Gaming machine

The gaming machine uses warning effects to pre-announce mode changes in information images, addressing the challenge of player recognition during symbol games, thereby improving the gaming experience.

JP7882518B2Active Publication Date: 2026-06-30SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-04-28
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

In gaming machines, players have difficulty noticing changes in the mode of suspended images during symbol games, making it challenging to recognize potential wins.

Method used

The gaming machine employs a system that determines success or failure upon satisfying start conditions, performs special games with special areas, and uses different warning effects to pre-announce changes in information images, allowing players to anticipate mode changes based on executed warning effects.

Benefits of technology

This system enables players to easily notice changes in information image modes, enhancing their anticipation of special games and improving the gaming experience.

✦ Generated by Eureka AI based on patent content.
Patent Text Reader

Abstract

To provide a game machine which allows a player to easily notice that a mode of a reservation image has changed.SOLUTION: In such a case that a change advance notice performance is executed after a jackpot advance notice performance 1 is executed in the present performance pattern game, a cloud image C changes to a moon image M at a high probability. In such a case that the change advance notice performance is executed without execution of the jackpot advance notice performance 1 in the present performance pattern game, the cloud image C changes to the moon image M at an intermediate probability. Consequently, since the player can wait for the change of the cloud image C to the moon image M at a level of expectation according to the presence / absence of execution of the jackpot advance notice performance 1 and the presence / absence of execution of the change advance notice performance, the player can easily notice the change in the mode of the reservation image.SELECTED DRAWING: Figure 25
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Description

Technical Field

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

Background Art

[0002] In the above gaming machine, when a game ball enters the start area in a state where a pass / fail determination process can be performed, the pass / fail determination process is executed, and when the pass / fail determination process is executed, the pass / fail determination result is notified to the player according to the display of the image of the symbol game. In the case of this gaming machine, when a game ball enters the start area in a state where the pass / fail determination process cannot be performed, the pass / fail determination process is suspended until a state where the pass / fail determination process can be performed is reached, and each time the pass / fail determination process is suspended, the player is notified that the pass / fail determination process has been suspended according to the display of one suspended image.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above gaming machine, there is a configuration in which when a win is notified in the symbol game according to a change in the mode of the suspended image during the symbol game, it suggests to the player. In the case of this configuration, since the change in the mode of the suspended image is suddenly executed during the symbol game, there is a problem that it is difficult for the player to notice the change in the mode of the suspended image.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine that enables a player to easily notice that the mode of an information image such as a suspended image has changed.

Means for Solving the Problems

[0006] The gaming machine (Examples 1 to 6) of the present invention determines success or failure every time a start condition is satisfied (every time a game ball enters the first start port 18 / the second start port 23), and when a win is determined, a special game (big win game) is performed in which a special area (big winning port 19) is opened. A special game means (main control circuit 40), a symbol game means (sub control circuit 60) that displays an image of a symbol game (performance symbol game) for notifying the player of the determination result of success or failure, and information images are displayed in any of a plurality of different modes (cloud image C / moon image M). An information notification means (sub control circuit 60) for notifying the player of any of a plurality of different pieces of information (suspension of special figure game / big win) related to the game according to the above, and a first warning effect (change warning effect) for suggesting to the player in advance when the mode of the information image changes. A first warning effect means (sub control circuit 60), and a second warning effect different from the first warning effect This is a performance that suggests in advance that there is a possibility of performing the aforementioned special game. A second warning effect means (sub control circuit 60) for performing a second warning effect (big win warning effect 1). The first warning effect means highly probably suggests to the player that the mode of the information image changes when the first warning effect is executed after the second warning effect is executed in the current symbol game, and the second warning effect is not executed in the current symbol game. When the first warning effect is executed, it suggests to the player with a low probability that the mode of the information image changes. The symbol game means displays the image of the symbol game superimposed on the background image according to the current performance mode. The information image is the background image, and the degree of advantage of the player may differ depending on the displayed background image. The information notification means has a feature in that when the mode of the background image of the symbol game is changed from the mode according to the current performance mode to the mode according to the performance mode different from the current performance mode during the current symbol game, the player is pre-suggested when the different performance mode is set. According to the above method, if the first pre-announcement effect is executed after the second pre-announcement effect is executed in the current symbol game, the appearance of the information image will change with a high probability. If the first pre-announcement effect is executed without the second pre-announcement effect being executed in the current symbol game, the appearance of the information image will change with a low probability. Therefore, players can wait for a change in the appearance of the information image with an expectation level corresponding to the combination of whether or not the first pre-announcement effect was executed and whether or not the second pre-announcement effect was executed, making it easy for them to notice the change in the appearance of the information image. [Brief explanation of the drawing]

[0007] [Figure 1] Figure illustrating Embodiment 1 of the present invention (perspective view showing the external appearance of a pachinko game machine) [Figure 2] Diagram showing a game board [Figure 3] Diagram showing the front frame [Figure 4] Block diagram showing the electrical configuration [Figure 5] (a) is a diagram showing a list of random number counters, (b) is a diagram showing the normal win judgment table, (c) is a diagram showing the normal variation display time table, (d) is a diagram showing the normal gameplay pattern table, (e) is a diagram showing the jackpot judgment table, (f) is a diagram showing the fall-out judgment table, (g) is a diagram showing the special figure 1 jackpot type table, (h) is a diagram showing the special figure 2 jackpot type table, (i) is a diagram showing the special figure 1 area, and (j) is a diagram showing the special figure 2 area. [Figure 6] (a) is a diagram showing the variation pattern table for Special Figure 1, (b) is a diagram showing the variation pattern table 1 for Special Figure 2, and (c) is a diagram showing the variation pattern table 2 for Special Figure 2. [Figure 7] (a) is a diagram showing the game pattern table, and (b) is a flowchart showing the main processing of the main control circuit. [Figure 8] Flowchart showing timer interrupt processing in the main control circuit [Figure 9] (a) is a flowchart showing the processing in Figure 2 of the main control circuit, and (b) is a flowchart showing the processing in Figure 1. [Figure 10] Flowchart showing the processing of the variation pattern table in the main control circuit [Figure 11] Flowchart showing the update process of the short-time count of the main control circuit [Figure 12] Flowchart showing the fall determination process of the main control circuit [Figure 13] (a) is a diagram for explaining the transition of the game mode, and (b) and (c) are diagrams for explaining the transition of the production mode [Figure 14] (a) to (d) are diagrams showing the background images of the production symbol game, and (e) is a diagram showing a list of the production contents of the production symbol game [Figure 15] Diagram for explaining the normal production and the all-map simultaneous stop production [Figure 16] Diagram for explaining the normal reach production [Figure 17] Diagram for explaining the special reach production [Figure 18] (a) and (b) are diagrams for explaining the ultra-short-time production, and (c) is a diagram for explaining the big win game production [Figure 19] Diagram for explaining the big win advance notice production 1 [Figure 20] Diagram for explaining the big win advance notice production 1 [Figure 21] (a) is a flowchart showing the big win advance notice process 1 of the sub-control circuit, and (b) is a diagram showing the special figure 1 advance notice reception area of the sub-control circuit [Figure 22] (a) to (c) are diagrams for explaining the change notice production, and (d) is a time chart for explaining the flow of the notice production [Figure 23] Flowchart showing the change notice process of the sub-control circuit [Figure 24] (a) is a diagram for explaining the big win notice production 1, and (b) is a flowchart showing the big win notice process 1 of the sub-control circuit [Figure 25] Diagram for explaining the flow of the notice production [Figure 26] (a) is a flowchart showing the main process of the sub-control circuit, and (b) is a flowchart showing the timer interrupt process [Figure 27](a) is a flowchart showing the reception command analysis process of the sub-control circuit, and (b) is a flowchart showing the symbol game effect start process [Figure 28] Diagrams showing Example 2 (a~b are diagrams for explaining the big win preview effect 2, c~d are diagrams showing the preview pattern table) [Figure 29] A flowchart showing the preview process of the sub-control circuit [Figure 30] A diagram for explaining the flow of the preview effect [Figure 31] Diagrams showing Example 3 (a~e are diagrams for explaining the flow of the preview effect, f~g are diagrams showing the preview pattern table) [Figure 32] A flowchart showing the preview process of the sub-control circuit [Figure 33] Diagrams showing Example 4 (diagrams for explaining the flow of the preview effect) [Figure 34] Diagrams showing Example 5 (a~d are diagrams for explaining the flow of the preview effect, e~f are diagrams showing the preview pattern table) [Figure 35] A flowchart showing the preview process of the sub-control circuit [Figure 36] Diagrams showing Example 6 (diagrams showing a list of big win preview effects) [Figure 37] Diagrams showing Example 7 (a is a diagram for explaining the hold display area, b~d are diagrams showing cloud images) [Figure 38] Diagram for explaining the step-up preview effect 1 (preview pattern 2) [Figure 39] Diagram for explaining the step-up preview effect 1 (preview pattern 1) [Figure 40] (a) is a flowchart showing the step-up preview process 1 of the sub-control circuit, and (b~c) are diagrams showing the preview pattern table [Figure 41] Diagrams showing Example 8 (a flowchart showing the step-up preview process 1 of the sub-control circuit) [Figure 42] Diagrams showing Example 9 (diagrams for explaining the big win preview effect 11) [Figure 43] Diagram showing the preview pattern table [Figure 44] Figure 10 shows the example (a-d are diagrams illustrating background preview effect 1, e-f are diagrams showing the preview pattern table). [Figure 45] (a) is a flowchart showing the step-up notification effect 2 of the sub-control circuit, and (b) is a diagram showing the pre-read reception area of ​​Special Feature 2. [Figure 46] Figure illustrating Example 11 (Figure illustrating frame effect 1) [Figure 47] Diagram to explain frame effect 2 [Figure 48] Flowchart showing the frame effect processing of the subcontrol circuit [Figure 49] Figure illustrating Example 12 (Figure illustrating frame effect 3) [Figure 50] (a) is a flowchart showing the frame effect processing 3 of the subcontrol circuit, and (b~c) are diagrams showing the effect pattern table. [Figure 51] Figure 13 shows Example 13 (a is a flowchart showing frame effect processing 3 of the sub-control circuit, and b-c are figures showing the color table). [Modes for carrying out the invention]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0036] 3-2-5. Minor win game When a predetermined number of LEDs on the LED display 25 stop flashing in a manner indicating a minor win, a minor win game pattern is selected from the game pattern table in Figure 7(a), and the minor win game begins according to the selected minor win game pattern. This minor win game pattern consists of an opening period, one round, and an ending period. The round involves opening the large prize slot 19, and the maximum opening time for the round is set to a short value of "0.8 seconds," making it difficult for the game ball to enter the large prize slot 19. This round takes place with the V prize slot closed, and in a minor win game, the game ball is prohibited from falling into the V prize slot. The opening period is the period when the large prize slot 19 is closed, and it is a waiting period while waiting for the round to start. The ending period is the period when the large prize slot 19 is closed, and the period from the start of the opening period to the end of the ending period is called a minor win game.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0063] Figure 10 shows the variable pattern table processing performed by the main control circuit 40 in S31. In the variable pattern table processing, the main control circuit 40 selects either the Special Feature 2 Variable Pattern Table 1 or the Special Feature 2 Variable Pattern Table 2. From the selection result of the Special Feature Variable Pattern Table, it selects a Special Feature Variable Pattern and Special Feature Variable Display Time corresponding to the value of the Variable Pattern Random Number in the Special Feature 2 Reserve Area 4. The selection result of the Special Feature Variable Pattern and the selection determination result of the Special Feature Variable Display Time are then set in the RAM output buffer. In S91, the main control circuit 40 determines whether the current game state is the "Super Electric Support State". If it determines that the current game state is the "Super Electric Support State", it selects the Special Feature 2 Variable Pattern Table 2 in Figure 6(c) in S92 and selects a Special Feature Variable Pattern and Special Feature Variable Display Time from the Special Feature 2 Variable Pattern Table 2. If the main control circuit 40 determines in S91 that the current game state is not the "Super Electric Support State", it determines in S93 whether the current game state is the "Electric Support State". If it is determined that the current game state is "Electric Support State 1" or "Electric Support State 2", then in S98, the Special Feature 2 Variation Pattern Table 1 in Figure 6(b) is selected, and the Special Feature Variation Pattern and Special Feature Variation Display Time are selected from the Special Feature 2 Variation Pattern Table 1.

[0064] When the main control circuit 40 sets special figure 2 game data in the output buffer at S31 in Figure 9(a), it starts displaying the special figure variation and organizes "Special Figure 2 Reserved Area 1" to "Special Figure 2 Reserved Area 4". This process deletes the special figure 2 game data from "Special Figure 2 Reserved Area 4". If special figure 2 game data is stored in "Special Figure 2 Reserved Area 3", that special figure 2 game data is shifted to "Special Figure 2 Reserved Area 4". If special figure 2 game data is stored in "Special Figure 2 Reserved Area 2", that special figure 2 game data is shifted to "Special Figure 2 Reserved Area 3". If special figure 2 game data is stored in "Special Figure 2 Reserved Area 1", that special figure 2 game data is shifted to "Special Figure 2 Reserved Area 2". When the main control circuit 40 has organized "Special Figure 2 Reserved Areas 1 to 4", it organizes "Special Figure 2 Pre-read Area 1" to "Special Figure 2 Pre-read Area 4" using the same procedure and sets the value of the second pointer P2 to "2".

[0065] 4-4-2. Time Reduction Count Update Process If the value of the second pointer P2 is set to "2", the main control circuit 40 proceeds to the time-saving count update process in S32. Figure 11 shows the time-saving count update process, and in S41 of Figure 11, the main control circuit 40 determines whether the current game state is "electric support state 1", "electric support state 2", "super electric support state", or "non-electric support state". If it determines that the current game state is "non-electric support state", it sets the value of the second pointer P2 to "3" in S48, and if it determines that it is "electric support state 1", "electric support state 2", or "super electric support state", it adds "1" to the value of the time-saving count counter in S42. The value of this time-saving count counter measures the number of consecutive electric support states, and when the time-saving count counter is increased, the main control circuit 40 sets the time-saving count command. This time-saving count command notifies the sub-control circuit 60 of the increment result of the time-saving count counter as the number of times the electric support state continues. When the main control circuit 40 sets the time-saving count command setting result in S43 to send to the sub-control circuit 60, it proceeds to S44.

[0066] When the main control circuit 40 moves to S44 in Figure 11, it determines whether the current game state is "Electric Support State 1". If it determines that the current game state is "Electric Support State 1", it moves to S45 and compares the sum of the time-saving counter values ​​with "201". If it determines that the value of the time-saving counter is "201", in S46 the current game state is changed from "Electric Support State 1" to "Super Electric Support State", and in S47 the Super Electric Support command is set in the RAM output buffer. This Super Electric Support command notifies the sub-control circuit 60 that the "Super Electric Support State" has been set, and when the main control circuit 40 sets the Super Electric Support command in S47, it sets the value of the second Ponta P2 to "3" in S48.

[0067] If the main control circuit 40 determines in S44 of Figure 11 that the current game state is not "Electric Support State 1", it determines in S49 whether the current game state is "Electric Support State 2". If it determines that the current game state is not "Electric Support State 2", it sets the value of the second Ponta P2 to "3" in S48. If it determines that the current game state is "Electric Support State 2", it compares the value of the time-saving counter with the upper limit value "100" in S50. If it determines that the value of the time-saving counter is not the upper limit value "100", it sets the value of the second Ponta P2 to "3" in S48.

[0068] If the main control circuit 40 determines in S50 of Figure 11 that the value of the time-saving counter has reached its upper limit of "100", it changes the current game state from "electric support state 2" to "non-electric support state" in S51, and sets an electric support release command in the RAM output buffer in S52. This electric support release command notifies the sub-control circuit 60 that the state has switched from "electric support state 2" to "non-electric support state". If the main control circuit 40 sets the electric support release command in S52, it sets the value of the second Ponta P2 to "3" in S48.

[0069] 4-4-3. Fall detection process If the value of the second pointer P2 is set to "3", the main control circuit 40 proceeds to the fall determination process in S33 of Figure 9(a). Figure 12 shows the fall determination process in S33, where the main control circuit 40 determines in S61 whether the current game state is a "high probability state". If it is determined that the current game state is a "normal probability state", the value of the second pointer P2 is set to "4" in S72, and if it is determined that the current game state is a "high probability state", it proceeds to S62. Here, the value of the fall random number is detected from the "Special Figure 2 Reserve Area 4", and a determination result corresponding to the detection result of the fall random number is detected from the fall determination table in Figure 5(f).

[0070] When the main control circuit 40 detects the result of the fall determination in S62, it determines in S63 whether the detection result is "fall present" or not. If it determines that the detection result is "no fall", it sets the value of the second pointer P2 to "4" in S72. If it determines that the detection result is "fall present", it changes the "high probability state" to the "normal probability state" in S64 and sets it in the RAM output buffer in S65 to send a fall command to the sub-control circuit 60. This fall command notifies the sub-control circuit 60 that the "high probability state" has fallen to the "normal probability state", and is sent to the sub-control circuit 60 in the next timer interrupt processing.

[0071] When the main control circuit 40 sets a fall command in the output buffer in S65, it determines in S66 whether the current game state is "Electric Support State 1". If it determines that the current game state is "Electric Support State 1", it compares the value of the time-saving counter with "100" in S67. If it determines that the value of the time-saving counter is "100" or less, it changes "Electric Support State 1" to "Electric Support State 2" in S68, sets an electric support change command in the RAM output buffer in S69 to send to the sub-control circuit 60, and sets the value of the second pointer P2 to "4" in S72. This electric support change command notifies the sub-control circuit 60 that "Electric Support State 1" has switched to "Electric Support State 2", and is sent to the sub-control circuit 60 in the next timer interrupt processing.

[0072] If the main control circuit 40 determines in S67 that the value of the time-saving counter is "101" or greater, it changes the current game state from "electric support state 1" to "non-electric support state" in S70. Then, in S71, it sets the output buffer of the RAM to send an electric support change command to the sub-control circuit 60, and in S72, it sets the value of the second pointer P2 to "4". This electric support cancellation command notifies the sub-control circuit 60 that the "electric support state 1" has switched to the "non-electric support state", and is sent to the sub-control circuit 60 in the next timer interrupt processing.

[0073] The main control circuit 40 determines in S66 that the current game state is not "Electric Support State 1" if the current game state is "Super Electric Support State", and changes the current game state from "Electric Support State 1" to "Non-Electric Support State" in S70. Then, in S71, it sets the electric support change command to the RAM output buffer, and in S72, it sets the value of the second pointer P2 to "4". In other words, if the value of the time-saving counter is "100" or less and it is determined that there is a possibility of falling out of the "High Probability State" or "Electric Support State 1", the low probability state is set, but the electric support state continues. If the value of the time-saving counter is "101" or more and it is determined that there is a possibility of falling out of the "High Probability State" or "Electric Support State 1", it sets the "Low Probability State" or "Non-Electric Support State".

