19) is performed, the main control CPU 600a does not clear the measurement RAM area or the measurement stack area of ​​the main control RAM 600c, but clears the normal RAM area and the normal stack area of ​​the main control RAM 600c (step S26).

[0280] Next, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30s) (step S27), and sets the timer that outputs the security signal to the hall computer used for managing the gaming islands in the gaming arcade to 30 seconds (30s) (step S28).

[0281] Next, the main control CPU 600a sets initial values ​​for a portion of the main control RAM 600c (step S29), and then proceeds to the process in step S41.

[0282] <Main Control: Explanation of Main Processing> On the other hand, if the signal from the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires the door open signal, which indicates whether the glass door frame 5 shown in Figure 1 is open, and the signal from the setting key switch 630 (step S30), and checks whether all of them are ON (step S31). If none of them are ON (step S31: NO), the process proceeds to step S40.

[0283] <Explanation regarding main control: main processing: setting confirmation processing> On the other hand, if everything is turned ON (step S31: YES), the main control CPU 600a sends a setting value command (performance control command DI_CMD) that reflects the set value to the sub-control board 80 (step S32).

[0284] Next, the main control CPU 600a sets the timer that outputs the security signal to the hall computer used for managing the gaming islands in the gaming arcade to 30 seconds (30s) (step S33).

[0285] Next, the main control CPU 600a sets the security signal output to the hall computer used for managing the gaming islands in the gaming arcade to ON, and outputs the security signal to the hall computer for 30 seconds (30s) as set by the timer above (step S34).

[0286] Next, the main control CPU 600a outputs the set value to the LED data port (step S35).

[0287] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a and performs a countdown process so that a 4ms wait is applied (step S36).

[0288] Next, the main control CPU 600a performs a power supply abnormality check (step S37). This power supply abnormality check is the same process as the power supply abnormality check shown in Figure 47.

[0289] Next, the main control CPU 600a creates switch edge data for the setting key switch 630 signal from the level data of the setting key switch 630 from the previous and current settings (step S38). The main control CPU 600a then stores the created edge data in the main control RAM 600c.

[0290] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (step S39), and if the setting key switch 630 is ON (step S39: NO), it returns to the process in step S34.

[0291] <Main Control: Explanation of Main Processing> On the other hand, if the setting key switch 630 is OFF (step S39: YES), initial values ​​such as backup flags and error detection timers are set in a part of the main control RAM 600c (step S40).

[0292] Next, the main control CPU 600a sends a command (performance control command DI_CMD) to the sub-control board 80 indicating whether the power is restored by clearing the RAM or by using a backup (step S41).

[0293] Next, the main control CPU 600a performs a game state notification information update process to update the game state notification information (step S42).

[0294] Next, the main control CPU 600a configures its internal function registers (step S43). Specifically, it sets the launch control signal to ON and transmits it to the payout control board 70. This causes the payout control board 70 to control the launch control board 71 to start operating. The main control CPU 600a also configures the CTC, which has functions such as creating pulse outputs of a fixed period and measuring time. That is, the main control CPU 600a configures the CTC's time constant register so that a timer interrupt occurs periodically every 4ms.

[0295] Thus, the above process constitutes the initial processing in the main control process.

[0296] Next, the main control CPU 600a, with interrupts disabled (step S44), performs the payout management process 1, which calculates performance such as the total number of game balls launched into the game area 40, including the number of payouts and the number of non-payouts (step S45). Then, after updating various random number counters (step S46), the main control CPU 600a returns to the interrupt-enabled state (step S47), returns to step S44, and performs a loop process that repeatedly performs the processes from step S44 to step S47. This loop process and the interrupt process described later constitute the steady-state process.

[0297] <Main Control: Explanation of Timer Interrupt Processing> Next, referring to Figure 48, we will describe the timer interrupt program that interrupts the main process described above and starts every 4ms.

[0298] When this timer interrupt occurs, a save process is executed to save the contents of the registers in the main control CPU 600a to the stack area of ​​the main control RAM 600c (step S100), and then a voltage abnormality check process is executed (step S101). This voltage abnormality check process is the same as the power supply abnormality check process shown in Figure 47.

[0299] Next, the main control CPU 600a receives ON / OFF signals from various switches, including the special symbol 1 start switch 44a (see Figure 4), the special symbol 2 start switch 45a1 (see Figure 4), the normal symbol start switch 48a (see Figure 4), the upper right general prize slot switch 49a1 (see Figure 4), the upper left general prize slot switch 49b1 (see Figure 4), the left middle general prize slot switch 49c1 (see Figure 4), the lower left general prize slot switch 49d1 (see Figure 4), the out slot switch 50a (see Figure 4), and the large prize slot switch 46c (see Figure 4). The ON / OFF signal levels and their rising states are then stored in the working area of ​​the main control RAM 600c (step S102).

[0300] Next, the main control CPU 600a performs timer subtraction processing for various timers (normal symbol variation timer, normal symbol gimmick timer, etc.) that manage the time for each game operation (step S103).

[0301] Next, the main control CPU 600a performs random number management processing (step S104). Specifically, it performs processing to update the random numbers for the regular symbols, special symbols, etc., used in the winning / losing lottery.

[0302] Next, the main control CPU 600a performs error management processing (step S105). This error management processing determines whether there are any abnormalities inside the machine, such as a cessation of ball supply, ball jamming, or disconnection of the special symbol 1 start switch 44a (see Figure 4), special symbol 2 start switch 45a1 (see Figure 4), normal symbol start switch 48a (see Figure 4), upper right general prize slot switch 49a1 (see Figure 4), upper left general prize slot switch 49b1 (see Figure 4), left middle general prize slot switch 49c1 (see Figure 4), lower left general prize slot switch 49d1 (see Figure 4), out slot switch 50a (see Figure 4), or large prize slot switch 46c (see Figure 4). When any error occurs, a command corresponding to that error (performance control command DI_CMD) is sent to the sub-control board 80.

[0303] Next, the main control CPU 600a executes the prize ball management process (step S106). This prize ball management process outputs a payout control command PAY_CMD to the payout / launch control board 70 (see Figure 4) to perform the payout operation.

[0304] Next, the main control CPU 600a performs normal symbol processing (step S107). This normal symbol processing involves a lottery to determine whether the normal symbols will win or lose, and based on the lottery results, it determines the variation pattern of the normal symbols and the stopping display state of the normal symbols. Details of this process will be described later.

[0305] Next, the main control CPU 600a executes the normal electric mechanism management process (step S108). This normal electric mechanism management process generates signals related to the control of the normal electric mechanism solenoid 45b2 (see Figure 4), which is necessary for the normal electric mechanism opening game to occur, based on the lottery results of the normal symbol processing (step S107). Furthermore, in the special symbol processing described later (step S109), when the easy-to-win flag, which indicates whether the game state is a time-saving game state or not, is turned ON, the normal electric mechanism opening game will occur in the next timer interrupt processing.

[0306] Next, the main control CPU 600a executes special symbol processing (step S109). In this special symbol processing, a lottery is held to determine whether the special symbols will win or lose, and based on the results of the lottery, the variation pattern of the special symbols and the stopping display manner of the special symbols are determined. Processing is also performed on the easy-to-win flag, which indicates whether the game state is a time-saving game state, and the normal symbol probability change flag. Note that when the easy-to-win flag is ON, the lottery for whether the special symbols will win or lose is performed in the next timer interrupt processing. Further details of this processing will be described later.

[0307] Next, the main control CPU 600a executes special electric mechanism management processing (step S110). This special electric mechanism management processing mainly involves setting up the necessary settings to execute and control the winning game corresponding to the jackpot result, if the jackpot lottery result is "jackpot" or "minor win". At this time, signals related to the control of the special electric mechanism solenoid 46b (see Figure 4) are also generated. If the jackpot lottery result is "jackpot" or "minor win", a command related to that (performance control command DI_CMD) is sent to the sub-control board 80.

[0308] Next, the main control CPU 600a performs right-handed shooting notification information management processing (step S111). This right-handed shooting notification information management processing performs processing to generate a "launch position guidance effect (right-handed shooting notification effect)" that provides a right-handed shooting instruction notification in situations where shooting to the right is advantageous, such as when the opening / closing member 45b opens a predetermined number of times for a predetermined time, or when the opening / closing door 46a opens and the big prize opening (not shown) opens.

[0309] Next, the main control CPU 600a executes LED management processing (step S112). In this LED management processing, an easy-to-win game state LED signal is output. That is, if the easy-to-win flag is turned ON in the special symbol processing described above, which is within the same timer interrupt, the easy-to-win game state LED signal is output from the output port of the main control CPU 600a to the 7-segment display device 53a shown in Figure 2. As a result, the LEDs on the 7-segment display device 53a shown in Figure 2 light up. On the other hand, if the easy-to-win flag is turned OFF, the easy-to-win game state LED signal is output from the output port of the main control CPU 600a. As a result, the LEDs on the 7-segment display device 53a shown in Figure 2 turn off.

[0310] Next, the main control CPU 600a executes external terminal management processing (step S113). In this external terminal management processing, predetermined game information is output to the hall computer used for managing the game islands in the amusement arcade, including the number of wins during a winning game, the number of times special symbols change, information on balls entering the winning slots, information on the time-saving game state, and security information.

[0311] Next, the main control CPU 600a performs solenoid management processing (step S114). At this time, the main control CPU 600a checks the signal related to the control of the ordinary electric mechanism solenoid 45b2 (see Figure 4) generated in the ordinary electric mechanism management processing (step S108), and also checks the signal related to the control of the special electric mechanism solenoid 46b (see Figure 4) generated in the special electric mechanism management processing (step S110). Based on these signals, the operation / stop of the ordinary electric mechanism solenoid 45b2 or the special electric mechanism solenoid 46b is controlled, and the opening / closing door 46a (see Figure 2) operates so that the time during which the opening / closing member 45b1 of the electric tuner (ordinary electric mechanism) is in the open state and the time during which the guide member 45c1 is in the guide state is extended / not extended, or the large prize opening (not shown) is opened or closed.

[0312] Next, the main control CPU 600a performs out-of-use area processing (step S115). In this process, the performance display value calculated in the prize ball winning count management processing 1 of step S45 shown in Figure 45 is displayed on the measurement / setting display device 610 (see Figure 4).

[0313] Next, the main control CPU 600a clears the WDT (not shown) (step S116), returns to the interrupt-enabled state (step S117), restores the contents of the registers that were saved in the stack area of ​​the main control RAM 600c, and ends the timer interrupt (step S118). This returns the system from the interrupt processing routine to the main processing (see Figure 45).

[0314] <Main Control: Explanation of Normal Symbol Processing> Next, the above-mentioned normal pattern processing will be explained in detail with reference to Figure 49.

[0315] As shown in Figure 49, the normal symbol processing first checks whether the passage of a game ball has been detected at the normal symbol start port 48 (see Figure 2), which consists of a gate, that is, it checks the signal level of the normal symbol start port switch 48a (see Figure 4) of the normal symbol start port 48 (step S150). If the passage of a game ball is detected (step S150: YES), the main control CPU 600a checks the main control RAM 600c, which stores the number of normal symbol start reserve balls, in order to determine whether the number of normal symbol start reserve balls is, for example, 4 or more (step S151). At that time, if the number of normal symbol start reserve balls is less than 4 (step S151: ≠ MAX), it increments the number of normal symbol start reserve balls by 1 (step S152). Subsequently, the main control CPU 600a stores a random value for determining whether a regular symbol wins or losses occurs in the main control RAM 600c, which stores the number of balls held to start the regular symbol wins (step S153), and then proceeds to the process in step S154.

[0316] On the other hand, if no game ball is detected passing through in step S150 (step S150: NO), or if it is determined in step S151 that the number of reserved balls for starting a normal symbol is 4 or more (step S151: = MAX), then steps S152 to S153 are not performed, and the process proceeds to step S154.

[0317] When the main control CPU 600a proceeds to step S154, it checks whether the normal symbol win activation flag is set to ON, that is, whether 5AH is set to the normal symbol win activation flag (step S154). If 5AH is set to the normal symbol win activation flag (step S154: ON), it determines that the normal symbol is in the middle of a win, updates the display data for the normal symbol (step S163), and then finishes the normal symbol processing.

[0318] On the other hand, if the normal symbol hit activation flag is not set to 5AH (step S154: OFF), the processing state indicating the behavior of the normal symbols, i.e., the value of the normal symbol operation status flag is checked (step S155). If the normal symbol operation status flag is 00H, the main control CPU 600a determines that it is in the state before the normal symbols start to change, and proceeds to step S156 to check whether the number of balls held to start the normal symbols is 0 or not (step S156).

[0319] The main control CPU 600a checks the main control RAM 600c, which stores the number of balls held in reserve to start a normal symbol. If it determines that the number is 0 (step S156:=0), it updates the display data for the normal symbol (step S163) and then finishes processing the normal symbol. On the other hand, if it determines that the number is not 0 (step S156:≠0), it subtracts 1 from the number of balls held in reserve to start a normal symbol (step S157).