[0074] 4-4-4. Special Figure 2: Variable Stop Processing If the value of the second pointer P2 is set to "4", the main control circuit 40 proceeds to the special figure 2 variation stop process at S34 in Figure 9(a). Here, the timer value is added, and the result of adding the timer value is compared with the result of the special figure variation display time determination. If the result of adding the timer value has not reached the result of the special figure variation display time determination, the special figure 2 variation stop process is terminated. If the result of adding the timer value has reached the result of the special figure variation display time determination, the special figure variation display is stopped in a manner corresponding to the hit / fail determination result, and the variation stop command 2 is set in the output buffer to be sent to the sub-control circuit 60. If the hit / fail determination result is "miss", the value of the second pointer P2 is initialized to "1", if the hit / fail determination result is "minor hit", the value of the second pointer P2 is set to "5", and if the hit / fail determination result is "big hit", the value of the second pointer P2 is set to "6".

[0075] 4-4-5. Processing of minor wins If the value of the second pointer P2 is set to "5", the main control circuit 40 proceeds to the minor prize game processing at S35 in Figure 9(a), starts the minor prize game according to the minor prize game pattern, and then sets the output buffer to send a minor prize game start command to the sub-control circuit 60. If the main control circuit 40 has completed the minor prize game according to the minor prize game pattern, it ends the minor prize game, sets the output buffer to send a minor prize game end command to the sub-control circuit 60, and sets the value of the second pointer P2 to "1". This minor prize game involves closing the V-entry slot and opening the large prize slot 19, and during the minor prize game, it is forbidden for the game ball to fall into the V-entry slot. In other words, if a minor prize is determined to occur in a high-probability state, the high-probability state is maintained.

[0076] 4-4-6. Jackpot Game Processing If the value of the second pointer P2 is set to "6", the main control circuit 40 proceeds to the jackpot game processing in S36 of Figure 9(a). Here, the jackpot game is started, and a jackpot game start command is set in the output buffer to be sent to the sub-control circuit 60. Each time a round is started in the jackpot game, the main control circuit 40 sets a round start command in the output buffer and sends it to the sub-control circuit 60. This round start command indicates which round it is, and each time a round is stopped in the jackpot game, the main control circuit 40 sets a round stop command in the output buffer and sends it to the sub-control circuit 60. If the jackpot game has progressed to the end of the jackpot game pattern, the main control circuit 40 ends the jackpot game and sets a jackpot game end command in the output buffer to be sent to the sub-control circuit 60.

[0077] The main control circuit 40, when the result of the jackpot type determination is "jackpot symbol 2", closes the V-entry slot in each of the 1st to 16th rounds, thereby prohibiting the game ball from falling into the V-entry slot. When the result of the jackpot type determination is "jackpot symbol 1", it opens the V-entry slot in each of the 13th to 15th rounds, thereby allowing the game ball to fall into the V-entry slot. When the result of the jackpot type determination is "jackpot symbol 3", it opens the V-entry slot in each of the 2nd to 4th rounds, thereby allowing the game ball to fall into the V-entry slot. During jackpot play, the main control circuit 40 monitors whether or not a game ball has fallen into the V-entry slot in response to the output signal from the V-entry slot sensor 48, and records that a V-entry has occurred when it determines that a game ball has fallen into the V-entry slot.

[0078] The main control circuit 40 detects the result of the jackpot type determination when the jackpot game is completed, if the jackpot game has progressed to the end of the jackpot game pattern. If the result of the jackpot type determination is "jackpot symbol 1" or "jackpot symbol 3", it determines whether or not a V-win occurred. If it determines that a V-win occurred, it sets the game state to "high probability state" and "electric support state 1", resets the value of the time-saving counter to "0", and initializes the value of the second pointer P2 to "1". Then, it sets the "high probability command", "electric support command 1", and time-saving command 0 in the RAM output buffer to be sent to the sub-control circuit 60. This time-saving command 0 notifies the sub-control circuit 60 that the number of times the electric support state continues is "0", the "high probability command" notifies the sub-control circuit 60 that the "high probability state" is set, and the "electric support command 1" notifies that the electric support state 1 setting has the potential to continue for more than "100 times".

[0079] The main control circuit 40, if the result of the jackpot type determination is "jackpot symbol 2", sets the game state to "normal probability state" and "electric support state 2", resets the value of the time-saving counter to "0", and initializes the value of the second pointer P2 to "1". Then, it sets the "normal probability command", "electric support command 2", and time-saving command 0 in the RAM output buffer in order to send them to the sub-control circuit 60. The "normal probability command" notifies the sub-control circuit 60 of the setting of "normal probability state", and the "electric support command 2" notifies the setting of electric support state 2, which has a limit of "100 times".

[0080] 4-5. Processing of Special Drawing 1 Figure 9(b) shows the S24 Special Feature 1 processing, in which the main control circuit 40 selectively executes the S81 Special Feature 1 lottery processing, the S82 time reduction count update processing, the S83 fall-out determination processing, the S84 Special Feature 1 variation stop processing, the S85 minor win game processing, and the S86 big win game processing depending on the setting result of the value of the first pointer P1 in RAM. The value of this first pointer P1 is initially set to "1" when the power is turned on.

[0081] 4-5-1. Special Feature 1 Lottery Processing The main control circuit 40 proceeds to the special figure 1 lottery process in S81 when the value of the first pointer P1 is set to "1". The value of this first pointer P1 is set to "1" when the game is stopped, and in the special figure 1 lottery process in S81, the main control circuit 40 determines whether or not special figure 1 game data is stored in the "special figure 1 reserve area 4". If it is determined that special figure 1 game data is not stored in the "special figure 1 reserve area 4", the special figure 1 lottery process ends, and if it is determined that special figure 1 game data is stored in the "special figure 1 reserve area 4", it determines whether or not special figure 2 game data is stored in the "special figure 2 reserve area 4".

[0082] If the main control circuit 40 determines that special figure 2 game data is stored in the "special figure 2 reserve area 4", it completes the special figure 1 lottery process. If it determines that special figure 2 game data is not stored in the "special figure 2 reserve area 4", in S81 it determines whether the result is a win or loss, the variation pattern, and the variation display time based on the special figure 1 game data in the "special figure 1 reserve area 4". If the result of the win or loss determination is a jackpot, it determines the type of jackpot. These determinations of the variation pattern and variation display time are performed according to the special figure 1 variation pattern table in Figure 6(a). The main control circuit 40 sets the result of the win or loss determination, the result of the variation pattern determination, and the result of the jackpot type determination in the RAM output buffer to send to the sub-control circuit 60 as special figure 1 game data, sets the variation start command 1 in the RAM output buffer to send to the sub-control circuit 60, and sets the special figure 1 reserve command in the RAM output buffer to send to the sub-control circuit 60. This special figure 1 reserve command notifies the sub-control circuit 60 of the number of special figure 1 reserves.

[0083] When the main control circuit 40 sets a variation start command 1, it starts displaying the special feature variation and then organizes "Special Feature 1 Reserved Area 1" to "Special Feature 1 Reserved Area 4". This process is carried out in the same way as for "Special Feature 2 Reserved Areas 1 to 4", and the main control circuit 40 organizes "Special Feature 1 Pre-read Areas 1 to 4" in the same way before setting the value of the first pointer P1 to "2". In other words, the special feature 1 lottery process is set to have a lower priority than the special feature lottery 2 process, and if the number of special feature 2 reserved items is not "0", the special feature 2 lottery process is performed preferentially over the special feature 1 lottery process, and the special feature 1 lottery process starts when the number of special feature 2 reserved items becomes "0".

[0084] 4-5-2. Time Reduction Count Update Process If the value of the first pointer P1 is set to "2", the main control circuit 40 executes the time reduction count update process shown in Figure 11 in S82 and sets the value of the first pointer P1 to "3". 4-5-3. Fall detection process If the value of the first pointer P1 is set to "3", the main control circuit 40 executes the fall detection process shown in Figure 12 in S83 and sets the value of the first pointer P1 to "4". 4-5-4. Special Figure 1: Fluctuation Stop Processing If the value of the first pointer P1 is set to "4", the main control circuit 40 proceeds to the special figure 1 variation stop process in S84 of Figure 9(b), and stops the special figure 1 variation display in a manner corresponding to the hit or miss judgment result when the sum of the timer values ​​reaches the judgment result of the special figure variation display time, and sets the variation stop command 1 in the output buffer to send to the sub-control circuit 60. If the hit or miss judgment result is "miss", the value of the first pointer P1 is initialized to "1", if the hit or miss judgment result is "minor hit", the value of the first pointer P1 is set to "5", and if the hit or miss judgment result is "big hit", the value of the first pointer P1 is set to "6".

[0085] 4-5-5. Processing of minor wins If the value of the first pointer P1 is set to "5", the main control circuit 40 proceeds to the minor prize game processing in S85 of Figure 9(b), starts the minor prize game according to the minor prize game pattern, and then sets the output buffer to send a minor prize game start command to the sub-control circuit 60. If the main control circuit 40 has completed the minor prize game according to the minor prize game pattern, it ends the minor prize game, sets the output buffer to send a minor prize game end command to the sub-control circuit 60, and sets the value of the first pointer P1 to "1". This minor prize game involves keeping the V prize slot closed and the large prize slot 19 open, and during the minor prize game, it is forbidden for the game ball to fall into the V prize slot.

[0086] 4-5-6. Jackpot Game Processing If the value of the first pointer P1 is set to "6", the main control circuit 40 proceeds to the jackpot game processing S86 in Figure 9(b), and after starting the jackpot game, sets a jackpot game start command in the output buffer to send to the sub-control circuit 60. The main control circuit 40 executes the jackpot game using jackpot game pattern 1 if the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 2", and executes the jackpot game using jackpot game pattern 2 if the jackpot type determination result is "jackpot symbol 3", and sets a round start command in the output buffer and sends it to the sub-control circuit 60 each time a round is started. The main control circuit 40 sets a round stop command in the output buffer and sends it to the sub-control circuit 60 each time a round is stopped during the jackpot game. If the main control circuit 40 has allowed the jackpot game to proceed to the end of the jackpot game pattern, it ends the jackpot game and sets the output buffer to send a jackpot game end command to the sub-control circuit 60.

[0087] The main control circuit 40 closes the V-entry slot for each of the 1st to 16th rounds if the jackpot type determination result is "jackpot symbol 2", and opens the V-entry slot for each of a specific set of rounds if the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 3". During a jackpot game, the main control circuit 40 monitors whether or not a game ball has fallen into the V-entry slot in response to the output signal from the V-entry slot sensor 48, and if the jackpot game is played to the end of the jackpot game pattern, it detects the jackpot type determination result when the jackpot game ends. If the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 3", it determines whether or not a V-entry has occurred. If it is determined that a V-entry has occurred, the game state is set to "high probability state" and "electric support state 1", the value of the time-saving counter is reset to "0", and the value of the second pointer P2 is initially set to "1". Then, the main control circuit 40 sets the "high probability command," "electric support command 1," and time-saving command 0 in the RAM output buffer in order to send them to the sub-control circuit 60. If the result of the jackpot type determination is "jackpot symbol 2," the main control circuit 40 sets the game state to "normal probability state" and "electric support state 2," resets the value of the time-saving counter to "0," and initializes the value of the second pointer P2 to "1." Then, it sets the "normal probability command," "electric support command 2," and time-saving command 0 in the RAM output buffer in order to send them to the sub-control circuit 60.

[0088] 5. Explanation of game modes Figure 13(a) shows the game flow, illustrating how the game state transitions, while Figures 13(b) and (c) show the relationship between the game mode and the performance mode. When the power is turned on, the normal game mode is set. This normal game mode is the "normal probability state" and the "non-electric support state." In the normal game mode, a left-shooting image prompting the player to shoot the game ball to the left is displayed on the performance symbol display 28. If the player shoots the game ball to the left according to this left-shooting image, the game ball enters the first start port 18. If a jackpot is determined based on the game ball entering the first start port 18, either the low probability time-saving mode or the high probability time-saving mode is set.

[0089] The low probability time-saving mode is set when "normal probability state" and "electric support state 2" are set, and is set when "jackpot symbol 2" is selected in response to a jackpot being determined in normal game mode. The high probability time-saving mode is set when "high probability state" and "electric support state 1" are set, and is set when "jackpot symbol 1" or "jackpot symbol 3" is selected in response to a jackpot being determined in normal game mode. In each of these low probability time-saving modes and high probability time-saving modes, a right-shooting image prompting the player to shoot the game ball to the right is displayed on the performance symbol display 28. If the player shoots the game ball to the right according to this right-shooting image, the game ball passes through the normal start opening 22, and the second start opening 23 is frequently opened for a long period of time in response to a high probability determination of a win, so the special symbol variation display time for time-saving, "1000 msec", is frequently obtained from the special symbol variation pattern table 1 in Figure 6(b). Therefore, in both the low-probability time-saving mode and the high-probability time-saving mode, the process of determining whether a jackpot or loss occurs is repeated at shorter time intervals compared to the normal game mode, increasing the probability of winning the next jackpot with fewer game balls consumed. In other words, both the low-probability time-saving mode and the high-probability time-saving mode are more advantageous to the player compared to the normal game mode.

[0090] In the low probability time-saving mode, the game balls are shot to the right. If the total number of draws for Special Symbol 1 and Special Symbol 2 (in reality, only Special Symbol 2 draws) reaches the limit of "100 times" without a jackpot being determined in the low probability time-saving mode, the game switches from "Electric Support State 2" to "Non-Electric Support State" and returns to normal game mode. If a jackpot is determined in this low probability time-saving mode before the total number of draws for Special Symbol 1 and Special Symbol 2 reaches the limit of "100 times", and "Jackpot Symbol 2" is selected, the low probability time-saving mode is repeated. If "Jackpot Symbol 1" or "Jackpot Symbol 3" is selected, the game switches to high probability time-saving mode. In this high-probability time-saving mode, the game balls are shot to the right, and if a jackpot is determined and "jackpot symbol 2" is selected, the low-probability time-saving mode is set. If "jackpot symbol 1" or "jackpot symbol 3" is selected, the high-probability time-saving mode is set again. This high-probability time-saving mode is a state in which jackpots are determined with a higher probability compared to the low-probability time-saving mode, and is more advantageous to the player than the low-probability time-saving mode. The degree of advantage for the player is higher in the "high-probability state" than in the "electric support state".

[0091] In the high probability time-saving mode, whether or not a fall occurs is determined each time a Special Symbol 1 lottery or Special Symbol 2 lottery is performed. If the total number of Special Symbol 1 and Special Symbol 2 lotteries does not exceed the limit of "100 times" and it is determined that a fall has occurred, the "normal probability state" and "electric support state 2" are set, and the game transitions from the high probability time-saving mode to the low probability time-saving mode. In this high probability time-saving mode, if the total number of Special Symbol 1 and Special Symbol 2 lotteries exceeds the limit of "100 times" and it is determined that a fall has occurred, the "normal probability state" and "non-electric support state" are set, and the game immediately falls from the high probability time-saving mode to the normal game mode.

[0092] In high probability time-saving mode, if the total number of draws for Special Symbol 1 and Special Symbol 2 reaches the limit of "201 times" without being judged as "falling out," the "high probability state" and "super electric support state" are set. In this high probability super time-saving mode, the shortest special symbol variation display time for super time-saving, "500 msec," is frequently obtained from the Special Symbol 2 variation pattern table 2 in Figure 6(c). Therefore, in high probability super time-saving mode, the judgment process for big wins and misses is repeated at even shorter time intervals compared to high probability time-saving mode, increasing the probability of winning the next big win with an even smaller number of game balls consumed. In other words, high probability super time-saving mode is a more advantageous state for the player than high probability time-saving mode, and if "falling out" is judged in high probability super time-saving mode, the player will immediately fall from high probability super time-saving mode to normal game mode.

[0093] 6. Explanation of the performance modes The performance mode specifies the background image used when displaying images of the performance symbols during gameplay. There are four performance modes: Normal Mode, Chance Mode, Speed ​​Mode, and Super Speed ​​Mode. Normal Mode is the performance mode used when the normal gameplay mode is set. In Normal Mode, as shown in Figure 14(a), a normal background image resembling a cityscape is displayed in the display area E of the performance symbol display unit 28. Chance Mode is a common performance mode used when the low probability time-saving mode or high probability time-saving mode is set. In Chance Mode, as shown in Figure 14(b), a chance background image resembling four women is displayed in the display area E of the performance symbol display unit 28. Speed ​​Mode is entered from Chance Mode when the total number of draws for Special Symbol 1 and Special Symbol 2 exceeds the limit of "100 times" while in High Probability Time-Saving Mode. In Speed ​​Mode, as shown in Figure 14(c), a speed background image resembling an ancient landmass is displayed in the display area E of the performance symbol display unit 28. The Super Speed ​​Mode is entered when the High Probability Short Time Mode is enabled and the total number of Special Feature 1 and Special Feature 2 draws exceeds the limit of "200". In Super Speed ​​Mode, as shown in Figure 14(d), an image with the word "Rush" superimposed on the Speed ​​background image is displayed as the Super Speed ​​background image in the display area E of the performance symbol display 28.

[0094] 6-1. Behavior in the performance mode Figure 13(b) shows the behavior of the performance mode when the jackpot symbol 2 is selected in accordance with the determination of a jackpot. In this case, the chance mode is set in accordance with the setting of the low probability time-saving mode at the end of the jackpot game, and the chance background image is displayed from the first performance symbol game. If a total of 100 special symbol 1 lotteries and special symbol 2 lotteries are performed in this state without determining a jackpot, the normal game mode is set, and the normal mode is set in accordance with the setting of the normal game mode, and the normal background image is displayed from the 101st performance symbol game.

[0095] Figure 13(c) shows the behavior of the performance mode when either jackpot symbol 1 or jackpot symbol 3 is selected in response to a jackpot being determined. In this case, the chance mode is set in accordance with the setting of the high probability time-saving mode at the end of the jackpot game, and the chance background image is displayed from the first performance symbol game. If it is determined that there is a fall before a total of 100 special symbol 1 and special symbol 2 draws have been performed in this state, the low probability time-saving mode is set as the game mode, but as shown in the upper part of Figure 13(c), the chance background image continues to be displayed in accordance with the continuation of the chance mode as the performance mode. Then, the normal background image is displayed in accordance with the setting of the normal mode from the 101st performance symbol game.

[0096] The lower part of Figure 13(c) shows the behavior of the performance mode when the chance mode is set according to the high probability time-saving mode and a total of 100 or more special symbol 1 and special symbol 2 draws are performed without being judged as having dropped out. In this case, from the 101st performance symbol play, the speed mode is set and the speed background image is displayed, giving the player the impression that they have been promoted to the high probability time-saving mode. If this judgment of no drop continues beyond 200 times, the super speed mode is set according to the high probability super time-saving mode setting and the super speed background image is displayed from the next 201st time. If a drop is judged to have occurred while in either the super speed mode or speed mode setting, the normal mode is set according to the normal play mode setting and the normal background image is displayed from the next time.

[0097] 6-2. Visual Effects Game The image for the special effect symbol game is started in time synchronization with the start of the special effect symbol 1 variation display or special effect symbol 2 variation display by the sub-control circuit 60, and ends in time synchronization with the end of the special effect symbol 1 variation display or special effect symbol 2 variation display. This image for the special effect symbol game is displayed overlaid on the background image corresponding to the performance mode, and in normal mode it is displayed overlaid on the normal background image. In chance mode it is displayed overlaid on the chance background image, in speed mode it is displayed overlaid on the speed background image, and in super speed mode it is displayed overlaid on the super speed background image.