[0320] Subsequently, the main control CPU 600a uses the normal symbol win determination table NPP_TBL shown in Figure 56(a) to determine the random value corresponding to the number of balls held for the start of the normal symbol win stored in the main control RAM 600c. That is, if the normal symbol probability change flag indicating the game state is OFF, the main control CPU 600a determines whether the random value is greater than or equal to the lower limit (249 in the figure) and less than or equal to the upper limit (250 in the figure) of the normal symbol win determination table NPP_TBL (normal state) shown in Figure 56(a). If it is greater than or equal to the lower limit and less than or equal to the upper limit, it sets the normal symbol win determination flag to 5AH and turns it ON. Otherwise, it turns the normal symbol win determination flag OFF.

[0321] On the other hand, if the normal symbol probability change flag, which indicates the game state, is ON, it is determined whether the random value is greater than or equal to the lower limit (4 in the illustration) and less than or equal to the upper limit (250 in the illustration) of the normal symbol win determination table NPP_TBL (probability change state) shown in Figure 56(a). If it is greater than or equal to the lower limit and less than or equal to the upper limit, the normal symbol win determination flag is set to 5AH and turned ON. Otherwise, the normal symbol win determination flag is set to OFF (step S158).

[0322] Thus, the main control CPU 600a determines the stopping symbols (normal symbols) based on the lottery results determined by the random number lottery process described above (step S159).

[0323] Next, the main control CPU 600a checks whether the normal symbol time reduction flag, which shortens the variation time of normal symbols, is set to ON. If it is set to ON, it sets the normal symbol variation timer to the appropriate variation time. If it is set to OFF, it sets the normal symbol variation timer to the normal variation time (step S160).

[0324] Next, the main control CPU 600a shifts the memory area of ​​the main control RAM 600c, which stores random values ​​used for determining whether a regular symbol wins or loses, corresponding to the number of balls held to start a regular symbol (step S161). In other words, assuming that a maximum of 4 balls can be held as starting reserves for normal symbols, the random value used for the win / loss lottery for normal symbols corresponding to 4 starting reserves is shifted to the main control RAM 600c where the random value used for the win / loss lottery for normal symbols corresponding to 3 starting reserves was stored. The random value used for the win / loss lottery for normal symbols corresponding to 3 starting reserves is shifted to the main control RAM 600c where the random value used for the win / loss lottery for normal symbols corresponding to 2 starting reserves was stored. The random value used for the win / loss lottery for normal symbols corresponding to 2 starting reserves is shifted to the main control RAM 600c where the random value used for the win / loss lottery for normal symbols corresponding to 1 starting reserves was stored.

[0325] After this process, the main control CPU 600a sets the normal symbol operation status flag used in step S155 above to 01H, and sets the main control RAM 600c, which stores the random value used for the win / loss lottery for the normal symbol corresponding to the starting number of 4 balls for the normal symbol, to 00H (step S162).

[0326] Then, after completing the process in step S162, the main control CPU 600a updates the display data for the regular symbols (step S163) and finishes the processing of the regular symbols.

[0327] On the other hand, in step S155, if the value of the normal symbol operation status flag, which indicates the behavior of the normal symbol, is 01H, the main control CPU 600a determines that the normal symbol is changing and proceeds to step S164 to check whether the normal symbol change timer is 0 or not (step S164). If the normal symbol change timer is not 0 (step S164: ≠ 0), the display data of the normal symbol is updated (step S163), and the normal symbol processing is completed. If the normal symbol change timer is 0 (step S164: = 0), the main control CPU 600a sets the normal symbol operation status flag used in step S155 to 02H, and sets the normal symbol change timer to a time of approximately 600ms in order to maintain the win / loss lottery result of the normal symbol for a certain period of time (step S165).

[0328] After completing the process in step S165, the main control CPU 600a updates the display data for the regular symbols (step S163) and then finishes the processing of the regular symbols.

[0329] On the other hand, in step S155, if the value of the normal symbol operation status flag, which indicates the behavior of the normal symbol, is 02H, the main control CPU 600a determines that the normal symbol is in the confirmation period (the normal symbol's variation has finished and it is stopped), and proceeds to step S166 to check whether the normal symbol variation timer is 0 or not (step S166). If the normal symbol variation timer is not 0 (step S166: ≠ 0), the display data of the normal symbol is updated (step S163), and the normal symbol processing is completed. If the normal symbol variation timer is 0 (step S166: = 0), the main control CPU 600a sets the normal symbol operation status flag used in step S155 to 00H (step S167), and checks whether the normal symbol hit judgment flag is set to ON (5AH is set) (step S168).

[0330] As a result, if the normal symbol hit detection flag is set to OFF (5AH is not set) (step S168: OFF), the main control CPU 600a updates the normal symbol display data (step S163) and finishes the normal symbol processing. Then, if the normal symbol hit detection flag is set to ON (5AH is set) (step S168: ON), the main control CPU 600a sets the normal symbol hit activation flag used in step S154 to ON (5AH is set) (step S169) and then finishes the normal symbol processing.

[0331] <Main Control: Explanation of Special Symbol Processing> Next, the special pattern processing described above will be explained in detail with reference to Figures 50 to 55.

[0332] As shown in Figure 50, the special symbol processing first checks whether the entry of a game ball (winning ball) has been detected at the special symbol 1 start port switch 44a (see Figure 4) of the special symbol 1 start port 44 (see Figure 2) (step S200), and then checks whether the entry of a game ball (winning ball) has been detected at the special symbol 2 start port switch 45a1 (see Figure 4) of the special symbol 2 start port 45a (see Figure 2) (step S201).

[0333] <Explanation of Main Control: Special Pattern Processing: Start Port Check Processing> To explain this process in detail using Figure 51, the main control CPU 600a checks whether a game ball has entered (won) the special symbol 1 start port 44 or the special symbol 2 start port 45a, that is, it checks the level of the special symbol 1 start port switch 44a of the special symbol 1 start port 44 or the special symbol 2 start port switch 45a1 of the special symbol 2 start port 45a (step S250). If it does not detect that a game ball has entered (won) the special symbol, the special symbol processing is completed.

[0334] On the other hand, if the entry of a game ball (winning) is detected (Step S250: YES), the main control CPU 600a checks whether a predetermined number of starting reserve balls, which trigger the variation of special symbols, are stored in the main control RAM 600c (Step S251). If the number of starting reserve balls is less than 4 (Step S251: ≠ MAX), the number of starting reserve balls is incremented by 1 (+1) (Step S252).

[0335] Next, the main control CPU 600a stores the random values ​​used when the special symbols stop, the random values ​​for the variation pattern, and the random values ​​for determining a jackpot in the main control RAM 600c, which stores the starting reserve ball count that triggers the variation of the special symbols (step 253).

[0336] Next, the main control CPU 600a checks the current game state (such as whether the special symbol jackpot judgment flag is set to ON) and determines whether or not the pre-reading is prohibited (step S254). If the pre-reading is not prohibited (step S254: NO), the main control CPU 600a obtains the random number value for jackpot judgment used in the lottery for the special symbol win or loss stored in the main control RAM 600c in step S253 (step S255), and further obtains a random number judgment table for when a ball enters the starting slot (not shown) (step S256).

[0337] Next, the main control CPU 600a performs a lottery using the random number values ​​for jackpot determination obtained in step S255 and the random number determination table (not shown) for entry into the starting slot obtained in step S256. Based on the lottery result, it refers to the symbol distribution table M_ZF_TBL shown in Figure 5(b) to perform a special symbol lottery. Furthermore, using the random number values ​​for special symbols stored in the main control RAM 600c in step S253, it determines the type of jackpot (rank-up bonus jackpot, normal jackpot, etc.), and using the random number values ​​for the variation pattern, it determines the variation pattern using the variation pattern distribution table M_HP_TBL shown in Figure 5(c), and generates a special symbol entry into the starting slot command accordingly (step S257). In addition to the jackpot lottery, a minor jackpot lottery may also be conducted. The type of minor jackpot may be determined using the random values ​​for the special symbols described above, or using random values ​​different from those for the special symbols. The variation pattern may then be determined using the random values ​​for the variation pattern, and a special symbol entry command may be generated accordingly.

[0338] Next, the main control CPU 600a generates a start-hold addition command for the lower byte corresponding to the special symbol start-up entry command generated above (step S258).

[0339] On the other hand, the main control CPU 600a, upon completion of the process in step S258, or if the number of first or second start-reserve balls for special symbol 1 or 2 is 4 or more in step S251 (step S251:=MAX), or if the pre-reading is disabled (step S254:YES), generates a start-reserve addition command in the upper byte corresponding to the increased number of start-reserve balls (step S259).

[0340] Next, the main control CPU 600a combines the lower byte start-hold add command generated in step S258 with the upper byte start-hold add command generated in step S259, and then performs a process to send it to the sub-control board 80 as a start-hold add command (performance control command DI_CMD) (step S260).

[0341] <Main Control: Explanation of Special Symbol Processing> Thus, after completing steps S200 and S201 shown in Figure 50, the main control CPU 600a checks whether the special symbol small win activation flag is set to ON, that is, whether 5AH is set to the special symbol small win activation flag (step S202). If 5AH is set to the special symbol small win activation flag (step S202: ON), it determines that the special symbol is in the middle of a small win, updates the display data for the special symbol (step S208), and then finishes processing the special symbol.

[0342] On the other hand, if 5AH is not set in the special symbol small win activation flag (step S202: OFF), it is checked whether the special symbol big win activation flag is set to ON, that is, whether 5AH is set in the special symbol big win activation flag (step S203). If 5AH is set in the special symbol big win activation flag (step S203: ON), it is determined that the special symbol is in the middle of a big win, and after updating the display data of the special symbol (step S208), the special symbol processing is completed.

[0343] On the other hand, if the special symbol jackpot activation flag is not set to 5AH (step S203: OFF), the processing state indicating the behavior of the special symbol, i.e., the value of the special symbol operation status flag, is checked (step S204). More specifically, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600a determines that the special symbol is in a waiting state for variation (indicating that the special symbol has not yet varied and is in a waiting state for the next variation), and performs the special symbol variation start process (step S205).

[0344] <Explanation of Main Control: Special Symbol Processing: Special Symbol Variation Start Processing> To explain this process in detail using Figure 52, the main control CPU 600a checks whether the number of balls held to start, which triggers the variation of the special symbol, is 0 or not (step S300). That is, the main control CPU 600a checks whether it is stored in the main control RAM 600c and, if it determines that the number of balls held to start is 0 (step S300:=0), it checks whether the value of the special symbol operation status flag is 00H or not (step S301). If the value of the special symbol operation status flag is 00H (step S301:YES), the special symbol variation start process is terminated.

[0345] On the other hand, if the value of the special symbol operation status flag is not 00H (step S301: NO), the main control CPU 600a sends the customer waiting demo command as the performance control command DI_CMD to the sub-control board 80 (see Figure 4) (step S302).

[0346] Next, the main control CPU 600a sets the special symbol operation status flag to 00H (step S303) and terminates the special symbol variation start process.

[0347] On the other hand, if the main control CPU 600a determines that the number of balls held for starting is not 0 (step S300: ≠ 0), it subtracts 1 from the number of balls held for starting (-1) (step S304), and sends the starting ball hold subtraction command as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).

[0348] Next, the main control CPU 600a checks the value of the special symbol time-saving counter, which will be described later, and sends the time-saving command as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S306). In response, the sub-control CPU 800a sends a command list to the VDP 803 regarding an image (video) that will either not display the current time-saving count on the liquid crystal display device 41, or display a fixed number such as 100, until the number of time-saving counts falls below a predetermined number. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the current time-saving count is either not displayed on the liquid crystal display device 41, or a fixed number such as 100 is displayed. When the predetermined number of time-saving counts is reached, the sub-control CPU 800a sends a command list to the VDP 803 regarding an image (video) that will display the received time-saving count information on the liquid crystal display device 41. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the current number of time-saving cycles is displayed on the liquid crystal display device 41.

[0349] Next, the main control CPU 600a shifts the memory area in the main control RAM 600c where the random values ​​used when special symbols stop, the random values ​​for the variation pattern, and the random values ​​for determining a jackpot (see step S253 in Figure 51) are stored (step S307), and sets the area in the main control RAM 600c where the random values ​​used for determining whether the special symbols corresponding to the start hold 4 are stored to 0 (step S308).

[0350] Next, the main control CPU 600a performs collision detection processing (step S309).

[0351] <Explanation of Main Control: Special Symbol Processing: Hit Detection Processing> To explain this process in detail using Figure 53, the main control CPU 600a obtains the random value for jackpot determination (see step S253 in Figure 51) from the main control RAM 600c, which stores the random value for jackpot determination (step S370).

[0352] Next, the main control CPU 600a obtains the address of the winning determination table corresponding to the changing special symbols. That is, it obtains the address of the special symbol jackpot determination table SDH_TBL shown in Figure 56(b) and the special symbol minor win determination table SDP_TBL shown in Figure 56(c) (step S371).

[0353] Next, the main control CPU 600a changes the acquired address to the address where the determination value is stored (step S372).

[0354] Next, the main control CPU 600a obtains information on whether the judgment value differs for each setting value (step S373) and checks the value of the obtained information (step S374). If the obtained value is "0" (step S374:=0), the process proceeds to step S377. If the obtained value is not "0" (step S374:≠0), the main control CPU 600a obtains the setting value for the probability of generating a special game state advantageous to the player, which is stored in the main control RAM 600c (see Figure 4) (for example, the setting values ​​"00H" to "05H" corresponding to "1" to "6") (step S375).

[0355] Next, the main control CPU 600a changes the address to the address where the judgment value corresponding to the acquired setting value is stored (step S376).