[0098] The images in the special effect game consist of special effect symbols made up of numbers from "1" to "9," displayed sequentially in three horizontal columns (left, middle, and right) in both scrolling and stopped states. The scrolling display in each column proceeds in ascending order from "1" to "2"... "9," then returns to "1" from "9" and repeats. The scrolling display in each column stops at one of the numbers from "1" to "9," and the odd numbers in each column ("1, 3, 5, 7, 9") are set to red, while the even numbers ("2, 4, 6, 8") are set to blue. The special effect symbols in the left, middle, and right columns each correspond to a symbol element, the three columns of special effect symbols correspond to identification symbols, the scrolling state corresponds to a variation state, the stopped scrolling state corresponds to a variation stop state, and the special effect game corresponds to a symbol game.

[0099] When the three-column scrolling display is stopped, there are three types of combinations: "jackpot combination," "miss combination," and "complete miss combination." A jackpot combination is one in which all three columns are identical, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special symbol variation pattern for jackpots (PO00~PO05). A miss combination is one in which the left and right columns are identical and the middle column is different, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special symbol variation pattern for misses (PH01~PH05). A complete miss combination is one in which the left and right columns are different, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special symbol variation pattern for misses (PH06~PH08). The jackpot combination corresponds to a winning pattern, while the miss combination and complete miss combination each correspond to a losing pattern.

[0100] Figure 14(e) shows a list of the effects for the special effect game, and there are five types of effects for the special effect game: "Normal effect", "All symbols stop simultaneously effect", "Normal reach effect", "Special reach effect", and "Super time reduction effect". The normal effect starts with "the start of a 3-column scrolling display", and the "stopping of the scrolling display" is set in the order of "left column", "right column", and "middle column". This normal effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation pattern PH06 for losing, and as shown in Figures 15(a)(b)(c)(d), in the normal effect, the "combination for a complete loss" is completed as the 3-column scrolling display stops in the order of "left column", "right column", and "middle column".

[0101] The simultaneous stop of all figures animation is initiated by the "start of scrolling display of 3 columns," as shown in Figure 14(e), and the "stop of scrolling display" is set for all 3 columns simultaneously. This "simultaneous stop of all figures animation" is set by the sub-control circuit 60 when the main control circuit 40 transmits the special figure variation pattern PH07 for losing, and in the "simultaneous stop of all figures animation," as shown in Figures 15(a) and (d), the "combination for a complete loss" is completed as the 3 columns of scrolling display stop simultaneously with each other. This simultaneous stop of all figures animation ends in the shortest time (1000 msec) of the special figure variation display time for the low probability time-saving mode and the high probability time-saving mode, and in the low probability time-saving mode and the high probability time-saving mode, the variation display time is shortened as the "special figure variation pattern PH07" is selected with high probability.

[0102] The normal reach animation begins with the "start of scrolling display of 3 columns," as shown in Figure 14(e), and the "scroll speed is reduced" for the "middle column" before the "scroll display stops." This normal reach animation is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation pattern PH05 for a miss and the special symbol variation pattern PO05 for a jackpot. As shown in Figures 16(a), (b), and (c), in the "normal reach animation," when the "scroll display stops" in the order of "left column" and then "right column," the "left column" and "right column" enter the same reach state, and the scrolling display of the "middle column" switches from normal speed to slow speed in the reach state.

[0103] In the "normal reach" sequence for losing outcomes, the scrolling display in the "middle column" stops on different symbols than those in the "left column" and "right column." In the "normal reach" sequence for losing outcomes, as shown in Figure 16(e), the combination for a losing reach is completed when the final scrolling display in the "middle column" stops. In the "normal reach" sequence for winning outcomes, the scrolling display in the "middle column" stops on the same symbols as those in the "left column" and "right column." In the "normal reach" sequence for winning outcomes, as shown in Figure 16(d), the combination for a winning outcome is completed when the final scrolling display in the "middle column" stops.

[0104] The special reach animation, as shown in Figure 14(e), begins with the "start of scrolling display of 3 columns," and the "scroll speed is reduced" for the "middle column" before the "scroll display stops." This special reach animation is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation patterns PH01~PH04 for losing and the special symbol variation patterns PO01~PO04 for winning. In the "special reach animation," a reach state is created when the "scroll display stops" in the order of "left column" then "right column," and the scrolling display of the "middle column" switches from normal speed to slow speed in the reach state.

[0105] As shown in Figure 14(e), the special reach animation is set to "reduce the scrolling speed" for the "middle column" followed by "clearing three columns," and in the special reach animation, the three rows of animation symbols are cleared in a reach state. This special reach animation is set to "clear three columns" and "battle animation" after the normal reach animation. Figure 17 shows the battle images BL1 to BL4 that are displayed as battle animations. Each of these battle images BL1 to BL4 starts with the three rows of animation symbols cleared, and is set to depict the silhouette of a woman in a karate uniform fighting an enemy dinosaur with her bare hands.

[0106] Battle image BL1, as shown in Figure 17(a), is set with the enemy as "Dinosaur D1". This battle image BL1 is set to depict Dinosaur D1 fighting with female silhouette W, and is displayed when the main control circuit 40 sends the "Special Symbol Variation Pattern PO01" for a jackpot and when it sends the "Special Symbol Variation Pattern PH01" for a loss. Battle image BL2, as shown in Figure 17(b), is set with the enemy as "Dinosaur D2", and is displayed when the main control circuit 40 sends the "Special Symbol Variation Pattern PO02" for a jackpot and when it sends the "Special Symbol Variation Pattern PH02" for a loss. Battle image BL3, as shown in Figure 17(c), is set with the enemy as "Dinosaur D3", and is displayed when the main control circuit 40 sends the "Special Symbol Variation Pattern PO03" for a jackpot and when it sends the "Special Symbol Variation Pattern PH03" for a loss. As shown in Figure 17(d), battle image BL4 is displayed when the enemy is set to "Dinosaur D4" and is displayed when the main control circuit 40 sends the "Special Symbol Variation Pattern PO04" for a big win and when it sends the "Special Symbol Variation Pattern PH04" for a loss. The reliability of the big wins for these battle images BL1 to BL4 is set to be highest in the order of "Battle Image BL4", "Battle Image BL3", "Battle Image BL2", and "Battle Image BL1" (see Figure 6).

[0107] Each of the battle images BL1 to BL4 has two possible endings: a victory ending and a defeat ending. The victory ending, as shown in Figure 17(e), indicates that the female protagonist's silhouette W has won and is displayed when the "Special Symbol Variation Pattern PO01 to PO04" for big wins is transmitted. The defeat ending, as shown in Figure 17(f), indicates that the female protagonist's silhouette W has lost and is displayed when the "Special Symbol Variation Pattern PH01 to PH04" for losing reaches is transmitted. This defeat ending corresponds to a losing ending, and the victory ending corresponds to a winning ending.

[0108] As shown in Figure 14(e), the special reach animation is set to include a "battle animation" followed by "three static displays". As shown in Figure 17(e), in the special reach animation for a big win, after the protagonist wins the battle in each of the battle images BL1 to BL4, the three rows of animation symbols are displayed in a winning combination after the victory ending image. In the special reach animation for a loss, as shown in Figure 17(f), after the protagonist loses the battle in each of the battle images BL1 to BL4, the three rows of animation symbols are displayed in a losing reach combination after the defeat ending image.

[0109] The super-short time-saving effect is a special effect that is only displayed in high-probability super-short time mode, and is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation pattern PH08 for losing in high-probability super-short time mode. This super-short time-saving effect ends in the shortest possible time (500 msec) even shorter than the simultaneous all-symbol stop effect, and in high-probability super-short time mode, the variation display time is further shortened depending on the high probability of selecting "special symbol variation pattern PH08". As shown in Figure 14(e), this super-short time-saving effect starts with "the start of a 3-column scroll display", and the stopping order of the scroll display is set to "left column", "middle column", and "right column", which is different from all other effects.

[0110] Figures 18(a) and 18(b) show images of the super-short time-saving effect. As shown in Figure 18(a), the super-short time-saving effect begins with an image in which the effect symbols in the left column, the middle column, and the right column move simultaneously and at the same speed from their initial positions at the top of the LCD screen of the effect symbol display 28 downwards. These three columns of effect symbols are displayed in the order of left column → middle column → right column, and when they stop moving, they form a combination of a completely wrong arrangement that slopes upwards from right to left. This super-short time-saving effect displays the three columns of effect symbols in a diagonal arrangement that is different from all other effects, while they are scrolling and stopped. The image of this super-short time-saving effect is displayed superimposed in front of the super-speed background image and includes an announcement image A1 for "shoot to the right" and an announcement image A2 for time-saving information. Announcement image A1 prompts the player to shoot to the right, and announcement image A2 informs the player of the number of times the electric support state 1 will continue in numerical form.

[0111] 6-3. Mini-symbol gameplay animations During the performance symbol game, as shown in Figure 15, a mini display area Es is set in the upper right corner of the display area E of the performance symbol display unit 28. This mini display area Es is smaller in size than the display area E, and mini symbols are displayed in three horizontal columns: left, middle, and right. The mini symbols in each of these columns are smaller in size than the performance symbols, and the mini symbols in the left column are displayed in a variable manner that is time-synchronized with the start of the scrolling display of the performance symbols in the left column during the performance symbol game, the mini symbols in the middle column are displayed in a variable manner that is time-synchronized with the start of the scrolling display of the performance symbols in the middle column during the performance symbol game, and the mini symbols in the right column are displayed in a variable manner that is time-synchronized with the start of the scrolling display of the performance symbols in the right column during the performance symbol game. The variable display of the mini symbols in each of these columns changes in place without scrolling, following the same sequence as the performance symbols: "1" → "2" → "3" ... → "8" → "9" → "1". The variable display of the mini symbols in the left column stops at the same number symbol as the performance symbols in the left column, synchronized with the stopping of the scrolling display of the performance symbols in the left column. The variable display of the mini symbols in the right column stops at the same number symbol as the performance symbols in the right column, synchronized with the stopping of the scrolling display of the performance symbols in the right column. The variable display of the mini symbols in the middle column stops at the same number symbol as the performance symbols in the middle column, synchronized with the stopping of the scrolling display of the performance symbols in the middle column. In other words, within the mini display area Es, an image with the same content as the currently ongoing performance symbol game is displayed as a smaller image compared to the performance symbol game.

[0112] 6-4.Holding effect 1 The hold animation 1 is an animation that displays the number of special symbol 1 holds on the animation symbol display 28. As shown in Figure 15(a), this number of special symbol 1 holds is displayed as the number of cloud images C in the normal color white, and the display of the special symbol 1 holds is performed when the current game mode is set to normal game mode. In this normal game mode, the animation mode is set to normal mode, and the cloud images C are displayed superimposed in front of the normal background image. 6-5. Hold performance 2 The second reserved animation displays the number of reserved symbols in Special Symbol 2. As shown in Figure 18(a), this number is displayed as the number of special colored golden moon images M, which are different from the normal color. The display of the reserved symbols in Special Symbol 2 is shown depending on whether the current game mode is set to Low Probability Electric Support Mode, High Probability Electric Support Mode, or High Probability Super Electric Support Mode. In Low Probability Electric Support Mode, the animation mode is set to Chance Mode, and the moon image M is displayed superimposed in front of the Chance background image. In High Probability Electric Support Mode, the animation mode is set to Chance Mode or Speed ​​Mode, and the moon image M is displayed superimposed in front of the Chance background image or Speed ​​background image. In High Probability Super Electric Support Mode, the animation mode is set to Super Speed ​​Mode, and the moon image M is displayed superimposed in front of the Super Speed ​​background image.

[0113] 6-6. Jackpot Gameplay Presentation The jackpot game animation displays a background image for the jackpot game animation within the display area E of the animation symbol display unit 28. It begins when the jackpot game starts and ends when the jackpot game ends. Figure 18(c) shows the background image for the jackpot game animation. This background image consists of silhouettes of two women dancing, and an announcement image A1 that prompts the player to shoot to the right is superimposed in front of the background image for the jackpot game animation.

[0114] 6-7. Prize ball winning performance During the jackpot game performance, a prize ball acquisition performance is carried out. This prize ball acquisition performance is to display the prize ball acquisition information overlaid in front of the background image for the jackpot game performance. The prize ball acquisition information is to display a count-up of the number of prize balls that can be obtained by the player in the current ongoing jackpot game from an initial value to an end value. The initial value of this prize ball acquisition information is set to "0", and the end value of the prize ball acquisition information is set to "1280". The count-up display of this prize ball acquisition information is carried out in accordance with the progress of the round. The update unit of this prize ball acquisition information is set to "80 / 1 round", and the prize ball acquisition information is count-up displayed by "80" every 1 round from the initial value "0" to the end value "1280". During this jackpot game, a display area E1 is set on the display device 28 of the performance symbols, and as shown in Fig. 18(c), the prize ball acquisition information is count-up displayed within the display area E1.

[0115] 7-1. Jackpot Prediction Preview Performance 1 Fig. 19 explains the jackpot prediction preview performance 1. This jackpot prediction preview performance 1 non-deterministically previews to the player with a probability of less than "100%" that the three-column performance symbols will form a jackpot combination in the "1st", "2nd", "3rd", or "4th" performance symbol game, taking the current performance symbol game as the "0th" reference. It is executed in the normal mode where the game mode is set to the normal game mode. This jackpot prediction preview performance 1 changes the cloud image C to the moon image M during the current performance symbol game. From the player's perspective, the cloud image C for the normal mode changes to the moon image M that is shared among the chance mode, speed mode, and super speed mode, thus enhancing the sense of expectation for the jackpot in addition to the sense of expectation for the setting of the high-probability state.

[0116] Figure 19 foreshadows that in the final "fourth" round of the special effect game, the three rows of special effect symbols will form a winning combination. In this case, the fourth cloud image C from the left changes to a moon image M in this special effect game (see b), and as the "first" special effect game begins, the moon image M moves from the fourth position from the left to the third position (see c). As the "second" special effect game begins, the moon image M moves from the third position from the left to the second position (see d), as the "third" special effect game begins, it moves from the second position from the left to the first position (see e), and as the "fourth" special effect game begins, it is erased (see f).

[0117] Figure 20(a) shows a prediction that the three rows of symbols will form a winning combination for the third round of the special symbol game when the number of reserved symbols for Special Symbol 1 is "4". In this case, the third cloud image C from the left changes to a moon image M during the current special symbol game, and the moon image M moves to the second position from the left when the first special symbol game starts. This moon image M moves to the first position from the left when the second special symbol game starts, and is erased when the third special symbol game starts. Figure 20(b) shows a prediction that the three rows of symbols will form a winning combination for the second round of the special symbol game when the number of reserved symbols for Special Symbol 1 is "4". In this case, the second cloud image C from the left changes to a moon image M during the current special symbol game, and the moon image M moves to the first position from the left when the first special symbol game starts, and is erased when the second special symbol game starts. Figure 20(c) shows that when the number of reserved symbols for Special Symbol 1 is "4," the three rows of symbols will form a winning combination for the "1st" round of the special symbol game. In this case, the cloud image C from the left changes to the moon image M during the current special symbol game, and the moon image M is erased as the "1st" round of the special symbol game begins.

[0118] As shown in Figure 21(b), the RAM of the sub-control circuit 60 is configured with Feature Figure 1 look-ahead reception areas 1 to 4. Each time the sub-control circuit 60 receives Feature Figure 1 look-ahead data from the main control circuit 40, it stores the received result of the Feature Figure 1 look-ahead data in one of the Feature Figure 1 look-ahead reception areas 1 to 4. These Feature Figure 1 look-ahead reception areas 1 to 4 are assigned a storage priority in the order of "Feature Figure 1 look-ahead reception area 1", "Feature Figure 1 look-ahead reception area 2", "Feature Figure 1 look-ahead reception area 3", and "Feature Figure 1 look-ahead reception area 4". The storage process for Feature Figure 1 look-ahead data is performed on the Feature Figure 1 look-ahead reception area with the highest number and therefore the highest priority among the Feature Figure 1 look-ahead reception areas 1 to 4 that are currently empty.

[0119] When the sub-control circuit 60 receives special figure 1 game data and starts displaying the image of the performance symbol game, it organizes the "special figure 1 pre-read reception areas 1 to 4". This process deletes the special figure 1 pre-read data from "special figure 1 pre-read reception area 4". If special figure 1 pre-read data is stored in "special figure 1 pre-read reception area 3", that special figure 1 pre-read data is shifted to "special figure 1 pre-read reception area 4". If special figure 1 pre-read data is stored in "special figure 1 pre-read reception area 2", that special figure 1 pre-read data is shifted to "special figure 1 pre-read reception area 3". If special figure 1 pre-read data is stored in "special figure 1 pre-read reception area 1", that special figure 1 pre-read data is shifted to "special figure 1 pre-read reception area 2". In other words, the special figure 1 pre-read reception areas 1 to 4 of the sub-control circuit 60 always store the same special figure 1 pre-read data as the special figure 1 pre-read areas 1 to 4 of the main control circuit 40, in the same order.

[0120] The jackpot pre-announcement process 1 in Figure 21(a) is activated each time the sub-control circuit 60 starts displaying the image of the performance symbol game in response to receiving the special symbol 1 game data. The sub-control circuit 60 determines whether or not to execute the jackpot pre-announcement performance 1 and what the performance content is in the jackpot pre-announcement process 1. If it determines that the jackpot pre-announcement performance 1 should be executed, the jackpot pre-announcement performance 1 is executed in the current performance symbol game with content according to the result of the performance content determination.

[0121] When the current symbol game is started, the sub-control circuit 60 compares the value of counter N with "0" in S201 of Figure 21(a). The value of this counter N is set to a value when the moon image M is displayed on the symbol display unit 28. When the moon image M is not displayed, the sub-control circuit 60 determines "N=0" in S201 and determines in S202 whether the current game mode is normal mode. If it determines that it is normal mode, it proceeds to S203 and determines whether the current symbol game is the "10Mth time (M is an integer from 1 to 9)" in normal mode.

[0122] If the sub-control circuit 60 determines that the current symbol game is the "10th time" in normal mode, it determines in S204 whether or not special symbol 1 pre-read data is stored in all of the special symbol 1 pre-read reception areas 1 to 4. If it determines that special symbol 1 pre-read data is stored in all of the special symbol 1 pre-read reception areas 1 to 4, it proceeds to S205 to determine whether or not a losing reach animation will be performed in the current symbol game. If the reception result of the special symbol 1 game data is "PH05" for a losing normal reach or "PH01 to PH04" for a losing special reach animation, it determines that a losing reach animation will be performed in the current symbol game and proceeds to S206.

[0123] When the sub-control circuit 60 moves to S206, it determines whether or not there is a jackpot pre-read result in the special figure 1 pre-read reception area 1 to 4. If it determines that there is a jackpot pre-read result, it executes the jackpot pre-read notification effect 1 in S207 with a high probability of 100%. If it determines that there is no jackpot pre-read result, it executes the jackpot pre-read notification effect 1 in S211 with a low probability of 1%. After completing S207 or S211, the sub-control circuit 60 determines in S208 whether or not to execute the jackpot pre-read notification effect 1. If it determines that the jackpot pre-read notification effect 1 will be executed, it moves to S209 and determines which of the four cloud images C to change to the moon image M using the following procedure [1] to [5].