[0356] Next, the main control CPU 600a obtains a determination value from the current address (step S377).

[0357] Next, the main control CPU 600a changes the address to the starting address where the next judgment value is stored (step S378), and compares the acquired random value for jackpot determination with the acquired judgment value (step S379).

[0358] Next, the main control CPU 600a returns to step S373 if the acquired random value for determining the jackpot is not smaller than the acquired judgment value (step S380: NO), and repeats the processes from step S373 to step S380 until the acquired random value for determining the jackpot becomes smaller than the acquired judgment value (step S380: YES).

[0359] Next, if the acquired random value for determining a jackpot is smaller than the acquired judgment value (step S380: YES), the main control CPU 600a acquires a special symbol jackpot determination flag and a special symbol minor jackpot determination flag corresponding to the game state (step S381), and then ends the jackpot determination process.

[0360] <Explanation of Main Control: Special Symbol Processing: Special Symbol Variation Start Processing> Thus, after completing the hit detection process described above (step S309), the main control CPU 600a uses the random value used when stopping the special symbol stored in the main control RAM 600c in step S253 of Figure 51 to refer to the symbol distribution table M_ZF_TBL shown in Figure 5(b) to perform a lottery and generate the special symbol stop symbols according to the lottery result (step S310).

[0361] Next, the main control CPU 600a prepares to transition to a game state such as normal state, time-saving state, latent probability change state, or probability change state (step S311). Here, if a jackpot occurs, flag data is prepared in advance to turn ON the flag corresponding to the game state after the transition, from among the normal symbol time-saving flag, normal symbol probability change flag, special symbol time-saving flag, special symbol probability change flag, and easy winning flag that are set after a jackpot. The number of time-saving rounds to be set in the special symbol time-saving rounds counter and the number of probability changes to be set in the special symbol probability change rounds counter are also prepared. The easy winning flag is a flag that indicates whether or not the game state is a time-saving game state.

[0362] Next, the main control CPU 600a uses the random values ​​for the variation pattern stored in the main control RAM 600c in step S253 of Figure 51 to refer to the variation pattern distribution table M_HP_TBL shown in Figure 5(c) to perform a lottery, generate a variation pattern for the special symbol according to the lottery result, and transmits the variation pattern command of the generated special symbol variation pattern as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S312). In step S312, the main control CPU 600a sets the variation time in the special symbol variation timer.

[0363] Next, the main control CPU 600a sets the special symbol variation flag to 5AH and turns it ON (step S313).

[0364] Next, the main control CPU 600a generates a pattern specification command to specify the special pattern to be displayed on the liquid crystal display device 41 (step S314), and then transmits the generated pattern specification command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S315).

[0365] Next, the main control CPU 600a sets the special symbol operation status flag to 02H (step S316) and terminates the special symbol variation start process.

[0366] <Main Control: Explanation of Special Symbol Processing> On the other hand, as shown in Figure 50, if the value of the special symbol operation status flag is 02H, the main control CPU 600a determines that the special symbol is changing (indicating that the special symbol is currently changing) and performs the special symbol changing process (step S206).

[0367] <Explanation of Main Control: Special Symbol Processing: Processing during Special Symbol Variation> To explain this process in detail using Figure 54, the main control CPU 600a first checks whether the variation time set in the special symbol variation timer in step S312 of Figure 52 has elapsed, that is, whether it has become 0 (step S400). If the special symbol variation timer is not 0 (step S400: NO), the main control CPU 600a terminates the special symbol variation process.

[0368] On the other hand, if the special symbol variation timer is 0 (step S400: YES), the main control CPU 600a sends a symbol confirmation command as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S401).

[0369] Next, the main control CPU 600a sets the special symbol operation status flag to 03H and the special symbol variation flag to 00H. Furthermore, the main control CPU 600a sets the special symbol variation timer to a time of approximately 500ms in order to maintain the winning / losing result of the special symbol for a certain period of time (step S402). After that, the main control CPU 600a terminates the special symbol variation process.

[0370] <Main Control: Explanation of Special Symbol Processing> On the other hand, as shown in Figure 50, if the value of the special symbol operation status flag is 03H, the main control CPU 600a determines that the special symbol is being checked (indicating that the variation of the special symbol has finished and stopped), and performs processing during the special symbol check time (step S207).

[0371] <Main Control: Special Symbol Processing: Explanation of Processing During Special Symbol Confirmation Time> To explain this process in detail using Figure 55, the main control CPU 600a first checks whether the variation time set for the special symbol variation timer in step S312 of Figure 52 has elapsed, that is, whether it has become 0 (step S450). If the special symbol variation timer is not 0 (step S450 ≠ 0), the main control CPU 600a terminates processing during the special symbol confirmation time.

[0372] On the other hand, if the special symbol variation timer is 0 (step S450=0), the main control CPU 600a sets the special symbol operation status flag to 01H (step S451) and checks whether the special symbol jackpot judgment flag is set to ON (whether 5AH is set) (step S452). If the special symbol jackpot judgment flag is set to ON (if 5AH is set) (step S452:YES), the special symbol jackpot judgment flag is set to 00H, the special symbol jackpot operation flag is set to 5AH, the normal symbol time reduction flag is set to 00H, the normal symbol probability variation flag is set to 00H, furthermore, the special symbol time reduction flag is set to 00H, the special symbol probability variation flag is set to 00H, and the easy-to-win flag is set to 00H. Furthermore, the main control CPU 600a performs the process of setting the special symbol time reduction counter to 0000H and the special symbol probability variation counter to 00H (step S453), and then terminates processing during the special symbol confirmation time.

[0373] On the other hand, if the special symbol jackpot judgment flag is not set to ON (if 5AH is not set) (step S452: NO), the main control CPU 600a checks whether the special symbol minor win judgment flag is set to ON (if 5AH is set) (step S454). If the special symbol minor win judgment flag is set to ON (if 5AH is set) (step S454: YES), the special symbol minor win judgment flag is set to 00H, and the special symbol minor win activation flag is set to 5AH (step S455). At this time, the normal symbol time reduction flag, the special symbol time reduction flag, and the easy win flag are set to ON (5AH is set), and the number of time reductions is set in the special symbol time reduction counter.

[0374] After completing the process in step S455, or if the special symbol small win judgment flag is not set to ON (if 5AH is not set) (step S454: NO), the main control CPU 600a checks whether the value of the special symbol time reduction count counter is 0 or not (step S456).

[0375] If the value of the special symbol time-saving counter is not 0 (step S456: NO), the value of the special symbol time-saving counter is deducted by 1 (-1) (step S457), and the main control CPU 600a checks again whether the value of the special symbol time-saving counter is 0 or not (step S458). If the value of the special symbol time-saving counter is 0 (step S458: YES), the normal symbol time-saving flag is set to 00H, the normal symbol probability change flag is set to 00H, the easy-to-win flag is set to 00H, and then the normal symbol time-saving flag is set to 00H (step S459).