[0124] [1] If the pre-reading result for a jackpot is stored in the special feature 1 pre-reading reception area 4, it is determined to change the cloud image C for the next performance symbol game, which is the first from the left, to the moon image M. [2] If the pre-reading result for a jackpot is stored in the special feature 1 pre-reading reception area 3, it is determined to change the cloud image C for the second performance symbol game, which is the second from the left, to the moon image M. [3] If the pre-reading result for a jackpot is stored in the special feature 1 pre-reading reception area 2, it is determined to change the cloud image C for the third performance symbol game, which is the third from the left, to the moon image M. [4] If the pre-read result for a jackpot is stored in the special feature 1 pre-read reception area 1, it is determined that the cloud image C for the 4th performance symbol game, which is the 4th from the left, should be changed to the moon image M. [5] If no jackpot pre-read result is stored in any of the special feature 1 pre-read reception areas 1 to 4, it is determined that the first cloud image C from the left, the second cloud image C, the third cloud image C, or the fourth cloud image C will be changed to the moon image M with an equal probability of 25%.

[0125] After completing S209, the sub-control circuit 60 sets the value of counter N in S210. This counter N is set to "1" when it is determined that the first cloud image C from the left should be changed to a moon image M, to "2" when it is determined that the second cloud image C from the left should be changed to a moon image M, to "3" when it is determined that the third cloud image C from the left should be changed to a moon image M, and to "4" when it is determined that the fourth cloud image C from the left should be changed to a moon image M. This counter N is compared to "0" when the sub-control circuit 60 starts a special symbol game in response to receiving special symbol 1 game data in normal mode, and is deducted by "1" each time it is determined that "N>0". In other words, the big win pre-announcement effect 1 is performed when a losing reach effect is executed in normal mode, where the current special symbol game is displayed overlaid in front of the normal background image, and is performed when the special symbol 1 reserve count is "4" with four cloud images C displayed.

[0126] The preview timing T1 in FIG. 22(d) is the timing when the sub-control circuit 60 changes the cloud image C to the moon image M in the big win preview effect 1. This big win preview effect 1 is executed during the current presentation symbol game in which the three columns of presentation symbols are a combination of misses and reaches, and the preview timing T1 is set within the low-speed scroll period of the middle column where the scroll speed of the middle column presentation symbol has decreased in the reach state of the three columns of presentation symbols.

[0127] 7-2. Change preview effect FIGS. 22(a) to (c) illustrate the change preview effect. This change preview effect suggests to the player that the cloud image C changes to the moon image M in the current presentation symbol game, and is performed by displaying an "image of a plea" in which a woman pleads toward the moon on the presentation symbol display 28 (see (a)). This change preview effect is performed by cutting in and displaying the "image of a plea" in the image of the presentation symbol game. When the change preview effect is executed in the current presentation symbol game, one of the four cloud images C is changed to the moon image M with a probability of less than 100% (see (b)). The cut-in timing T2 of this "image of a plea" is set within the previous low-speed scroll period of the middle column as shown in FIG. 22(d), and the "image of a plea" is displayed during the normal reach effect in which the middle column presentation symbol is displayed with low-speed scrolling in the reach state.

[0128] The change preview process in FIG. 23 is activated every time the sub-control circuit 60 finishes the big win preview process 1 in FIG. 21(a). The sub-control circuit 60 determines whether to execute the change preview effect in the change preview process in FIG. 23. If it is determined to execute the change preview effect, the change preview effect is executed at the preview timing T2 during the current presentation symbol game.

[0129] The sub-control circuit 60 determines whether or not it has been determined in the jackpot preview process 1 that the execution of the jackpot preview performance 1 is immediately before in S221. If it is determined here that the execution of the jackpot preview performance 1 has been determined in the immediately preceding jackpot preview process 1, the process proceeds to S228, and it is determined with a high probability of 100% that the change preview performance is executed. When this sub-control circuit 60 has not determined the execution of the jackpot preview performance 1 in the immediately preceding jackpot preview process 1, the process proceeds from S221 to S222, and it is determined whether or not the current performance mode is the normal mode. If it is determined here that the normal mode is the case, the process proceeds to S223, and it is determined whether or not the current performance symbol game is the "10Mth time" in the normal mode.

[0130] When the sub-control circuit 60 determines in S223 that the current performance symbol game is the "10Mth time" in the normal mode, it determines in S224 whether or not the special symbol 1 preview data is stored in all of the special symbol 1 preview reception areas 1 to 4. If it is determined here that the special symbol 1 preview data is stored in all of the special symbol 1 preview reception areas 1 to 4, the process proceeds to S225, and it is determined whether or not an off-normal reach performance or an off-special reach performance is performed in the current performance symbol game. If it is determined here that an off-normal reach performance or an off-special reach performance is performed, the process proceeds to S226, and it is determined with a low probability of 10% that the change preview performance is executed. That is, the change preview performance is executed when an off-reach performance is performed in the "10Mth time" performance symbol game in the same normal mode as the jackpot preview performance 1. When the change preview performance is executed in the current performance symbol game, the jackpot preview performance 1 is executed with a higher probability than when it is not executed.

[0131] 7-3. Jackpot Preview Performance 1 Figure 24(a) illustrates the jackpot notification effect 1. This jackpot notification effect 1 suggests to the player that the three rows of symbols in the current symbol game will form a jackpot combination. This is done by displaying an image of a woman making a victory pose on the symbol display 28. This image of a victory pose is displayed as a cut-in to the image of the symbol game. The timing T3 of the cut-in of the image of a victory pose is set during the scrolling display of the previous three rows of symbols, as shown in Figure 22(d), compared to the notification timing T1 of the jackpot pre-announcement effect 1 and the notification timing T2 of the change notification effect. This jackpot notification effect 1 is executed only in normal mode and is performed when the three rows of symbols in the current symbol game form a jackpot combination and when they form a losing combination. It is not performed when the three rows of symbols in the current symbol game form a completely losing combination.

[0132] The jackpot notification process 1 in Figure 24(b) is activated when the sub-control circuit 60 receives special symbol 1 game data from the main control circuit 40 and starts displaying the image of the performance symbol game. The sub-control circuit 60 determines whether or not to execute the jackpot notification performance 1 in the jackpot notification process 1 in Figure 24(b), and if it determines to execute the jackpot notification performance 1, it executes the jackpot notification performance 1 at the notification timing T3 during the performance symbol game.

[0133] The sub-control circuit 60 determines whether the current effect mode is the normal mode in S231. If it is determined that it is the normal mode here, the process proceeds to S232, and it is determined whether to set the three-column effect symbols to a winning combination in the current effect symbol game. If it is determined here that the three-column effect symbols are set to a winning combination, the process proceeds to S238, and when the big win preview effect 1 is executed in the current effect symbol game, it is determined with a 20% medium probability. If the three-column effect symbols are not set to a winning combination in the current effect symbol game, the sub-control circuit 60 proceeds from S232 to S233, and determines whether to set the three-column effect symbols to a non-winning reach combination in the current effect symbol game. If it is determined here that the three-column effect symbols are set to a complete non-winning combination, the process ends. If it is determined that they are set to a non-winning reach combination, the process proceeds to S234.

[0134] When the sub-control circuit 60 proceeds to S234, it determines whether to perform the big win preview effect 1 in the current effect symbol game. If it is determined here that the big win preview effect 1 is not performed, the process proceeds to S239, and when the big win preview effect 1 is executed in the current effect symbol game, it is determined with a 1% extremely low probability. When the sub-control circuit 60 determines in S234 that the big win preview effect 1 is to be performed, the process proceeds to S235, and it is determined whether to perform a change preview effect in the current effect symbol game. If it is determined here that the change preview effect is to be performed, when the big win preview effect 1 is executed in S236, it is determined with a 50% high probability. If it is determined that the change preview effect is not to be performed, when the big win preview effect 1 is executed in S237, it is determined with a 10% low probability.

[0135] Figure 25 explains the flow of the preview effect in the current effect symbol game. The preview reliability for the execution of the big win preview effect 1 in the current effect symbol game is set to increase in the order of [1] → [2] → [3] → [4]. [1] When neither the big win preview effect 1 nor the change preview effect is executed, the big win preview effect 1 is not executed. [2] If the change notification animation is not performed after the execution of the jackpot notification animation 1, the jackpot pre-read notification animation 1 will be performed with a low probability, and the combination of the three rows of animation symbols will be a losing reach (see a→c→d). [3] If the change notification animation is performed without the big win notification animation 1 being performed, the big win pre-announcement animation 1 will be performed with a moderate probability, and the combination of the three rows of animation symbols will be a losing reach (see b→c→d). [4] If a change notification animation is performed after a big win notification animation 1, there is a high probability that a big win pre-announcement animation 1 will be performed, and the combination of the three rows of animation symbols will be a losing reach (see a→b→c→d).

[0136] 8-1. Main Processing The sub-control circuit 60 detects the main processing program shown in Figure 26(a) from the ROM when power is turned on, sets permission to access RAM in S101, and sets interrupts to be disabled in S102. Then, it updates the values ​​of multiple random numbers in RAM in the random number update process in S103, enables interrupts in S104, and repeats steps S102 to S104. While interrupts are enabled, the receiving interrupt process in S105 and the timer interrupt process in S106 are allowed to be activated. 8-2. Interrupt handling for received data The sub-control circuit 60 activates the receive interrupt process S105 each time an STB signal from the main control circuit 40 is input to the INT terminal. This receive interrupt process takes precedence over the timer interrupt process S106, and the sub-control circuit 60 stores the commands and other information sent by the main control circuit 40 in the output process S11 in Figure 8 into the receive buffer in RAM using the receive interrupt process.

[0137] 8-3. Timer Interrupt Handling The sub-control circuit 60 activates the timer interrupt process S106 each time a timer interrupt signal is input at a fixed interval. Figure 26(b) shows the timer interrupt process S106, in which the sub-control circuit 60 performs the received command analysis process S111 and the prize ball acquisition animation process S112. In response to performing the prize ball acquisition animation process S112, the sub-control circuit 60 displays an image of the prize ball acquisition animation on the animation symbol display 28.

[0138] 8-3-1. Received command parsing process Figure 27(a) shows the received command analysis process in S111, where the sub-control circuit 60 determines in S121 whether or not special figure 1 lookup data or special figure 2 lookup data from the main control circuit 40 is stored in the receive buffer. If it is determined that special figure 1 lookup data or special figure 2 lookup data is stored, the process proceeds to S122, where the special figure 1 lookup data or special figure 2 lookup data from the receive buffer is shifted to the special figure lookup area in the RAM. This special figure lookup area is configured with special figure 1 lookup reception areas 1 to 4 and special figure 2 lookup reception areas 1 to 4. The sub-control circuit 60 shifts the special figure 1 lookup data to one of the special figure 1 lookup reception areas 1 to 4 using the same procedure as the main control circuit 40, and shifts the special figure 2 lookup data to one of the special figure 2 lookup reception areas 1 to 4 using the same procedure as the main control circuit 40. In other words, the RAM of the sub-control circuit 60 stores the same special figure 1 lookup data and special figure 2 lookup data as the main control circuit 40.

[0139] In S123 of Figure 27(a), the sub-control circuit 60 determines whether the special symbol 1 game data or special symbol 2 game data from the main control circuit 40 is stored in the receiving buffer. If it determines that the special symbol 1 game data or special symbol 2 game data is stored, it executes the symbol game performance start process in S124. Figure 27(b) shows the symbol game performance start process in S124, where the sub-control circuit 60 detects the reception result of the special symbol 1 game data (win / loss judgment result, jackpot type judgment result, special symbol variation pattern judgment result, and fall / failure judgment result) or the reception result of the special symbol 2 game data (win / loss judgment result, jackpot type judgment result, special symbol variation pattern judgment result, and fall / failure judgment result) from the receiving buffer in S141. The jackpot pre-announcement process 1 in Figure 21(a), the change announcement process in Figure 23, and the jackpot announcement process 1 in Figure 24 are executed in the symbol game performance start process in S124.

[0140] After completing S141 in Figure 27(b), the sub-control circuit 60 sets the combination of three rows of performance symbols in S142. These three rows of performance symbols are set to an odd number of "jackpot combinations" when the hit / fail detection result is "jackpot" and the jackpot type detection result is "jackpot symbol 1" and "jackpot symbol 3". When the hit / fail detection result is "jackpot" and the jackpot type detection result is "jackpot symbol 2", these performance symbols are set to an even number of "jackpot combinations". When the hit / fail detection result is "miss", these performance symbols are set to a "miss reach combination" when the variation pattern detection result is for misses "PH01~PH05", and to a "complete miss combination" when the variation pattern detection result is for complete misses "PH06~PH08". If the sub-control circuit 60 completes S142, in S143 it detects video data from the CGROM corresponding to the detection result of the variation pattern, and in response to starting playback of the detected video data, it starts displaying images of the performance symbol game on the performance symbol display 28.

[0141] In S125 of Figure 27(a), the sub-control circuit 60 determines whether a variation stop command 1 or variation stop command 2 from the main control circuit 40 is stored in the receiving buffer. If it determines that a variation stop command 1 or variation stop command 2 is stored, the symbol game performance stop process in S125 confirms and displays the three rows of performance symbols according to the combination setting result in S124.

[0142] In S127 of Figure 27(a), the sub-control circuit 60 determines whether a jackpot game start command from the main control circuit 40 is stored in the receive buffer. If it determines that a jackpot game start command is stored, the sub-control circuit 60 starts displaying the background image for the jackpot game on the performance symbol display 28 in accordance with the start of playback of the video data for the jackpot game in the jackpot game performance start process in S128. In S129, the sub-control circuit 60 determines whether a jackpot game stop command from the main control circuit 40 is stored in the receive buffer. If it determines that a jackpot game stop command is stored, the sub-control circuit 60 erases the background image for the jackpot game performance in accordance with the stop of playback of the video data for the jackpot game performance in the jackpot game performance stop process in S130.

[0143] According to the above Example 1, the following effects are achieved. In this gameplay sequence, if the player executes the change notification sequence after executing the jackpot notification sequence 1, there is a high probability that the cloud image C will change to the moon image M, and if the player executes the change notification sequence without executing the jackpot notification sequence 1, there is a low probability that the cloud image C will change to the moon image M. Therefore, players can wait for the cloud image C to change to the moon image M with an expectation level depending on whether the jackpot notification sequence 1 and the change notification sequence are executed, making it easy to notice the change in the appearance of the held image. The jackpot pre-announcement effect 1 was executed as an effect to suggest to the player in advance that a jackpot will be announced in the next game of the game. Therefore, if the change announcement effect is executed after the jackpot pre-announcement effect 1 is executed in the current game of the game, the cloud image C will change to the moon image M with a high probability in the jackpot pre-announcement effect 1 during the current game of the game, and the player will be suggested that a jackpot will be announced in the next game of the game corresponding to the moon image M. As a result, the player's interest in the execution of jackpot pre-announcement effect 1 will increase, improving the enjoyment of the game. Moreover, since the player was suggested in advance that a jackpot will be announced in the next game of the game corresponding to the moon image M by changing one of the four cloud images C to the moon image M in the current game of the game, the player can easily recognize which game of the game will announce a jackpot with a high probability.

[0144] [Example 2] Figure 28(a) shows an image of the special effect game when the performance mode is set to normal mode. In normal mode, the large cloud image Cb is displayed. This large cloud image Cb is larger in size than the cloud image C, and is displayed in the same white normal color and with the same outline shape as the cloud image C. This large cloud image Cb indicates to the player that the special effect game is in progress and is displayed in the center display area Ec from the time the image of the special effect game is displayed until it is stopped.

[0145] Big Win预告 Effect 2 The Big Win预告 Effect 2 is for suggesting to the player that the three-column play symbols in this play symbol game are in a big win combination. As shown in Fig. 28(b), it is performed by changing the color of the big cloud image Cb from the normal color to the abnormal color of gold. This Big Win预告 Effect 2 is executed at the预告 timing T1 instead of the Big Win advance预告 Effect 1 of Example 1. The change预告 effect is performed as an effect for suggesting to the player the execution of the Big Win预告 Effect 2. The Big Win预告 Effect 1 is performed as an effect for highly probably suggesting to the player the execution of the Big Win预告 Effect 2 in response to being executed before the change预告 effect.

[0146] The预告 process of Fig. 29 is executed by the sub-control circuit 60 in place of the Big Win advance预告 process 1 of Fig. 21, the change预告 process of Fig. 23, and the Big Win预告 process 1 of Fig. 24. The sub-control circuit 60 determines the presence or absence of the execution of each of the Big Win预告 Effect 1, the change预告 effect, and the Big Win预告 Effect 2 in the预告 process of Fig. 29. When it is determined to execute the Big Win预告 Effect 1, the Big Win预告 Effect 1 is executed at the预告 timing T3 during the current play symbol game. When it is determined to execute the change预告, the change预告 effect is executed at the预告 timing T2 during the current play symbol game. When it is determined to execute the Big Win预告 Effect 2, the Big Win预告 Effect 2 is executed at the预告 timing T1 during the current play symbol game.

[0147] When the sub-control circuit 60 receives the special drawing 1 game data from the main control circuit 40, it determines whether the current effect mode is the normal mode at S241 in FIG. 29. If it is determined here that it is the normal mode, it determines at S242 whether there is a jackpot determination result in the reception result of the special drawing game data. If it is determined here that there is a jackpot determination result, it proceeds to S243 and detects the preview pattern table 1 in FIG. 28(c) from the ROM. In this preview pattern table 1, preview patterns 1 to 3 are set. Preview pattern 1 is for executing each of the jackpot preview effect 1 and the jackpot preview effect 2 in the current effect symbol game, and in the preview pattern table 1, the selection probability of preview pattern 1 is set to be the highest among preview patterns 1 to 3. Preview pattern 2 is for executing the jackpot preview effect 1 in the current effect symbol game, and the selection probability of preview pattern 2 is set to be the lowest among preview patterns 1 to 3. Preview pattern 3 is for executing the jackpot preview effect 2 in the current effect symbol game, and the selection probability of preview pattern 3 is set to be intermediate among preview patterns 1 to 3.

[0148] When the sub-control circuit 60 determines at S242 in FIG. 29 that there is no jackpot determination result in the reception result of the special drawing 1 game data, it determines at S248 whether there is a determination result of the special drawing variation patterns "PH01 to PH05" for off-reach in the reception result of the special drawing 1 game data. If it is determined here that there is a determination result of the special drawing variation patterns for off-reach, it proceeds to S249 and detects the preview pattern table 2 in FIG. 28(d) from the ROM. In this preview pattern table 2, preview patterns 1 to 3 are set, and in the preview pattern table 2, the selection probability of preview pattern 1 is set to be the lowest among preview patterns 1 to 3, the selection probability of preview pattern 2 is set to be the highest, and the selection probability of preview pattern 3 is set to be intermediate.