[0376] After completing the process in step S459 above, or if the value of the special symbol time reduction count counter is 0 (step S456: YES), or if the value of the special symbol time reduction count counter is not 0 (step S458: NO), the main control CPU 600a checks whether the value of the special symbol probability variation count counter is 0 or not (step S460). If the value of the special symbol probability variation count counter is 0 (step S460: YES), the process during the special symbol confirmation time is terminated.

[0377] On the other hand, if the value of the special symbol probability variation counter is not 0 (step S460: NO), the main control CPU 600a subtracts 1 from the value of the special symbol probability variation counter (-1) (step S461), and then checks again whether the value of the special symbol probability variation counter is 0 or not (step S462). If the value of the special symbol probability variation counter is not 0 (step S462: NO), the special symbol confirmation time is terminated.

[0378] On the other hand, if the value of the special symbol probability variation counter is 0 (step S462: YES), the main control CPU 600a performs the following operations: set the normal symbol time reduction flag to 00H, set the normal symbol probability variation flag to 00H, set the easy winning flag to 00H, set the special symbol time reduction flag to 00H, and set the special symbol probability variation flag to 00H (step S463), and then terminates the special symbol confirmation time processing.

[0379] <Main Control: Explanation of Special Symbol Processing> Thus, after completing any of the steps S205, S206, or S207 shown in Figure 50, the main control CPU 600a updates the display data for the special symbols (step S208) and then finishes the special symbol processing.

[0380] <Explanation of the processing content of the sub-control board> Next, the processing method for the effects described above with reference to Figures 6 to 43 will be explained in detail with reference to the processing content (program overview) of the sub-control board 80 shown in Figures 57 to 61.

[0381] First, when power is turned on to the pachinko game machine 1, a power-on signal is sent from the power supply board 130 (see Figure 4) to each control board indicating that power has been turned on. Upon receiving this signal, the sub-control CPU 800a performs the main processing shown in Figure 57.

[0382] <Sub-control: Explanation of main processing> As shown in Figure 57, first, the sub-control CPU 800a initializes the internal registers and sets the input / output direction of the input / output ports. Then, it sets the data transmitted from the output port set to the output direction to be transmitted via serial transfer (step S1000).

[0383] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c that stores the performance control command DI_CMD received from the main control board 60 (see Figure 4) (step S1001). Then, the sub-control CPU 800a performs interrupt enable setting processing for the input port that receives the interrupt signal from the main control board 60 (step S1002).

[0384] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c, which will be used as the work area and stack area (step S1003), and issues an initialization command to the sound LSI 801 (see Figure 4). As a result, the sound LSI 801 initializes the registers located inside it (step S1004).

[0385] Next, the sub-control CPU 800a checks the memory area in the sub-control RAM 800c where motor data for operating the motor (not shown) that operates the upper, left, right, and upper left movable parts 43a to 43d (see Figure 2) is stored, to determine whether or not an abnormality has occurred in the motor (not shown). If abnormality data is stored, the sub-control CPU 800a issues a command to return the motor to its home position (retracted position). As a result, the upper, left, right, and upper left movable parts 43a to 43d return to their initial positions (step S1005).

[0386] Next, the sub-control CPU 800a configures the CTC (Counter Timer Circuit) which has functions such as generating pulse outputs of a fixed period and measuring time. Specifically, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 1ms (step S1006).

[0387] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation, on the working area of ​​the sub-control RAM 800c (step S1007). It then compares the calculated checksum value with the checksum value calculated in the memory backup (see step S1015) described later and stored in the sub-control RAM 800c to check whether they match (step S1008). If they do not match (step S1008: NO), it performs a process to clear the entire area of ​​the sub-control RAM 800c (step S1009).

[0388] On the other hand, if a match is found (step S1008: YES), or after completing the process in step S1009, the sub-control CPU 800a cancels the watchdog timer function (not shown) (step S1010) and performs a refresh of the hardware such as the sub-control CPU 800a and VDP 803 (step S1011).

[0389] Next, the sub-control CPU 800a reads out the production control command DI_CMD received from the main control board 60 (see FIG. 4) stored in the memory area in the sub-control RAM 800c, and determines a production pattern corresponding to the content by lottery from among a number of production patterns stored in advance in the sub-control ROM 800b (step S1012). At this time, before performing the lottery for each of the (1) to (5) preview productions of (1) during pre-read, (2) during normal variation, (3) normal reach (tenpai) to SP reach development, (4) weak SP reach, and (5) strong SP reach, the sub-control CPU 800a performs a lottery to determine a route by referring to the route lottery table SB_RT_TBL shown in FIG. 6. Then, after performing the lottery to determine the route, the sub-control CPU 800a performs a lottery to determine the preview level (color level) of the preview production for each period of (1) during pre-read, (2) during normal variation, (3) normal reach (tenpai) to SP reach development, (4) weak SP reach, and (5) strong SP reach. Specifically, during the period of (1) pre-read, the sub-control CPU 800a performs a lottery to determine the preview level (color level) of the preview production by referring to the preview level (color level) lottery table SB_SY_TBL during pre-read shown in FIG. 7(a). On the other hand, during the period of (2) normal variation, the sub-control CPU 800a performs a lottery to determine the preview level (color level) of the preview production by referring to the preview level (color level) lottery table SB_TH_TBL during normal variation shown in FIG. 7(b). Also on the other hand, during the period of (3) normal reach (tenpai) to SP reach development, the sub-control CPU 800a performs a lottery to determine the preview level (color level) of the preview production by referring to the preview level (color level) lottery table SB_NS_TBL during normal reach (tenpai) to SP reach development shown in FIG. 7(c). Also on the other hand, during the period of (4) weak SP reach, the sub-control CPU 800a performs a lottery to determine the preview level (color level) of the preview production by referring to the preview level (color level) lottery table SB_ZSP_TBL during weak SP reach shown in FIG. 7(d). Also on the other hand, during the period of (5) strong SP reach, the sub-control CPU 800a performs a lottery to determine the preview level (color level) of the preview production by referring to the preview level (color level) lottery table SB_KSP_TBL during strong SP reach shown in FIG. 7(e).