[0149] When the sub-control circuit 60 completes S243 or S249 in Figure 29, it proceeds to S244. Here, it selects one of the notification patterns 1 to 3 from the selection results of the notification pattern table, and in S245 it determines whether or not there is a jackpot notification effect 2 in the selection result of the notification pattern. If notification pattern 2 is selected here, it is determined that there is no jackpot notification effect 2, and in S250 it is determined with a low probability to perform a change notification effect. If the sub-control circuit 60 selects notification pattern 1 or notification pattern 3, it is determined in S245 that there is a jackpot notification effect 2, and in S246 it determines whether or not there is a jackpot notification effect 1 in the selection result of the notification pattern. If notification pattern 3 is selected here, it is determined that there is no jackpot notification effect 1, and in S251 it is determined with a medium probability to perform a change notification effect. If the sub-control circuit 60 selects notification pattern 1, it is determined in S246 that there is a jackpot notification effect 1, and in S247 it is determined with a high probability to perform a change notification effect.

[0150] Figure 30 illustrates the flow of the pre-announcement effects in this game, and the reliability of the pre-announcement effect 2 for winning in this game is set to increase in the order of [1] → [2] → [3] → [4]. [1] If neither the jackpot notification animation 1 nor the change notification animation is performed during this game, the jackpot notification animation 2 will not be performed. [2] In this game of playing the symbols, if the jackpot announcement animation 1 is performed but the change announcement animation is not performed, the jackpot announcement animation 2 will be performed with a low probability, and the three rows of symbols will be either a losing reach combination or a jackpot combination (see a→c→d / e). In this case, the reliability of the jackpot is set to a low value. [3] If the change notification animation is performed instead of the jackpot notification animation 1 during this game, the jackpot notification animation 2 will be performed with a moderate probability, and the three rows of symbols will be either a losing reach combination or a jackpot combination (see b→c→d / e). In this case, the reliability of the jackpot is set to a moderate value. [4] In this game of playing the symbols, if the change notification effect is performed after the jackpot notification effect 1 is performed, the jackpot notification effect 2 will be performed with a high probability, and the three rows of symbols will be either a losing reach combination or a jackpot combination (see a→b→c→d / e). In this case, the reliability of the jackpot is set to a high value.

[0151] The above Example 2 provides the following effects. In this particular game, if the change notification effect is executed after the jackpot notification effect 1 is executed, the player is instructed that a jackpot will be announced in this game by changing the color of the large cloud image Cb with a high probability. As a result, the player's interest in both the execution of jackpot notification effect 1 and the execution of the change notification effect increases, improving the enjoyment of the game. Moreover, since the jackpot is suggested by changing the color of the large cloud image Cb, which is reminiscent of cloud image C, the player can easily realize that the change in the color of the large cloud image Cb is suggesting a jackpot in this game. In the above embodiment 2, a jackpot announcement effect 2 may be performed by attaching an image different from both the large cloud image Cb and the cloud image C to the large cloud image Cb in normal colors.

[0152] [Example 3] Figures 31(a) to (e) illustrate the flow of the jackpot notification sequence 1, the change notification sequence, and the jackpot notification sequence 3 in this game of playing symbols. Jackpot notification sequence 3 is performed in place of jackpot notification sequence 2 in Example 2, and counts up the numerical image Nm in the center display area Ec from an initial value of "10" to a final value of "80 (see c)". This numerical image Nm, with an initial value of "10", is displayed in the center display area Ec when jackpot notification sequence 1 or the change notification sequence is performed, informing the player of the high probability that the three rows of symbols will form a jackpot combination in this game of playing symbols. The reliability of the notification for the execution of jackpot notification sequence 3 in this game of playing symbols is set in the order of [1] → [2] → [3] → [4], with increasing reliability. [1] If neither the jackpot notification animation 1 nor the change notification animation is performed during this game, the jackpot notification animation 3 will not be performed. [2] In this game of playing the symbols, if the jackpot announcement animation 1 is performed but the change announcement animation is not performed, the jackpot announcement animation 3 will be performed with a low probability, and the three rows of symbols will be either a losing combination or a winning combination (see a→c→d / e). [3] If the change notification animation is performed instead of the jackpot notification animation 1 during this performance animation game, the jackpot notification animation 3 will be performed with a moderate probability, and the three rows of performance symbols will be either a losing reach combination or a jackpot combination (see b→c→d / e). [4] In this game of playing the symbols, if the change notification effect is performed after the big win notification effect 1 is performed, the big win notification effect 3 will be performed with a high probability, and the three rows of symbols will be a combination of a losing reach or a big win (see a→b→c→d / e).

[0153] The notification process in Figure 32 is executed by the sub-control circuit 60 in place of the notification process in Figure 29. The sub-control circuit 60 determines whether to execute each of the following: jackpot notification effect 1, change notification effect, and jackpot notification effect 3. If it determines that jackpot notification effect 1 should be executed, it executes jackpot notification effect 1 at the notification timing T3 during the current game. If it determines that a change notification should be executed, it executes the change notification effect at the notification timing T2 during the current game. If it determines that jackpot notification effect 3 should be executed, it executes jackpot notification effect 3 at the notification timing T1 during the current game.

[0154] When the sub-control circuit 60 receives the special figure 1 game data from the main control circuit 40 in the normal mode, it shifts from S241 to S242 in FIG. 32 and determines whether there is a jackpot determination result in the reception result of the special figure 1 game data. If it is determined here that there is a jackpot determination result, it shifts to S261 and detects the preview pattern table 11 in FIG. 31(f) from the ROM. In this preview pattern table 11, preview patterns 11 to 13 are set. The preview pattern 11 executes each of the jackpot preview effect 1 and the jackpot preview effect 3 in the current effect symbol game, and in the preview pattern table 11, the selection probability of the preview pattern 11 is set to be the highest among the preview patterns 11 to 13. The preview pattern 12 executes the jackpot preview effect 1 in the current effect symbol game, and the selection probability of the preview pattern 12 is set to be the lowest. The preview pattern 13 executes the jackpot preview effect 2 in the current effect symbol game, and the selection probability of the preview pattern 13 is set to be intermediate.

[0155] When the sub-control circuit 60 determines at S242 in FIG. 32 that there is no jackpot determination result, it determines at S248 whether there is a determination result of the special figure variation patterns "PH01 to PH05" for off-reach in the reception result of the special figure 1 game data. If it is determined here that there is a determination result of the special figure variation patterns for off-reach, it detects the preview pattern table 12 in FIG. 31(g) from the ROM at S262. In this preview pattern table 12, preview patterns 11 to 13 are set. In the preview pattern table 12, the selection probability of the preview pattern 11 is set to be the lowest, the selection probability of the preview pattern 12 is set to be the highest, and the selection probability of the preview pattern 13 is set to be intermediate.

[0156] When the sub-control circuit 60 completes S261 or S262, in S244 it selects one of the notification patterns 11 to 13 from the selection results of the notification pattern table, and in S263 it determines whether or not there is a jackpot notification effect 3 in the selected notification pattern. If notification pattern 12 is selected here, it is determined that there is no jackpot notification effect 3, and in S250 it is determined with a low probability to perform a change notification effect. If the sub-control circuit 60 selects notification pattern 11 or notification pattern 13, it is determined in S263 that there is a jackpot notification effect 3, and in S246 it determines whether or not there is a jackpot notification effect 1 in the selected notification pattern. If notification pattern 13 is selected here, it is determined that there is no jackpot notification effect 1, and in S251 it is determined with a medium probability to perform a change notification effect. If the sub-control circuit 60 selects notification pattern 11, it is determined in S246 that there is a jackpot notification effect 1, and in S247 it is determined with a high probability to perform a change notification effect.

[0157] In the above embodiment 3, if the sub-control circuit 60 selects either the notification pattern 11 or notification pattern 13 in the notification processing shown in Figure 32, it may be configured to select one of several final values ​​"80", "60", or "40", and in the jackpot notification effect 3, it may also be configured to notify the player of the high probability that the three rows of symbols will be a winning combination in this symbol game, by counting up the numerical image N from the initial value "10" to the selected final value. In other words, the player may be notified of the high probability that a win will be notified by changing the appearance of the information image in this symbol game.

[0158] [Example 4] Figure 33 illustrates the flow of the jackpot notification effect 1, the change notification effect, and the background notification effect 1 in this performance symbol game. This background notification effect 1 replaces the normal background image of Figure 14(a), which is modeled after a cityscape, with a special background image (see c). When the special background image is displayed, the images of the normal reach effect and the special reach effect are superimposed in front of the special background image. This special background image is modeled after a "road leading to the mountains" and is a special background image that is only displayed in background notification effect 1. This background notification effect 1 suggests to the player that three rows of performance symbols will form a jackpot combination in this performance symbol game, and the sub-control circuit 60 executes it in place of the jackpot notification effect 3 of Example 3. The reliability of the notification that this background notification effect 1 will be executed in this performance symbol game is set in the order of [1] → [2] → [3] → [4], with increasing reliability.

[0159] [1] If neither the jackpot notification animation 1 nor the change notification animation is executed during this game, background notification animation 1 will not be executed. In this case, the image of the game will be displayed overlaid on top of the normal background image from beginning to end. [2] If, in this game of playing symbols, the jackpot announcement animation 1 is executed but the change announcement animation is not executed, background announcement animation 1 will be executed with a low probability, and before background announcement animation 1, an image of the normal reach animation or special reach animation will be displayed, and then the three rows of symbols will be a losing reach combination or a jackpot combination (see a→c→d / e). In this case, the image of the game of playing symbols will be displayed in front of the normal background image until background announcement animation 1 is executed. [3] If the Jackpot Prediction Animation 1 is not executed during this performance symbol game and a Change Prediction Animation is executed instead, Background Prediction Animation 1 will be executed with a moderate probability, and before Background Prediction Animation 1, an image of a normal reach animation or a special reach animation will be displayed, and then the three rows of performance symbols will be a losing reach combination or a jackpot combination (see b→c→d / e). In this case, the image of the performance symbol game will be displayed overlaid on the normal background image until Background Prediction Animation 1 is executed. [4] In this game of symbols, if a change notification is performed after the jackpot notification notification 1, background notification notification 1 will be performed with a high probability, and before background notification notification 1, an image of a normal reach or special reach will be displayed, and then the three rows of symbols will be a losing reach combination or a jackpot combination (see a→b→c→d / e). In this case, the image of the symbols will be displayed in front of the normal background image until background notification notification 1 is performed.

[0160] According to the above embodiment 4, the following effects are achieved. In this particular gameplay sequence, if the jackpot notification sequence 1 is executed followed by the change notification sequence 1, the background image of the gameplay sequence will change from a normal background image to a special background image with a high probability, suggesting to the player that a jackpot will be announced in this gameplay sequence. As a result, the player's interest in both the execution of jackpot notification sequence 1 and the execution of the change notification sequence will increase, improving the enjoyment of the game. Moreover, since the normal background image is changed to a special background image that is not displayed in any of the gameplay modes, it is possible to greatly increase the player's anticipation of a jackpot.

[0161] [Example 5] Figures 34(a) to 34(d) illustrate the flow of the jackpot notification animation 1, the change notification animation, and the background notification animation 2 in this game. These series of notification animations are performed during the final "100th" game in the chance mode, which is shared between the low probability electric support mode and the high probability electric support mode. The images for jackpot notification animation 1 and the change notification animation are displayed superimposed in front of the chance background image in Figure 14(b).

[0162] The background preview effect 2 displays a speed background image instead of the chance background image (see c). This background preview effect 2 is to give the player a prior hint that a speed background image dedicated to the high-probability power supply support mode will be displayed in the next effect symbol game, and to suggest the setting of the high-probability power supply support mode to the player. This background preview effect 2 is performed during the normal reach effect in which the middle column effect symbols are displayed in a reach state with slow scrolling. When the background preview effect 2 is executed, an image of the special reach effect is superimposed in front of the speed background image, and then the three columns of effect symbols will result in a non-reach combination with a 100% probability, and a speed background image dedicated to the high-probability power supply support mode will be displayed with a high probability of less than 100% in the next effect symbol game.

[0163] The preview process in FIG. 35 is executed by the sub-control circuit 60 instead of the preview process in FIG. 32. The sub-control circuit 60 determines whether to execute each of the jackpot preview effect 1, the change preview effect, and the background preview effect 2 in the preview process of FIG. 35. When it is determined to execute the jackpot preview effect 1, the jackpot preview effect 1 is executed at the preview timing T3 during the current effect symbol game. When it is determined to execute the change preview, the change preview effect is executed at the preview timing T2 during the current effect symbol game. When it is determined to execute the background preview effect 2, the background preview effect 2 is executed at the preview timing T1 during the current effect symbol game.

[0164] When the sub-control circuit 60 receives the special figure 2 game data from the main control circuit 40 in the chance mode, it shifts from S271 to S272 in FIG. 35 and determines whether the current effect symbol game is the last "100th time" in the chance mode. If it is determined here that it is the "100th time", it shifts to S273 and determines whether there is a determination result of the special figure variation patterns "PH01~PH04" for the non-reach special reach effect in the reception result of the special figure 2 game data. If it is determined here that there is a determination result of the special figure variation pattern for the non-reach special reach effect, it shifts to S274 and determines whether the current game mode is the high-probability power supply support mode.

[0165] If the sub-control circuit 60 determines in S274 that the current game mode is the high probability electric support mode, it retrieves the notification pattern table 21 shown in Figure 34(e) from the ROM in S275. This notification pattern table 21 contains notification patterns 21 to 23. Notification pattern 21 executes both the jackpot notification effect 1 and the background notification effect 2 in the current game, and the selection probability of notification pattern 21 is set to the highest among notification patterns 21 to 23 in the notification pattern table 21. Notification pattern 22 executes the jackpot notification effect 1 in the current game, and the selection probability of notification pattern 22 is set to the lowest. Notification pattern 23 executes the background notification effect 2 in the current game, and the selection probability of notification pattern 23 is set to the middle.

[0166] If the sub-control circuit 60 determines in S274 of Figure 35 that the current game mode is the low probability electric support mode, it detects the notification pattern table 22 shown in Figure 34(f) from the ROM in S280. This notification pattern table 22 contains notification patterns 21 to 23, with the selection probability of notification pattern 21 set to the lowest, the selection probability of notification pattern 22 set to the highest, and the selection probability of notification pattern 23 set to the middle.

[0167] When the sub-control circuit 60 finishes S275 or S280, in S276 it selects one of the notification patterns 21 to 23 from the selection results of the notification pattern table, and in S277 it determines whether or not background notification effect 2 is included in the selected notification pattern. If notification pattern 22 is selected here, it is determined that background notification effect 2 is not included, and in S281 it is determined with a low probability to perform a change notification effect. If the sub-control circuit 60 selects notification pattern 21 or notification pattern 23, in S277 it determines that background notification effect 2 is included, and in S278 it determines whether or not jackpot notification effect 1 is included in the selected notification pattern. If notification pattern 23 is selected here, it is determined that jackpot notification effect 1 is not included, and in S282 it is determined with a medium probability to perform a change notification effect. If the sub-control circuit 60 selects notification pattern 21, in S278 it determines that jackpot notification effect 1 is included, and in S279 it is determined with a high probability to perform a change notification effect.

[0168] The reliability of the background notification effect 2 being executed during the current symbol game is set in the order of [1] → [2] → [3] → [4], with the latter being the most reliable. If background notification effect 2 is executed during the current symbol game, a normal reach effect will be performed over the chance background image, then the chance background image will switch to a speed background image, and a special reach effect will be performed over the speed background image, after which the three rows of symbols will result in a losing reach combination. [1] If neither the jackpot notification animation 1 nor the change notification animation is executed during this game, background notification animation 2 will not be executed. [2] In this game of playing the symbols, if the big win notification animation 1 is performed but the change notification animation is not performed, background notification animation 2 will be performed with a low probability (a→c→d in Figure 34). [3] If the jackpot announcement animation 1 is not performed during this game and the change announcement animation is performed instead, background announcement animation 2 will be performed with a moderate probability (Figure 34 b→c→d). [4] In this game of special effects, if the change notification effect is executed after the big win notification effect 1 is executed, background notification effect 2 will be executed with a high probability (a→b→c→d in Figure 34).

[0169] According to the above Example 5, the following effects can be achieved. During this production symbol game, when the background image is changed from the chance background image corresponding to the current chance mode to the speed background image, and the speed mode is set accordingly, it was suggested to the player in advance. For this reason, since the degree of interest in the execution of the jackpot preview effect 1 and the degree of interest in the execution of the change preview effect for the player are both increased, the entertainment value of the game is improved. The probability that the chance background image that can be used in both the low-probability electric support mode and the high-probability electric support mode changes to the speed background image dedicated to the high-probability electric support mode was suggested to the player by the combination between the presence or absence of the execution of the jackpot preview effect 1 and the presence or absence of the execution of the change preview effect. For this reason, since the degree of interest in the execution of the jackpot preview effect 1 and the degree of interest in the execution of the change preview effect for the player are further increased, the entertainment value of the game is further improved.

[0170] [Example 6] Each of the jackpot preview effect 1, the jackpot preview effect 1A, and the jackpot preview effect 1B in FIG. 36 suggests to the player that when the three columns of production symbols in this production symbol game form a jackpot combination, and it is carried out at the preview timing T3 during this production symbol game. The jackpot preview effect 1A is set as an image of a woman shouting "Banzai!", and the probability that the three columns of production symbols form a jackpot combination in this production symbol game is set higher than that of the jackpot preview effect 1. The jackpot preview effect 1B is set as an image of a woman jumping, and the probability that the three columns of production symbols form a jackpot combination in this production symbol game is set even higher than that of the jackpot preview effect 1A.

[0171] The sub-control circuit 60, when executing the jackpot pre-announcement animation 1 or the reserve change announcement animation of Embodiment 1 in the current animation symbol game, does not execute either jackpot announcement animation 1A or jackpot announcement animation 1B, and only allows the execution of jackpot announcement animation 1. In other words, the sub-control circuit 60 performs jackpot announcement animations in multiple ways to give the player an advance indication when a jackpot is announced in the current animation symbol game. In the current animation symbol game, if a change announcement animation is executed after one of the multiple jackpot announcement animations has been executed, the sub-control circuit 60 will give the player an indication with a high probability that the cloud image C will change to a moon image M. In the current animation symbol game, if a change announcement animation is executed when none of the multiple jackpot announcement animations have been executed, the sub-control circuit 60 will give the player an indication with a medium probability that the cloud image C will change to a moon image M.

[0172] According to the above embodiment 6, the following effects are achieved. In this version of the game, if the change notification animation is performed after the jackpot notification animation 1 is executed, the cloud image C will change to the moon image M with a high probability. In this version of the game, if the change notification animation is performed without any of the jackpot notification animations 1, 1A, or 1B being executed, the cloud image C will change to the moon image M with a medium probability. Therefore, players can wait for the cloud image C to change to the moon image M with an expectation level depending on whether the change notification animation and jackpot notification animation 1 have been executed, making it easy to notice the change in the held image. Moreover, since the execution of jackpot notification animation 1 in this version of the game suggests a jackpot to the player, the enjoyment of the game is enhanced. In the above embodiment 6, a configuration may be applied to embodiments 2 to 5 that allows the change notification effect and the jackpot pre-read notification effect 1 to be executed only when the jackpot notification effect 1 is executed among the jackpot notification effect 1, jackpot notification effect 1A, and jackpot notification effect 1B.