[0390] Thus, for each of the notification levels (color levels) determined by this lottery, there are notification lottery tables for notification effects during pre-reading and normal spinning (the first pre-reading reserve change selection table SB_SHH1_TBL shown in Figure 8, the second pre-reading reserve change selection table SB_SHH2_TBL shown in Figure 9, the third pre-reading reserve change selection table SB_SHH3_TBL shown in Figure 10, the first step-up notification selection table SB_SUY1_TBL shown in Figure 13, the second step-up notification selection table SB_SUY2_TBL shown in Figure 14, the third step-up notification selection table SB_SUY3_TBL shown in Figure 15, and the first reach tenpai shown in Figure 17). There are several notification selection tables (SB_TP1_TBL), a second reach-tenpai notification selection table (SB_TP2_TBL) shown in Figure 18, a third reach-tenpai notification selection table (SB_TP3_TBL) shown in Figure 19, a first SP development notification selection table (SB_SPH1_TBL) shown in Figure 21, a second SP development notification selection table (SB_SPH2_TBL) shown in Figure 22, a first title color notification selection table (SB_TAY1_TBL) shown in Figure 24, a second title color notification selection table (SB_TAY2_TBL) shown in Figure 25, and a third title color notification selection table (SB_TAY3_TBL) shown in Figure 26), and the notification effect is determined based on these tables.

[0391] On the other hand, in step S1012, the sub-control CPU 800a will use the alternative route development prompt distribution table SUB_SBHA_TBL shown in Figure 34 to determine whether or not to execute the alternative route development prompt.

[0392] Furthermore, in step S1012, the sub-control CPU 800a will use the alternative route / SP reach development prompt distribution table SUB_NBHA_TBL shown in Figure 38 to determine whether to execute a normal reach sequence or a development prompt sequence.

[0393] On the other hand, since the challenge sequence (development prompt sequence) during normal reel spins uses the time scale of a normal reach, a lottery is held in advance to determine whether to display the development prompt sequence during a normal reach or the challenge sequence (development prompt sequence) during normal reel spins. Specifically, in step S1012, the sub-control CPU 800a will draw lots using the alternate route / SP reach development prompt sequence selection lottery table SUB_SBCH_TBL shown in Figure 43(a). If the lottery using the alternate route / SP reach development prompt sequence selection lottery table SUB_SBCH_TBL shown in Figure 43(a) results in a win for the challenge sequence (development prompt sequence) during normal reel spins, the sub-control CPU 800a will draw lots using the alternate route / SP reach development prompt sequence distribution table SUB_SBFK_TBL shown in Figure 43(b) to determine whether to execute the development failure sequence, the SP development sequence, or the treasure chest development sequence.

[0394] Next, the sub-control CPU 800a performs a process to analyze the input content of the setting button 15 or the performance button device 13, which was acquired in the timer interrupt processing described later (step S1013). Specifically, it analyzes whether the setting button 15 or the performance button device 13 was pressed by the player at the moment of pressing, released at the moment of pressing, or remained pressed.

[0395] Next, the sub-control CPU 800a controls the operation of the upper, left, right, and upper left movable parts 43a to 43d (see Figure 2), controls the lighting or extinguishing of decorative lamps such as LED lamps, which are light-emitting means mounted on the decorative lamp board 90 (see Figure 4), controls the speaker 17, and controls the image displayed on the liquid crystal display device 41 (step S1014), based on the performance pattern determined by lottery in step S1012.

[0396] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation, on the working area of ​​the sub-control RAM 800c, and performs a memory backup operation to store the checksum value in the sub-control RAM 800c (step S1015).

[0397] Next, the sub-control CPU 800a checks whether or not a VSYNC interrupt signal has been sent from the VDP 803 to the sub-control CPU 800a (step S1016). If no VSYNC interrupt signal is sent (step S1016: NO), the sub-control CPU 800a repeatedly executes the process in step S1016 until a VSYNC interrupt signal is sent. If a VSYNC interrupt signal is sent (step S1016: YES), it returns to the process in step S1007 and repeats the processes in steps S1007 to S1016.

[0398] <Sub-control: Data analysis processing> Next, with reference to Figure 58, the data analysis process in step S1014 of the main process will be described in detail. First, the sub-control CPU 800a generates a command list for the VDP 803 to generate image data to be displayed on the liquid crystal display device 41, based on the performance scenario data corresponding to the performance pattern determined by lottery in step S1012 (step S1050).

[0399] Next, if the above-mentioned performance scenario data contains data indicating that the performance button device 13 press performance is enabled or data indicating that the setting button 15 rapid press performance is enabled, the sub-control CPU 800a stores that data in the memory area of ​​the sub-control RAM 800c.

[0400] Furthermore, the sub-control CPU 800a generates control signals related to light based on the data contents of the lamp data stored in the above-mentioned performance scenario data, and stores them in the sub-control RAM 800c.

[0401] Furthermore, the sub-control CPU 800a determines the operation of the upper, left, right, and upper left movable parts 43a to 43d based on the data contents of the movable part data stored in the above-mentioned performance scenario data, and generates motor data (not shown) for the motor of the movable part device 43 according to the determined operation.

[0402] Furthermore, the sub-control CPU 800a generates a control signal related to sound based on the data content of the sound data stored in the above-mentioned performance scenario data (step S1051).

[0403] Thus, the sub-control CPU 800a repeatedly performs the processes of steps S1050 and S1051 until it has finished generating all the data based on the performance pattern determined by lottery in step S1012 shown in Figure 57 (step S1052: NO). Once it has finished generating all the data (step S1052: YES), it proceeds to the process of step S1053.

[0404] Next, the sub-control CPU 800a performs button activation processing (step S1053) based on the contents stored in the sub-control RAM 800c in step S1051 and the input contents of the setting button 15 or the performance button device 13 processed in step S1013 shown in Figure 57.

[0405] <Sub-control: Command reception interrupt processing> Next, referring to Figure 59, we will explain the processing that occurs when the main control board 60 transmits the performance control command DI_CMD and an interrupt signal while the main processing is being executed.

[0406] As shown in Figure 59, when the sub-control CPU 800a receives the interrupt signal, it performs a save operation to save the contents of each register to the stack area in the sub-control RAM 800c (step S1100). After that, the sub-control CPU 800a reads the register of the input port that received the performance control command DI_CMD (step S1101) and calculates a pointer indicating the address of the command transmission and reception memory area in the sub-control RAM 800c (step S1102).

[0407] Then, the sub-control CPU 800a reads the register of the input port that received the performance control command DI_CMD again (step S1103), and checks whether the value read in step S1101 matches the value read in step S1103. If they do not match (step S1104: NO), the process proceeds to step S1107. If they do match (step S1104: YES), the performance control command DI_CMD received from the main control board 60 is stored at the address corresponding to the pointer calculated above (step S1105). This stored performance control command DI_CMD will be read by the sub-control CPU 800a during the processing of step S1012 shown in Figure 57.

[0408] Next, the sub-control CPU 800a updates the pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1106), and restores the registers that were saved in step S1100 (step S1107). This returns to the main processing shown in Figure 57.

[0409] <Sub-control: Timer interrupt processing> Next, referring to Figure 60, we will explain the process that occurs when a timer interrupt, set to run every 1ms in step S1006 of the main process (see Figure 57), is triggered.