[0173] Examples 1 to 6 described above include, in addition to the inventions described in the claims, the following [Reference Inventions 1-1] to [Reference Inventions 1-8]. Some of the above gaming machines are configured to execute a win / failure determination process when a game ball enters the starting area in a state where a win / failure determination process can be performed, and to notify the player of the win / failure determination result by displaying an image of the symbol game when the win / failure determination process is performed. In the case of this gaming machine, if a game ball enters the starting area in a state where a win / failure determination process cannot be performed, the win / failure determination process is suspended until a state where a win / failure determination process can be performed is reached, and the player is notified that the win / failure determination process has been suspended by displaying one suspended image each time the win / failure determination process is suspended (see Japanese Patent Publication No. 2010-17425). Some of these gaming machines are configured to suggest to the player that a win will be notified in the symbol game corresponding to the suspended image by changing the appearance of the suspended image during the symbol game. In this configuration, the change in the appearance of the held image occurs suddenly during the game, making it difficult for players to notice the change in the appearance of the held image.

[0174] [Reference Invention 1-1] Each time the starting conditions are met, a win or loss is determined, and if a win is determined, a special game is played by opening a special area. A symbol game means that displays an image of the symbol game to inform the player of the result of the win or loss determination, Information notification means that notifies a player of one of several different pieces of information related to the game in response to displaying an information image in one of several different forms, A first pre-announcement effect means that performs a first pre-announcement effect that gives the player prior indication when the appearance of the information image changes, It is equipped with a second preview presentation means that performs a second preview presentation that is different from the first preview presentation, The first notification effect means is characterized in that it suggests to the player with a high probability that the appearance of the information image will change in response to the execution of the first notification effect after the execution of the second notification effect in the current symbol game, and suggests to the player with a low probability that the appearance of the information image will change in response to the execution of the first notification effect when the second notification effect has not been executed in the current symbol game. According to the above method, if the first pre-announcement effect is executed after the second pre-announcement effect is executed in the current symbol game, the appearance of the information image will change with a high probability. If the first pre-announcement effect is executed without the second pre-announcement effect being executed in the current symbol game, the appearance of the information image will change with a low probability. Therefore, players can wait for a change in the appearance of the information image with an expectation level corresponding to the combination of whether or not the first pre-announcement effect was executed and whether or not the second pre-announcement effect was executed, making it easy for them to notice the change in the appearance of the information image. Each time a game ball enters the first start port 18 or the second start port 23 in the embodiment, it corresponds to each time a start condition is met; the big prize port 19 corresponds to a special area; the big win game corresponds to a special game; the main control circuit 40 corresponds to a special game means; the performance symbol game corresponds to a symbol game; the sub-control circuit 60 corresponds to a symbol game means, a first notification performance means, and a second notification performance means; the cloud image C corresponds to an information image that notifies that the symbol game has been put on hold; the moon image M corresponds to an information image that notifies that a big win will be announced in the symbol game; the sub-control circuit 60 corresponds to an information notification means; the change notification performance corresponds to a first notification performance; and the big win notification performance 1 corresponds to a second notification performance.

[0175] [Reference Inventions 1-2] The gaming machine according to [Reference Invention 1-1], characterized in that the second notification performance means is performed as a performance that suggests to the player in advance that a win will be announced in the current and subsequent symbol game. According to the above method, if the first pre-announcement effect is executed after the second pre-announcement effect is executed during the current symbol game, the appearance of the information image will change with a high probability, suggesting to the player that a win will be announced in the subsequent symbol game. As a result, the player's interest in the execution of the second pre-announcement effect will increase, improving the enjoyment of the game.

[0176] [Reference Inventions 1-3] The gaming machine according to [Reference Invention 1-1], characterized in that the information notification means changes the appearance of the information image during the current game, thereby informing the player in advance that a win will be announced in subsequent game rounds. According to the above method, if the first pre-announcement effect is executed after the second pre-announcement effect is executed in the current symbol game, the appearance of the information image will change with a high probability, suggesting to the player that a win will be announced in the subsequent symbol game. As a result, the player's interest in both the execution of the first pre-announcement effect and the execution of the second pre-announcement effect will increase, thus improving the enjoyment of the game.

[0177] [Reference Invention 1-4] The aforementioned symbol game means displays the symbol game image overlaid on a background image corresponding to the current performance mode. The gaming machine according to [Reference Invention 1-1], characterized in that the information notification means informs the player in advance that a different performance mode will be set in response to changing the appearance of the background image of the symbol game from an appearance corresponding to the current performance mode to an appearance corresponding to a different performance mode during the current symbol game. According to the above method, if the first pre-announcement effect is executed after the second pre-announcement effect is executed in the current symbol game, the player is suggested that a different effect mode from the current effect mode will be set, in accordance with a high probability that the appearance of the background image of the symbol game will change. As a result, the player's interest in both the execution of the first pre-announcement effect and the execution of the second pre-announcement effect will increase, thus improving the enjoyment of the game. In the embodiment, the chance mode corresponds to the current effect mode, the chance background image corresponds to the background image corresponding to the current effect mode, the speed mode corresponds to a different effect mode from the current effect mode, and the speed background image corresponds to the background image corresponding to that different effect mode.

[0178] [Reference Inventions 1-5] The gaming machine according to [Reference Invention 1-1], characterized in that the information notification means changes the background image of the symbol game during the current symbol game to indicate to the player in advance that a win will be announced in subsequent symbol games. According to the above method, if the first pre-announcement effect is executed after the second pre-announcement effect is executed in the current symbol game, the background image of the symbol game will change with a high probability, suggesting to the player that a win will be announced in the subsequent symbol game. As a result, the player's interest in both the execution of the first pre-announcement effect and the execution of the second pre-announcement effect will increase, thus improving the enjoyment of the game. The special background image in the embodiment corresponds to the background image that suggests to the player that a win will be announced in the subsequent symbol game.

[0179] [Reference Invention 1-6] The special game means determines that the starting condition has been met when a game ball enters the starting area in a state where it is possible to perform a win / loss determination process, and performs a win / loss determination process. If a game ball enters the starting area in a state where it is impossible to perform a win / loss determination process, the means determines that the starting condition has not been met and suspends the win / loss determination process until it becomes possible to perform the win / loss determination process. The aforementioned symbol game means displays one pending image each time the hit / miss determination process is put on hold, and each time the symbol game image is displayed, it erases one pending image and displays an information image in a manner that reminds the player of the pending image, and each time the symbol game image is stopped from being displayed, it erases the information image. The gaming machine according to [Reference Invention 1-1], characterized in that the information notification means changes the appearance of the information image during the game to indicate to the player in advance that a win will be announced in the current game. According to the above method, if the first pre-announcement effect is executed after the second pre-announcement effect in the current symbol game, the player is suggested to win in the current symbol game by the change in the appearance of the information image with a high probability. As a result, the player's interest in both the execution of the first pre-announcement effect and the execution of the second pre-announcement effect increases, improving the enjoyment of the game. Moreover, since a win is suggested in accordance with the change in the appearance of the information image, which is reminiscent of the hold image, the player can easily notice that the change in the appearance of the information image suggests a win in the current symbol game. In this embodiment, the first start port 18 and the second start port 23 correspond to the start area, the state in which Special Feature 1 game, Special Feature 2 game, jackpot game and minor jackpot game are stopped corresponds to a state in which a win / loss determination process can be executed, the state in which any of Special Feature 1 game to minor jackpot game is being executed corresponds to a state in which a win / loss determination process cannot be executed, the cloud image C corresponds to a hold image, and the large cloud image Cb corresponds to an information image in a manner that reminds the player of the hold image.

[0180] [Reference Inventions 1-7] The special game means determines that the starting condition has been met when a game ball enters the starting area in a state where it is possible to perform a win / loss determination process, and performs a win / loss determination process. If a game ball enters the starting area in a state where it is impossible to perform a win / loss determination process, the means determines that the starting condition has not been met and suspends the win / loss determination process until it becomes possible to perform the win / loss determination process. The information notification means displays one information image each time the hit / miss determination process is suspended, and deletes one information image each time the image of the symbol game is displayed, and is characterized in that it suggests to the player in advance that a hit will be notified in the next symbol game corresponding to the information image, depending on the appearance of one information image in the current symbol game. [Reference Invention 1-1] According to the above method, the player is given prior indication that a win will be announced in subsequent symbol games corresponding to a change in the appearance of one information image during the current symbol game. Therefore, the player can easily recognize which symbol game will announce a win with a high probability. In the embodiment, the cloud image C and the moon image M correspond to information images.

[0181] [Reference Inventions 1-8] Each time the starting conditions are met, a win or loss is determined, and if a win is determined, a special game is played by opening a special area. A symbol game means that displays an image of the symbol game to inform the player of the result of the win or loss determination, An information notification means that notifies a player of one of several different pieces of information related to the game by displaying an information image in one of several different forms, and which is capable of displaying an image of a performance that changes the form of the information image during a symbol game, A first pre-announcement effect means that performs a first pre-announcement effect that gives the player prior indication when the appearance of the information image changes, The system is equipped with a second notification mechanism that can perform a second notification effect in multiple ways to give the player an advance indication when a win is announced in the symbol game, The first notification presentation means is characterized in that it suggests to the player with a high probability that the form of the information image will change in response to the execution of the first notification presentation after the second notification presentation has been executed in one of the multiple forms in the current symbol game, and suggests to the player with a low probability that the form of the information image will change in response to the execution of the first notification presentation when the second notification presentation has not been executed in any of the multiple forms in the current symbol game. According to the above method, if the first notification effect is executed after the second notification effect is executed in a predetermined manner during the current symbol game, the appearance of the information image will change with a high probability. If the first notification effect is executed while the second notification effect has not been executed in any of the multiple manners during the current symbol game, the appearance of the information image will change with a low probability. Therefore, players can wait for the appearance of the information image to change with an expectation level depending on whether the first notification effect has been executed and whether the second notification effect in a predetermined manner has been executed, making it easy for players to notice the change in the appearance of the information image. Moreover, since a win is suggested to the player depending on whether the second notification effect is executed in a predetermined manner during the current symbol game, the enjoyment of the game is improved. In the embodiment, the jackpot notification effect 1, jackpot notification effect 1A, and jackpot notification effect 1B correspond to the second notification effect, and the jackpot notification effect 1 corresponds to the second notification effect in a predetermined manner.

[0182] [Example 7] Within the display area E of the performance symbol display unit 28, as shown in Figure 37(a), there are reserved display areas H1 to H4. These reserved display areas H1 to H4 are arranged adjacent to each other in the left-right direction, and the cloud image C is displayed in each of the reserved display areas H1 to H4 regardless of which performance mode is set. Reserved display area H1 is the area where the cloud image C is displayed when there is special symbol 1 pre-read data in the special symbol 1 pre-read reception area 4 of the sub-control circuit 60, and it suggests to the player that the next performance symbol game, the "1st time," is reserved, assuming the current performance symbol game is the baseline "0th time." Reserved display area H2 is the area where the cloud image C is displayed when there is special symbol 1 pre-read data in the special symbol 1 pre-read reception area 3 of the sub-control circuit 60, and it suggests to the player that the "2nd time" performance symbol game is reserved. The hold display area H3 is the area where the cloud image C is displayed when there is special symbol 1 pre-read data in the special symbol 1 pre-read reception area 2 of the sub-control circuit 60, and it suggests to the player that the "third" performance symbol game is on hold. The hold display area H4 is the area where the cloud image C is displayed when there is special symbol 1 pre-read data in the special symbol 1 pre-read reception area 1 of the sub-control circuit 60, and it suggests to the player that the "fourth" performance symbol game is on hold.

[0183] In the display area E of the performance symbol display 28, as shown in Fig. 37(a), a hold display area H0 is set. This hold display area H0 is arranged to the left of the hold display area H1 for the "first time" performance symbol game, and a cloud image C is displayed in the hold display area H0. This hold display area H0 is an area where the cloud image C is displayed when an image of a performance symbol game is displayed on the performance symbol display 28 regardless of the performance mode set. In the hold display area H0, the cloud image C starts to be displayed in synchronization with the start of display of the image of the current performance symbol game, and the cloud image C is erased in synchronization with the stop of display of the image of the current performance symbol game from the hold display area H0.

[0184] Figs. 37(b) to (d) show variations of the cloud image C, and cloud image C1 (see (c)) and cloud image C2 (see (d)) are set as variations of the cloud image C. The cloud image C1 is the cloud image C with a plurality of crack images R superimposed thereon, and has the same color, the same contour shape, and the same size as the cloud image C. The cloud image C2 is the cloud image C with a plurality of lightning images T attached thereto, and has a different golden color and a different contour shape from the cloud image C.

[0185] The step-up preview performance 1 is to suggest to the player when the performance symbols in three columns form a jackpot combination in the performance symbol game, and preview patterns 1 to 4 are set for the step-up preview performance 1. This step-up preview performance 1 starts with the cloud image C displayed in each of the hold display areas H0 to H1, and suggests to the player when the performance symbols in three columns form a jackpot combination in the "first time" performance symbol game corresponding to the cloud image C in the hold display area H1.

[0186] FIG. 39 illustrates a preview pattern 1. In this preview pattern 1, during the current effect symbol game, the cloud image C in the hold display area H1 is changed to the cloud image C1 (refer to a→b), and during the current effect symbol game, the cloud image C1 is further changed to the cloud image C2 (refer to b→c). When the next effect symbol game starts, after the cloud image C2 is displayed in the hold display area H0 (refer to d), a jackpot preview effect 1 is executed at the preview timing T3 during the next effect symbol game (refer to e). The reliability of the jackpot for the preview pattern 1 is set to be the highest among the preview patterns 1 to 4. The change from the cloud image C to the cloud image C1 is made during the current effect symbol game after the scroll display of the three columns of effect symbols starts and before the scroll display of the left column of effect symbols stops. The change from the cloud image C1 to the cloud image C2 is made during the current effect symbol game after the cloud image C changes to the cloud image C1 and before the scroll display of the right column of effect symbols stops.

[0187] FIG. 38 illustrates a preview pattern 2. In this preview pattern 2, during the current effect symbol game, the cloud image C in the hold display area H1 is changed to the cloud image C1 (refer to a→b). When the next effect symbol game starts, after the cloud image C1 is displayed in the hold display area H0 (refer to c), a jackpot preview effect 1 is executed at the preview timing T3 during the next effect symbol game (refer to d). The reliability of the jackpot for the preview pattern 2 is set to be the second highest among the preview patterns 1 to 4. The change from the cloud image C to the cloud image C1 is made during the current effect symbol game after the scroll display of the three columns of effect symbols starts and before the scroll display of the left column of effect symbols stops.

[0188] The preview pattern 3 changes the cloud image C in the hold display area H1 to the cloud image C1 during the current production symbol game, further changes the cloud image C1 to the cloud image C2 during the current production symbol game, and displays the cloud image C2 in the hold display area H0 when the next production symbol game starts. It is set to be the same as the preview pattern 1 except that the big win preview performance 1 is not executed during the next production symbol game. The reliability of this preview pattern 3 for a big win is set to be the third highest among the preview patterns 1 to 4.

[0189] The preview pattern 4 changes the cloud image C in the hold display area H1 to the cloud image C1 during the current production symbol game, and displays the cloud image C1 in the hold display area H0 when the next production symbol game starts. It is set to be the same as the preview pattern 2 except that the big win preview performance 1 is not executed during the next production symbol game. The reliability of this preview pattern 4 for a big win is set to be the lowest among the preview patterns 1 to 4.

[0190] The step-up preview process 1 in Fig. 40(a) is activated every time the sub-control circuit 60 receives the special figure 1 game data from the main control circuit 40. The sub-control circuit 60 determines the execution of the step-up preview performance 1 and the type of the preview pattern in the step-up preview process 1. When it is determined to execute the step-up preview performance 1, the step-up preview performance 1 is started in the current production symbol game with the preview pattern according to the determination result.

[0191] The sub-control circuit 60 determines whether the current production mode is the normal mode in S291. If it is determined to be the normal mode here, it proceeds to S292 and determines whether the step-up preview performance 1 is being executed. Here, when neither the cloud image C1 nor the cloud image C2 is displayed, it is determined that the step-up preview performance 1 is not being executed, and it proceeds to S293.

[0192] When the sub-control circuit 60 shifts to S293, it determines whether there is a determination result of the special figure variation pattern "PH05" for the abnormal normal reach effect for the reception result of the special figure 1 game data for the current production symbol game. If it is determined that there is an abnormal special figure variation pattern for the normal reach effect, the process shifts to S294, and it determines whether the current special figure 1 hold count is "2". If it is determined that the special figure 1 hold count is "2", the process shifts to S295, and it determines whether there is a pre-reading result of the special figure variation patterns "PO01 - PO04" for the big win special reach effect in the special figure 1 pre-reading reception area 4 for the next production symbol game.

[0193] When the sub-control circuit 60 determines in S295 that there is a pre-reading result of the special figure variation pattern for the big win special reach effect, it detects the preview pattern table 31 in Fig. 40(b) from the ROM in S296, and selects any one of the preview patterns 1 - 4 from the preview pattern table 31 in S297. In this preview pattern table 31, high selection probabilities are set in the order of "preview pattern 4 → 3 → 2 → 1", and the sub-control circuit 60 selects the preview pattern with a high probability in the order of "preview pattern 4 → 3 → 2 → 1" in S297.

[0194] When the sub-control circuit 60 determines in S295 that there is no pre-reading result of the special figure variation pattern for the big win special reach effect, the process shifts to S298, and it determines whether there is a pre-reading result of the special figure variation patterns "PH01 - PH04" for the abnormal special reach effect in the special figure 1 pre-reading reception area 4 for the next production symbol game. If it is determined that there is a pre-reading result of the special figure variation pattern for the abnormal special reach effect, it detects the preview pattern table 32 in Fig. 40(c) from the ROM in S299, and selects any one of the preview patterns 1 - 4 from the preview pattern table 32 in S297. In this preview pattern table 32, high selection probabilities are set in the order of "preview pattern 1 → 2 → 3 → 4", and the sub-control circuit 60 selects the preview pattern with a high probability in the order of "preview pattern 1 → 2 → 3 → 4" in S298.

[0195] According to the above Embodiment 7, the following effects are achieved. Before executing the big win preview effect 1 in the step-up preview effect 1 of the preview pattern 2, a low value is assigned as the probability of a big win to the big win preview effect 1 in response to changing the cloud image C to the cloud image C1. In response to changing the cloud image C to the cloud image C2 via the cloud image C1 in the step-up preview effect 1 of the preview pattern 1, a high value is assigned as the probability of a big win to the big win preview effect 1. For this reason, from the player's perspective, the probability of a big win differs between the case where the big win preview effect 1 is executed after the cloud image C changes to the cloud image C1 and the case where the big win preview effect 1 is executed after the cloud image C changes to the cloud image C2 via the cloud image C1, so the appeal of the game is improved. In the current effect symbol game, in response to changing the aspect of the cloud image C, the probability of a big win in the big win preview effect 1 in the next effect symbol game is suggested to the player, so it becomes possible to enhance the player's sense of expectation for the next effect symbol game.

[0196] In response to executing the big win preview effect 1 after changing the cloud image C to the cloud image C1, it is suggested to the player that the probability of a big win is low, and in response to executing the big win preview effect 1 after changing the cloud image C from the cloud image C1 to the cloud image C2, it is suggested to the player that the probability of a big win is high. Therefore, for the player, it becomes possible to enjoy the image of the effect symbol game with the expectation that the cloud image C will further change from the cloud image C1 to the cloud image C2 after the cloud image C changes to the cloud image C1. Under the condition that the cloud image C is displayed in the hold display areas H0 to H2 in the current effect symbol game, the cloud image C in the hold display area H1 is changed to the cloud image C1. For this reason, since the cloud image C and the cloud image C1 are displayed adjacent to each other, it becomes easier for the player to visually recognize that the cloud image C has changed to the cloud image C1.

[0197] In response to changing the cloud image C to the cloud image C1 to notify the player that the effect symbol game is on hold, a big win is previewed. Therefore, for the player, it becomes possible to always have the expectation that the cloud image C will change to the cloud image C1 while the win / loss determination process is on hold. Cloud image C was transformed into cloud image C1, which has the same outline shape as cloud image C but a different pattern within the outline. Then, cloud image C1 was transformed into cloud image C2, which differs from cloud image C1 in both color and outline shape. As a result, from the player's perspective, cloud image C transforms into cloud image C1, which is visually similar to cloud image C, and then transforms into cloud image C2, which is visually significantly different from cloud image C1. Therefore, it becomes easy to notice the change in cloud image C.

[0198] [Example 8] The step-up notification process 1 in Figure 41 is executed by the sub-control circuit 60 instead of the step-up notification process 1 in Figure 40. When the step-up notification effect 1 is stopped, the sub-control circuit 60 moves from S292 to S311 and determines whether or not to execute the jackpot notification effect 1 in the current symbol game. This process determines that if the jackpot notification effect 1 is executed in the current symbol game, the jackpot notification effect 1 will be executed so that the three rows of symbols form a jackpot combination with a low probability (5%). After completing S311, the sub-control circuit 60 determines in S312 whether or not to execute the jackpot notification effect 1 in the current symbol game. If it is determined that the jackpot notification effect 1 will not be executed, the process moves to S293 and determines whether or not to execute the step-up notification effect 1 and the type of notification pattern. In other words, the probability of winning a jackpot changes when the jackpot notification effect 1 is executed in conjunction with the step-up notification effect 1, but the probability of winning a jackpot is set to a constant value when it is executed independently without being linked to the step-up notification effect 1.

[0199] [Example 9] Figure 42 illustrates the jackpot notification animation 11. This jackpot notification animation 11 suggests to the player that in this animation game, the three rows of animation symbols will form a jackpot combination with 100% probability. The probability of winning is set higher than that of the jackpot notification animation 1 after the step-up notification animation 1 is performed in notification pattern 1, and the jackpot notification animation 1 after the step-up notification animation 1 is performed in notification pattern 2.

[0200] The preview pattern table 31 in FIG. 43 is detected by the sub-control circuit 60 from the ROM instead of the preview pattern table 31 in S296 of FIG. 40. In the preview pattern table 31 of FIG. 43, in addition to preview patterns 1 to 4, preview patterns 5 to 6 are set. The preview pattern 5 is the same as the preview pattern 1 in that after changing the cloud image C to the cloud images C1 and C2, the cloud image C2 is displayed in the hold display area H0. It is different from the preview pattern 1 in that the big win preview effect 11 is executed at the preview timing T3 instead of the big win preview effect 1. The preview pattern 6 is the same as the preview pattern 2 in that after changing the cloud image C to the cloud image C1, the cloud image C1 is displayed in the hold display area H0. It is different from the preview pattern 2 in that the big win preview effect 11 is executed at the preview timing T3 instead of the big win preview effect 1. Each of these preview patterns 5 to 6 is selected by the sub-control circuit 60 with a certain probability in S297 when detecting the preview pattern table 31 in S296 of FIG. 40. When the big win preview effect 11 is executed after the cloud image C changes to the cloud image C1 and when the big win preview effect 11 is executed after the cloud image C changes to the cloud image C2 via the cloud image C1, the same value is set as the big win probability for each.

[0201] [Example 10] FIGS. 44(b)(d) illustrate the background preview effect 1. This background preview effect 1 is performed in the final "100th" performance symbol game in the chance mode, and it suggests to the player that the next performance symbol game will be performed overlaid in front of the speed background image corresponding to the speed mode. This background preview effect 1 is performed by cutting in and displaying the background preview image BY in the scrolling state of the three columns of performance symbols. This background preview image BY suggests the speed background image to the player and is set to an image that is the same as the speed background image but smaller in size. In this chance mode, the cloud image C is displayed in the hold display areas H0 to H4, and the moon image M is not displayed.

[0202] For the step-up preview effect 1, preview patterns 11 and 12 are set. The preview pattern 11 changes the cloud image C in the hold display area H1 to the cloud image C1 during the 99th performance symbol game in the chance mode, and then changes the cloud image C1 to the cloud image C2. During the 100th performance symbol game, the cloud image C2 is displayed in the hold display area H0. This preview pattern 11 executes the background preview effect 1 during the 100th performance symbol game. When the step-up preview effect 1 is executed with the preview pattern 11, the speed background image is displayed at a high probability of less than 100% starting from the next performance symbol game after the 100th one. The preview pattern 12 changes the cloud image C in the hold display area H1 to the cloud image C1 during the 99th performance symbol game in the chance mode, and the cloud image C1 is displayed in the hold display area H0 during the 100th performance symbol game. This preview pattern 12 executes the background preview effect 1 during the 100th performance symbol game. When the step-up preview effect 1 is executed with the preview pattern 12, the speed background image is displayed at a low probability compared to the high probability starting from the next performance symbol game after the 100th one.

[0203] The specific figure 2 pre-read reception areas 1 to 4 in FIG. 45(b) are set in the RAM of the sub-control circuit 60. Each time the sub-control circuit 60 receives the specific figure 2 pre-read data from the main control circuit 40, it stores the reception result of the specific figure 2 pre-read data in one of the specific figure 2 pre-read reception areas 1 to 4. In these specific figure 2 pre-read reception areas 1 to 4, the storage priorities are set in the order of "specific figure 2 pre-read reception area 1", "specific figure 2 pre-read reception area 2", "specific figure 2 pre-read reception area 3", and "specific figure 2 pre-read reception area 4" from high to low. The storage process of the specific figure 2 pre-read data is performed for the one with the highest priority, which is the one with the largest number among the empty specific figure 2 pre-read reception areas 1 to 4. When the sub-control circuit 60 starts displaying the image of the performance symbol game in response to receiving the specific figure 2 game data, it arranges the "specific figure 2 pre-read reception areas 1 to 4". This process is performed in the same procedure as the "specific figure 1 pre-read reception areas 1 to 4", and the same specific figure 2 pre-read data as that in the specific figure 2 pre-read areas 1 to 4 of the main control circuit 40 is always stored in the specific figure 2 pre-read reception areas 1 to 4 of the sub-control circuit 60 in the same order.

[0204] The step-up notification process 2 in Figure 45(a) is executed when the sub-control circuit 60 receives special feature 2 game data from the main control circuit 40. The sub-control circuit 60 determines whether or not to execute the step-up notification effect 1 and the type of notification pattern in the step-up notification process 2. If it determines that the step-up notification effect 1 should be executed, it is executed based on the result of the determination of the type of notification pattern.

[0205] When the sub-control circuit 60 receives the special symbol 2 game data, it determines in S321 whether the current performance mode is chance mode. If it determines that it is chance mode, it determines whether the current performance symbol game is the "99th" game in chance mode. If it determines that it is the "99th" game, it proceeds to S323, where it determines whether the number of special symbol 2 reserves is "2 or more". If it determines that the number of special symbol 2 reserves is "2 or more", it proceeds to S324, where it determines whether the received special symbol 2 game data for the current "99th" performance symbol game contains a judgment result of a miss and a judgment result of no fall.

[0206] If the sub-control circuit 60 determines in S324 that both judgment results exist, it determines in S325 whether or not there are pre-read results for a miss, a pre-read result for no fall, and pre-read results for special symbol variation patterns "PH01~PH05" in the special symbol 2 pre-read reception area 4 for the next "100th" performance symbol game. These special symbol variation patterns "PH01~PH05" are for displaying images of a miss normal reach performance or a miss special reach performance. If the sub-control circuit 60 determines in S325 that there are three pre-read results, it determines in S326 whether or not the current game mode is high probability electric support mode. If it determines that it is high probability electric support mode, it detects the notification pattern table 41 from the ROM in S327, and if it determines that it is low probability electric support mode, it detects the notification pattern table 42 from the ROM in S329, and in either case, it selects a notification pattern from the detection results of the notification pattern table in S328.

[0207] FIG. 44(e) shows the preview pattern table 41. This preview pattern table 41 assigns a high selection probability to the preview pattern 11 and a low selection probability to the preview pattern 12. When the speed background image is displayed instead of the chance background image from the next effect symbol game after the "100th time", the preview pattern 11 is selected with a higher probability than the preview pattern 12. FIG. 44(f) shows the preview pattern table 42. This preview pattern table 42 assigns a low selection probability to the preview pattern 11 and a high selection probability to the preview pattern 12. When the normal background image is displayed instead of the chance background image from the next effect symbol game after the "100th time", the preview pattern 11 is selected with a lower probability than the preview pattern 12. According to the above-described Example 10, the following effects can be obtained. Before the execution of the background preview effect 1, in response to changing the cloud image C1 to the cloud image C1, a low probability for displaying the speed background image in the background preview effect 1 was set. Before the execution of the background preview effect 1, in response to changing the cloud image C1 to the cloud image C2 via the cloud image C1, a high probability for displaying the speed background image in the background preview effect 1 was set. That is, since different probabilities for the high-voltage electric support mode were given to the background preview effect 1 according to the final state of the cloud image C, the interest of the game was improved.

[0208] In addition to the invention described in the claims, the above Examples 7 to 10 describe the following inventions of [Reference Invention 2-1] to [Reference Invention 2-7]. Some gaming machines are configured to determine success or failure every time a start condition is satisfied, and to notify the player of the determination result of success or failure in response to displaying an image of a symbol game when the determination is made. In the case of this gaming machine, when a winning preview effect is performed during the current symbol game and a win is notified in the current symbol game, a suggestion is made to the player (see Japanese Patent Application Laid-Open No. 2010-17425). In the case of this gaming machine, the height of the probability of notifying a win is suggested to the player according to which of a plurality of modes the winning preview effect is executed in. Therefore, the production content of the image of the symbol game is monotonous, and there remains room for improvement in terms of the interest of the game.

[0209] [Reference Invention 2-1] It determines whether it is a hit or a miss every time the start condition is satisfied, and has a special game means for performing a special game in which a special area is set to an open state when it is determined to be a hit, a symbol game means for displaying an image of a symbol game for notifying the player of the determination result of whether it is a hit or a miss, a hit prediction effect means for performing a hit prediction effect that suggests to the player in advance that a hit will be notified by the image of the symbol game, When the hit prediction effect is executed during the current symbol game, it performs a probability suggestion effect that suggests to the player the high probability that a hit will be notified in the symbol game after the current one. The probability suggestion effect means can perform the probability suggestion effect in a first pattern that changes from the initial mode to a first mode and a second pattern that changes from the initial mode to a second mode via the first mode after displaying the effect image in the initial mode, The probability suggestion effect means gives a first probability to the hit prediction effect in response to executing the probability suggestion effect in the first pattern before the hit prediction effect is executed, and gives a second probability different from the first probability to the hit prediction effect in response to executing the probability suggestion effect in the second pattern. The gaming machine is characterized by this. According to the above means, when the production image changes from the initial mode to the first mode before the execution of the hit preview production, the first probability is assigned to the hit preview production, and when the production image changes from the initial mode to the second mode via the first mode, the second probability is assigned to the hit preview production. For this reason, from the player's perspective, the probability of a win is different between the case where the hit preview production is executed after the production image changes from the initial mode to the first mode and the case where the hit preview production is executed after the production image changes from the initial mode to the second mode via the first mode, so the interest of the game is improved. Each time the game ball of the embodiment enters the first starting port 18 or the second starting port 23, it corresponds to each time the starting condition is satisfied. The big winning port 19 corresponds to the special area, the big win game corresponds to the special game, the main control circuit 40 corresponds to the special game means, the production symbol game corresponds to the symbol game, the sub-control circuit 60 corresponds to the symbol game means, the hit preview production means, and the probability suggestion production means. The big win preview production 1 corresponds to the hit preview production, the step-up preview production 1 corresponds to the probability suggestion production, the cloud image C corresponds to the production image in the initial mode, the cloud image C1 corresponds to the production image in the first mode, the cloud image C2 corresponds to the production image in the second mode, and the preview pattern 2 of the step-up preview production 1 corresponds to the first pattern, and the preview pattern 1 of the step-up preview production 1 corresponds to the second pattern.

[0210] [Reference Invention 2-2] The gaming machine according to [Reference Invention 2-1], wherein the probability suggestion production means executes the probability suggestion production in the symbol game before the execution of the hit preview production. According to the above means, from the player's perspective, according to the fact that the hit preview production is executed in the current symbol game after the probability suggestion production is executed, the height of the probability of a win in the symbol game after this time is suggested by the mode of the probability suggestion production. Therefore, it is possible to enhance the player's sense of expectation for the symbol game after the probability suggestion production is executed.

[0211] [Reference Invention 2-3] The probability suggestion presentation means assigns a low probability to the winning announcement presentation in accordance with the first pattern of the probability suggestion presentation before the winning announcement presentation is performed, and assigns a high probability to the winning announcement presentation in accordance with the second pattern of the probability suggestion presentation, as described in [Reference Invention 2-1]. According to the above method, the probability of winning is suggested to be low when the winning notification animation is executed after the animation image changes from the initial state to the first state, and the probability of winning is suggested to be high when the winning notification animation is executed after the animation image changes from the initial state to the first state and then to the second state. Therefore, from the player's perspective, it becomes possible to enjoy the images of the symbol game with the expectation that the animation image will change from the initial state to the first state and then from the first state to the second state.

[0212] [Reference Invention 2-4] The special game means determines that the start condition has been met each time a game ball enters the start area while it is possible to perform the win / failure determination process, and determines that the start condition has not been met each time a game ball enters the start area while it is impossible to perform the win / failure determination process, and suspends the win / failure determination process until it becomes possible to perform the win / failure determination process. The gaming machine according to [Reference Invention 2-1], characterized in that the probability indication means notifies the player that the presentation image will be displayed in its initial form each time the hit / miss determination process is put on hold. According to the above method, the performance image is displayed in its initial form each time the hit / fail judgment process is put on hold. Therefore, from the player's perspective, when the hit / fail judgment process is put on hold, it is possible to always have the expectation that the performance image will change from its initial form to the first form. In the embodiment, the state in which Special Feature 1 game, Special Feature 2 game, minor win game, and big win game are all stopped corresponds to a state in which the hit / fail judgment process can be executed, and the state in which any of Special Feature 1 game to big win game is being executed corresponds to a state in which the hit / fail judgment process cannot be executed.

[0213] [Reference Invention 2-5] A display device having a display area on which images of the symbol game are displayed, wherein multiple reserve areas arranged in a row are set within the display area. The probability suggestion presentation means displays one presentation image in its initial form in one holding area each time the hit / miss judgment process is held in abeyance, and each time the image of the symbol game is displayed, it erases one presentation image from one holding area and displays one presentation image in its initial form in a specific holding area, and when presentation images are displayed in their initial form in two or more holding areas, it changes one of the two or more presentation images from its initial form to a first form, as described in [Reference Invention 2-4]. According to the above means, when two or more performance images are displayed in their initial form within two or more reserved areas, one of the two or more performance images changes from its initial form to a first form. Therefore, the player can easily notice the change in the form of the performance image by comparing the forms of the two performance images. In the embodiment, reserved display areas H0 to H4 correspond to reserved areas, performance symbol display unit 28 corresponds to a display unit, display area E corresponds to a display area, and reserved display area H0 corresponds to a specific reserved area.

[0214] [Reference Invention 2-6] The probability suggestion presentation means changes the presentation image from an initial form to a first form having a similar contour shape to the initial form, and changes it from the first form to a second form having a different contour shape to the first form, as described in [Reference Invention 2-1]. According to the above method, the visual effect image changes from an initial state to a first state that is visually similar to the initial state, and then changes from the first state to a second state that is visually significantly different from the first state. As a result, players can easily notice the change in the visual effect image.

[0215] [Reference Invention 2-7] Each time the starting conditions are met, a win or loss is determined, and if a win is determined, a special game is played by opening a special area. Symbol game means for displaying an image of a symbol game for notifying the player of the determination result of whether it is correct or not, Preview effect means for performing a preview effect that pre-suggests to the player that a specific game state will occur, Probability suggestion effect means for performing a probability suggestion effect that displays the effect image in any one of a plurality of final modes different from the initial mode after displaying the effect image in the initial mode, before the preview effect, The probability suggestion effect means is characterized in that different probabilities for the occurrence of the specific game state are given to the preview effect according to whether the effect image is displayed in any of the plurality of final modes. A gaming machine. According to the above means, different probabilities for the occurrence of a specific game state are given to the preview effect according to the change of the effect image from the initial mode to any of the plurality of final modes before the execution of the preview effect, so the interest of the game is improved. The high-probability electric support mode in the embodiment corresponds to a specific game state, the background preview effect 1 corresponds to the preview effect, the sub-control circuit 60 corresponds to the preview effect means and the probability suggestion effect means, the cloud image C corresponds to the effect image in the initial mode, each of the cloud image C1 and the cloud image C2 corresponds to the effect image in the final mode, and the step-up preview effect 1 corresponds to the probability suggestion effect.

[0216] [Example 11] Figure 46 illustrates Frame Effect 1. This Frame Effect 1 is executed within Step-Up Notification Effect 1 of Embodiment 7, and it gives the player a prior indication that the cloud image C in the hold display area H1 will change to cloud image C1. This Frame Effect 1 is started by superimposing a frame image Fl in front of the cloud image C while the cloud image C is displayed in the hold display area H1 (see a→b). This frame image Fl has a shape that resembles a burning flame and is displayed in an opaque orange color. This frame image Fl covers the cloud image C behind it, making it invisible to the player, and disappears after a certain amount of time has elapsed since it was displayed. This Frame Effect 1 has both a failure and a success outcome. The success outcome is when the cloud image C1 becomes visible in the hold display area H1 as the frame image Fl disappears (see c), and the failure outcome is when the cloud image C becomes visible in the hold display area H1 as the frame image Fl disappears (see d).

[0217] Figure 47 illustrates Frame Effect 2. This Frame Effect 2 is executed within Step-Up Notification Effect 1 of Embodiment 7, and it gives the player a prior indication that the cloud image C1 in the hold display area H1 will change to cloud image C2. This Frame Effect 2 is started by overlaying a frame image Fl in front of the cloud image C1 while the cloud image C1 is displayed in the hold display area H1, thereby obscuring the cloud image C1 from the player's view (see a→b). Frame Effect 2 has both a failure and a success outcome. The success outcome is when the frame image Fl is erased and the cloud image C2 becomes visible in the hold display area H1 (see c), and the failure outcome is when the frame image Fl is erased and the cloud image C1 becomes visible in the hold display area H1 (see d).