[0410] As shown in Figure 60, when a timer interrupt occurs every 1ms, the sub-control CPU 800a performs a save operation to save the contents of each register to the stack area in the sub-control RAM 800c (step S1150).

[0411] Next, the sub-control CPU 800a acquires data from the setting button 15, the performance button device 13, the motor data from the movable mechanism device 43, etc., twice (step S1151), and checks whether the acquired data matches (step S1152). If the data does not match (step S1152: NO), the sub-control CPU 800a repeats the process in step S1151 until the data matches, and if they match (step S1152: YES), it stores the matched data in the sub-control RAM 800c (step S1153).

[0412] Next, the sub-control CPU 800a receives a signal from the setting button 15 or the performance button device 13 (step S1154). This received signal is then analyzed in the button analysis process shown in step S1013 in Figure 57.

[0413] Next, in step S1051 shown in Figure 58, the sub-control CPU 800a transmits the light-related control signals stored in the sub-control RAM 800c to the decorative lamp board 90 (see Figure 6) (step S1155). At this time, the control signals necessary to turn the identification lamp device 51A (see Figure 2) on or off are also transmitted.

[0414] Next, the sub-control CPU 800a restores the registers that were saved in step S1150 (step S1156). This returns to the main processing shown in Figure 57.

[0415] <Sub-control: Command List> Here, the command list generated in step S1050 shown in Figure 58 will be explained in detail using Figure 61.

[0416] This command list is a sequence of commands that list instructions for the VDP803 (command parser 8035), but the content and order of the commands differ slightly depending on whether you are instructing the rendering of a video or a still image.

[0417] When instructing the VDP803 to render video, the initial command list is shown in Figure 61(a) and the regular command list is shown in Figure 61(b).

[0418] As shown in Figure 61(a), the sub-control CPU 800a first generates a command to set the memory area of ​​the DDR2SDRAM 804 in which the frame buffer area is set, and the memory area in which the video data of the DDR2SDRAM 804 is stored (step S1200).

[0419] Next, a command to instruct the decoding of the video is generated (step S1201). Specifically, this command instructs which video compression data to decode, along with the address of the CG data storage area of ​​the game ROM 805 where the video is stored, and the number of frames in that video.

[0420] Next, the command for termination processing is entered to complete the generation of the initial command list (step S1202).

[0421] Next, the sub-control CPU 800a generates the steady command list shown in Figure 61(b).

[0422] As shown in Figure 61(b), this constant command list consists of instructions for drawing the video. In the initial command list, commands are generated to specify which frame numbers of the decoded video data should be drawn at which coordinate position on the liquid crystal display device 41 (step S1203). Next, a termination command is entered to complete the generation of the constant command list (step S1204).

[0423] On the other hand, when instructing the VDP803 to draw a still image, as shown in Figure 61(c), the sub-control CPU 800a first generates a command to set the memory area of ​​the DDR2SDRAM 804 where the frame buffer area is set (step S1210).

[0424] Next, a command is generated to instruct the decoding of the still image (step S1211). Specifically, this command specifies which compressed still image data to decode, along with the address and data size of the CG data storage area of ​​the game ROM 805 where the relevant still image is stored.

[0425] Next, commands are generated to specify at what coordinate position on the liquid crystal display device 41 and in what manner (rotation angle, scaling, etc.) the decoded still image data should be drawn (step S1212). Then, a termination command is entered to complete the generation of the command list related to still images (step S1213).

[0426] Thus, the command lists for video and still images are sent to the VDP803 (see Figure 4), processed as appropriate, and then sent to the liquid crystal display device 41. As a result, the images shown in Figures 11-12, 16, 20, 23, 27, 28-32, 35-36, and 39-41 are displayed on the liquid crystal display device 41.

[0427] Therefore, after the above processing, the effects described with reference to Figures 6 to 43 will be executed.

[0428] <Explanation of variations> In this embodiment, an example is shown in which the sound LSI 801 and VDP 803 are configured separately, but they may also be integrated as a single chip.

[0429] Furthermore, although this embodiment shows an example in which a sub-control CPU 800a is provided within the sub-one-chip microcontroller 800, it is not limited to this, and the sub-control CPU 800a may also be provided within the VDP 803. [Explanation of Symbols]

[0430] 1 Pachinko game machine 41 Liquid crystal display device 800a Sub-control CP U M_HP_TBL Variable Pattern Distribution Table SB_RT_TBL Route Lottery Table SB_SY_TBL Prediction level (color level) lottery table during pre-reading SB_TH_TBL Prediction level (color level) lottery table during normal fluctuations SB_NS_TBL Preview Level (Color Level) Lottery Table SB_ZSP_TBL Weak SP Reach Prediction Level (Color Level) Lottery Table SB_KSP_TBL Strong SP Reach Prediction Level (Color Level) Lottery Table SB_SHH1_TBL First Pre-read Hold Change Selection Table SB_SHH2_TBL Second Pre-read Hold Change Selection Table SB_SHH3_TBL Third Pre-read Hold Change Selection Table SB_SUY1_TBL First Step Up Preview Selection Table SB_SUY2_TBL Second Step-Up Preview Selection Table SB_SUY3_TBL 3rd Step-Up Preview Selection Table SB_TP1_TBL First reach tenpai notification selection table SB_TP2_TBL Second reach tenpai notification selection table SB_TP3_TBL Third Reach Tenpai Notification Selection Table SB_SPH1_TBL 1st SP Development Notification Selection Table SB_SPH2_TBL 2nd SP Development Notification Selection Table SB_TAY1_TBL 1st Title Color Preview Selection Table SB_TAY2_TBL Second Title Color Preview Selection Table SB_TAY3_TBL 3rd Title Color Preview Selection Table

Claims

[Claim 1] A first variation sequence is performed in which, after a normal variation in the symbol variation that is executed in response to a lottery process caused by game actions, a weak SP reach sequence or a strong SP reach sequence with a higher reliability than the weak SP reach sequence is performed, A second variation sequence, which executes a special sequence different from the weak SP reach sequence after the normal variation sequence, In the aforementioned weak SP reach, there is a development prompting animation in which the weak SP reach transitions to the aforementioned strong SP reach animation, or a losing symbol is displayed. The aforementioned strong SP reach performance does not transition to the special performance, however, after the strong SP reach performance transitioned from the weak SP reach performance to the strong SP reach performance in the development prompt performance, a miss indication for the strong SP reach performance is displayed on the display means, and only if the result of the lottery process is a win, it is possible to transition to the special performance. However, after the miss indication for the weak SP reach performance is displayed on the display means in the development prompt performance, it is impossible to transition to the special performance. A gaming machine that can transition to the special performance without performing a development-enhancing performance that indicates whether or not to transition from the weak SP reach performance to the strong SP reach performance in the aforementioned development-enhancing performance.