[0218] The frame animation process shown in Figure 48 is activated each time the sub-control circuit 60 receives special feature 1 game data from the main control circuit 40. When the sub-control circuit 60 activates the frame animation process, it determines in S341 whether the current animation mode is normal mode. If it determines that it is normal mode, it proceeds to S342, where it determines whether the cloud image C is displayed in each of the hold display areas H0 to H2.

[0219] If the sub-control circuit 60 determines in S343 that cloud images C are displayed in each of the hold display areas H0 to H2, it determines in S343 whether or not step-up notification effect 1 will start in one of notification patterns 1 to 4 (see Figure 40) during the current performance symbol game. If it determines that step-up notification effect 1 will start in one of notification patterns 1 to 4, it determines in S344 with a high probability (50%) that frame effect 1 will be executed during the current performance symbol game. If it determines that step-up notification effect 1 will not be executed in any of notification patterns 1 to 4, it determines in S347 with a low probability (1%) that frame effect 1 will be executed during the current performance symbol game.

[0220] When the sub-control circuit 60 completes S344 or S347, in S345 it determines whether or not the step-up notification effect 1 will be executed in notification pattern 1 or notification pattern 3 (see Figure 40) during the current game of the performance symbols. If it is determined that the step-up notification effect 1 will be executed in notification pattern 1 or 3, in S346 it is determined with a high probability (90%) that the frame effect 2 will be executed during the current game of the performance symbols. If it is determined that the step-up notification effect 1 will not be executed in either notification pattern 1 or 3, in S348 it is determined with a low probability (1%) that the frame effect 2 will be executed during the current game of the performance symbols. In other words, if the frame effect 1 is executed, the cloud image C in the hold display area H1 will change to cloud image C1 with a higher probability than if it is not executed, and if the frame effect 2 is executed, the cloud image C1 in the hold display area H1 will change to cloud image C2 with a higher probability than if it is not executed. When this frame effect 2 is executed, the probability C2 that cloud image C1 changes to cloud image C2 is set higher than the probability C1 that cloud image C changes to cloud image C1 when frame effect 1 is executed.

[0221] The above embodiment 11 provides the following effects. When the cloud image C is displayed in the reserved display area H1 of the performance symbol display unit 28, the frame image Fl is displayed, making the cloud image C in the reserved display area H1 invisible to the player. When the frame image Fl is erased, the cloud image C1 is made visible in the reserved display area H1. As a result, the performance in which the cloud image C changes to the cloud image C1 takes place in a specific reserved display area H1, and the frame image Fl is displayed while the cloud image C is changing to the cloud image C1, making it easier for the player's attention to be drawn to the reserved display area H1. Consequently, the probability of the player overlooking the cloud image C1 in the reserved display area H1 is reduced, making it possible to recognize with a high probability the pre-announcement content in the performance symbol game corresponding to the cloud image C1, where three rows of performance symbols form a winning combination. The display of the cloud image C in the reserved display area H1 of the performance symbol display unit 28 notifies the player that the special symbol 1 game is reserved, and the display of the cloud image C in the performance symbol game corresponding to the cloud image C1 notifies the player that the three rows of performance symbols will result in a jackpot combination. As a result, the player's attention to the reserved display area H1 is further increased, making it possible for the player to recognize with a high degree of certainty that a jackpot has been announced from the cloud image C1 in the reserved display area H1. Since Frame Animation 1 is set to show a successful outcome where cloud image C1 becomes visible in the pending display area H1 when frame image Fl is erased, and a failed outcome where cloud image C becomes visible, the enjoyment of the game is improved.

[0222] When cloud image C is displayed in three of the pending display areas H0 to H2, among the pending display areas H0 to H4, displaying frame image Fl in pending display area H1 changes cloud image C to cloud image C1, and cloud image C is continuously displayed in pending display areas H0 and H2. As a result, when a player compares cloud image C in pending display area H2 with cloud image C1 in pending display area H1, they can easily notice that cloud image C in pending display area H1 has changed to cloud image C1, making it possible to recognize with high accuracy that a jackpot announcement has been made for the next game with the corresponding symbols in the game. In response to the display of frame image FL, only one of the three cloud images C within the hold display area H1 is made invisible, while cloud image C in the hold display area H0 and cloud image C in the hold display area H2 are continuously displayed in a visible state. This makes the presence of frame image FL visually prominent to the player, thereby improving the visual appeal of frame effect 1, in which only one cloud image C changes to cloud image C1 in response to the display of frame image FL.

[0223] In the above-described Example 11, Frame Effect 1 and Frame Effect 12 may be executed during the Step-up Notice Effect 1 of Example 10. That is, Frame Effect 1 and Frame Effect 12 may be executed when suggesting to the player the probability of executing the Background Notice Effect 1 in response to changing the cloud image C to the cloud image C1 or changing the cloud image C2 to the cloud image C1 through the cloud image C within the hold display area H1.

[0224] [Example 12] FIG. 49 illustrates Frame Effect 3. This Frame Effect 3 suggests to the player that the combination of the three columns of effect symbols in this effect symbol game is a jackpot combination. It starts during the scroll display of the three columns of effect symbols and ends during the scroll display of the three columns of effect symbols before the scroll display of the effect symbols in the left column stops. This Frame Effect 3 overlays the frame image Fl in front of the cloud image C in a state where the cloud image C is displayed in the hold display area H0 (see a→b). The cloud image C in the hold display area H0 becomes invisible as the frame image Fl is overlaid. This Frame Effect 3 is set with an ending of success and an ending of failure. The ending of success is that the cloud image C3 becomes visible in the hold display area H0 as the frame image Fl is erased (see b→c). This cloud image C3 has the same size and the same contour shape as the cloud image C and has a different golden color from the cloud image C. The ending of failure is that the cloud image C becomes visible in the hold display area H0 as the frame image Fl is erased (see b→d). The ending of failure suggests to the player that the probability of the combination of the three columns of effect symbols being a jackpot combination in this effect symbol game is low, and the ending of success suggests to the player that the probability of the combination of the three columns of effect symbols being a jackpot combination in this effect symbol game is high.

[0225] The frame animation process 3 in Figure 50(a) is activated each time the sub-control circuit 60 receives special feature 1 game data from the main control circuit 40. When the sub-control circuit 60 activates the frame animation process 3, it determines in S351 whether the current animation mode is normal mode. If it determines that it is normal mode, it proceeds to S352 to determine whether there is a jackpot result in the received special feature 1 game data. If it determines that there is a jackpot result, it proceeds to S353 to detect the animation pattern table 1 in Figure 50(b) from the ROM. This animation pattern table 1 assigns a high selection probability to frame animation 3 with a successful outcome and a low selection probability to frame animation 3 with a failed outcome. When the sub-control circuit 60 detects the animation pattern table 1 in S353, it determines in S354 with a high probability to execute the frame animation 3 with a successful outcome from the animation pattern table 1, and with a low probability to execute the frame animation 3 with a failed outcome.

[0226] If the sub-control circuit 60 determines in S352 that there is no jackpot result, it proceeds to S355 and determines whether there is a result for the special symbol variation patterns "PH01~PH05" for losing reach effects in the received special symbol 1 game data. If it determines that there is a result for the special symbol variation patterns for losing reach effects, it proceeds to S356 and detects the effect pattern table 2 shown in Figure 50(c) from the ROM. This effect pattern table 2 assigns a low selection probability to the frame effect 3 for a successful outcome and a high selection probability to the frame effect 3 for a failed outcome. If the sub-control circuit 60 detects the effect pattern table 2 in S356, it determines in S354 that executing the frame effect 3 for a successful outcome is low probability, and executing the frame effect 3 for a failed outcome is high probability.

[0227] In the above embodiment 12, the cloud image C in the reserved display area H0 may be made invisible in response to displaying the frame image Fl in the reserved display area H0 in the frame effect 3, and then the cloud image C, cloud image C3, or cloud image C4 may be made visible in the reserved display area H0 in response to erasing the frame image Fl. This cloud image C4 has a rainbow color that is different from both cloud images C1 and C3, and in this effect symbol game, if the combination of three effect symbols is a jackpot, it will be predicted with a higher probability (100%) than cloud image C and cloud image C3, respectively.

[0228] [Example 13] The frame image Fl has two color options: orange and blue. The orange frame image Fl suggests to the player with a high probability that cloud image C will change to cloud image C3, while the blue frame image Fl suggests to the player with a low probability that cloud image C will change to cloud image C3.

[0229] The frame animation process 3 in Figure 51(a) is executed by the sub-control circuit 60 in place of the frame animation process 3 in Figure 50. In S354 of Figure 51(a), the sub-control circuit 60 determines whether to execute the frame animation 3 for a successful outcome or the frame animation 3 for a failed outcome in the current animation symbol game. In S361, it determines whether to execute the frame animation 3 for a successful outcome. If it determines to execute the frame animation 3 for a successful outcome, in S362 it detects the color table 1 in Figure 51(b) from the ROM, and in S363 it selects the color of the frame image Fl from the color table 1. In this color table 1, the color "orange" is assigned a high selection probability, and the color "blue" is assigned a low selection probability. When the frame animation 3 for a successful outcome is executed in the current animation symbol game, the frame image Fl is displayed in "orange" with a high probability and in "blue" with a low probability.

[0230] If the sub-control circuit 60 executes frame animation 3, which represents a failed outcome in the current symbol game, it moves from S361 to S364, detects the color table 2 shown in Figure 51(c) from the ROM, and then selects the color of the frame image Fl from the color table 2 in S363. In this color table 2, the color "orange" is assigned a low selection probability, and the color "blue" is assigned a high selection probability. If frame animation 3, which represents a failed outcome in the current symbol game, is executed, the frame image Fl will be displayed in "orange" with a low probability and in "blue" with a high probability.

[0231] The above example 13 provides the following effects. Since the frame image Fl is erased, the frame effect 3 is set to show a successful outcome where the cloud image C3 becomes visible in the pending display area H0, and a failed outcome where the cloud image C becomes visible, the enjoyment of the game is improved. When frame image Fl is displayed within the pending display area H0, the probability of cloud image C changing to cloud image C3 is suggested to the player based on the difference in color of frame image Fl. Therefore, the player can expect cloud image C to change to cloud image C3 with a probability corresponding to the color of frame image Fl, thus improving the enjoyment of the game. In the above embodiment 11, the frame effect 1 may indicate to the player the probability of cloud image C in the hold display area H1 changing to cloud image C1 by the difference in the color of frame image Fl. In this case, it is preferable to set the color of frame image Fl to orange with a high probability and to blue with a low probability when frame effect 1 for a successful outcome is executed, and to set the color of frame image Fl to blue with a high probability and to orange with a low probability when frame effect 1 for a failed outcome is executed.

[0232] Examples 11 to 13 described above include the following [Reference Inventions 3-1] to [Reference Inventions 3-6] in addition to the inventions described in the claims. Some gaming machines have a configuration that determines whether a win or loss occurs each time a starting condition is met, and when a win or loss is determined, it notifies the player of the result by displaying an image of the symbol game. In this gaming machine, information related to the game is notified to the player by displaying an information image during the symbol game (see Japanese Patent Publication No. 2010-17425). In this gaming machine, although visual improvements have been made to the form of the information image, it has not been possible to sufficiently attract the player's attention to the information image, and the player may overlook the information image and therefore not be able to recognize the information related to the game.

[0233] [Reference Invention 3-1] Each time the starting conditions are met, a determination of success or failure is made, and if a success is determined, a special game is executed that opens a special area. A symbol game means that displays an image of the symbol game to inform the player of the result of the win or loss determination, A display device having a display area on which images of the game symbols are displayed, wherein a smaller display area smaller than the main display area is set within the main display area, Information image display means that notifies the player of different information related to the game depending on which of the multiple modes the information image is displayed in within the small display area, The information image includes a decorative image display means for displaying a decorative image within the small display area that is not related to any of the multiple pieces of information that the information image is intended to notify, The aforementioned information image display means displays an image of the performance content in which the information image changes from one form to another within the small display area during the current pattern game. The decorative image display means starts displaying the decorative image in such a way that the information image becomes invisible in one of the ways when the decorative image is displayed, and ends displaying the decorative image in such a way that the information image becomes visible in another way when the decorative image is erased. According to the above method, when a decorative image is displayed within the small display area of ​​the display unit in one form, the information image becomes invisible to the player in one form as the decorative image is displayed, and when the decorative image is erased, the information image becomes visible in another form within the small display area. Therefore, since the effect of changing the form of the information image is performed within a specific small display area, and the decorative image is displayed while the form of the information image is changing, the player's attention is more likely to be drawn to the small display area. Consequently, the probability of the player overlooking the information image is reduced, making it possible to recognize information related to the game from the other form of the information image with high accuracy. Each time a game ball enters the first start opening 18 or the second start opening 23 in the embodiment, it corresponds to each time the start condition is met; the big prize opening 19 corresponds to the special area; the big win game corresponds to the special game; the main control circuit 40 corresponds to the special game means; the performance symbol game corresponds to the symbol game; the sub-control circuit 60 corresponds to the symbol game means, the information image display means, and the decorative image display means; the display area E corresponds to the display area; the hold display area H1 corresponds to the small display area; the performance symbol display 28 corresponds to the display; the hold in the special symbol 1 game corresponds to information related to the game; the cloud image C corresponds to an information image of one aspect; the cloud image C1 corresponds to an information image of another aspect; and the frame image Fl corresponds to a decorative image.

[0234] [Reference Invention 3-2] Within the display area of ​​the aforementioned display device, a plurality of sub-display areas are set, The information image display means is characterized in that, while displaying the information image in one mode among two or more of the plurality of small display areas, one of the two or more information images is changed from one mode to another mode, and the remaining of the two or more information images is continuously displayed in one mode, as described in [Reference Invention 3-1]. According to the above means, when an information image is displayed in one form within two or more small display areas, only the form of one information image changes to another form when a decorative image is displayed. Therefore, when a player compares the information image in one form with the information image in another form, they can easily notice the change in the form of the information image, making it possible to reliably recognize game-related information from the information image in the other form. Each of the hold display areas H0 to H4 in the embodiment corresponds to a small display area.

[0235] [Reference Invention 3-3] Within the display area of ​​the aforementioned display unit, the plurality of sub-display areas are arranged in a row. The decorative image display means is characterized in that it displays an image as the decorative image that is large enough to obscure only one information image that changes from one aspect to another aspect, making it impossible to see. [Reference Invention 3-2] According to the above method, when a decorative image is displayed, only one of the two or more information images, which are displayed in a common form, becomes invisible, while the remaining two continue to be displayed visible in their single form. This makes the presence of the decorative image visually more prominent to the player, thereby enhancing the visual appeal of the effect in which only one information image changes from one form to another when a decorative image is displayed.

[0236] [Reference Invention 3-4] The aforementioned information image display means displays, in addition to images of the performance content in which the information image changes from one form to another within the small display area during the current pattern game, images of the performance content that remains in that single form. The decorative image display means starts displaying the decorative image in such a way that the information image becomes invisible in one of the modes when the decorative image is started to be displayed, regardless of which performance content the information image is displayed in, and when the information image is displayed in the former performance content, it ends displaying the decorative image in such a way that the information image becomes visible in the other mode when the decorative image is erased, and when the information image is displayed in the latter performance content, it ends displaying the decorative image in such a way that the information image becomes visible in the one mode when the decorative image is erased, as described in [Reference Invention 3-1]. According to the above method, when the decorative image is erased, the informational image becomes visible in one or another form within the small display area, thereby improving the enjoyment of the game.

[0237] [Reference Invention 3-5] The decorative image display means is capable of displaying the decorative image in a plurality of mutually different manners, and depending on which of the plurality of manners the decorative image is displayed in, it suggests to the player the high probability that the information image will become visible in the other one manner within the small display area when the decorative image is erased. [Reference Invention 3-4] According to the above method, when the information image in the small display area becomes invisible due to the display of a decorative image, the player can expect, with a probability corresponding to the form of the decorative image, that the information image will become visible again in another form, thereby improving the enjoyment of the game. In the embodiment, the orange frame image Fl and the blue frame image Fl correspond to decorative images of different forms.

[0238] [Reference Invention 3-6] A win / loss determination means that executes a win / loss determination process each time a game ball enters the starting area while it is possible to execute a win / loss determination process, and suspends the win / loss determination process each time a game ball enters the starting area while it is impossible to execute a win / loss determination process until it becomes possible to execute a win / loss determination process, A symbol game means that displays an image of the symbol game to inform the player of the result of the win or loss determination, A display device having a display area on which images of the game symbols are displayed, wherein multiple hold areas are set within the display area, Each time the judgment process for success or failure is put on hold, a hold image is displayed in its initial form within one hold area, and each time the image for the symbol game is displayed, the hold image is erased from one hold area and the hold image is displayed in its initial form within a specific hold area, a hold display means, A hold animation means that performs a hold animation that suggests to the player that a predetermined event will occur in a symbol game corresponding to the hold image, in response to changing the hold image within a single hold area from its initial form to a preview form, The system includes a decorative effect means that displays a colored, opaque decorative image within a single reserved area and then removes the decorative image from the reserved area. The aforementioned decorative effect means starts a decorative effect in such a way that when a decorative image is displayed in a single reserved area, the reserved image in that reserved area becomes invisible in its initial state, and ends the decorative effect in such a way that when the decorative image is removed from the reserved area, the reserved image in that reserved area becomes visible in a preview state. According to the above means, when the decoration image starts to be displayed with the hold image being displayed in an initial mode within one hold area of the display, the hold image becomes invisible to the player in the initial mode, and when the decoration image is erased, the hold image becomes visible in a preview mode. For this reason, an effect in which the mode of the hold image changes is performed within one hold area, and the decoration image is displayed while the mode of the hold image is changing. Therefore, it becomes easier for the player's attention to be directed to one hold area. Accordingly, the probability that the player overlooks the change in the mode of the hold image is reduced, so that the player can recognize with a high degree of certainty information indicating that a predetermined event occurs in a symbol game corresponding to the hold image in the preview mode. The state in which the special figure 1 game, the special figure 2 game, the small win game, and the big win game in the embodiment are all stopped corresponds to a state in which it is possible to execute the win / loss determination process. The state in which one of the special figure 1 game to the big win game is being executed corresponds to a state in which it is impossible to execute the win / loss determination process. The first start port 18 and the second start port 23 correspond to the start area. The main control circuit 40 corresponds to the win / loss determination means. The effect symbol game corresponds to the symbol game. The sub-control circuit 60 corresponds to the symbol game means, the hold display means, the hold effect means, and the decoration effect means. The display area E corresponds to the display area. The hold display areas H0 to H4 correspond to the hold areas. The effect symbol display 28 corresponds to the display. The cloud image C corresponds to the hold image in the initial mode. The hold display area H0 corresponds to a specific hold area. The hold area H1 corresponds to one hold area. The cloud image C1 corresponds to the hold image in the preview mode. The step-up preview effect 1 corresponds to the hold effect. The big win corresponds to a predetermined event. The frame image Fl corresponds to the decoration image. The frame effect 1 corresponds to the decoration effect.

Explanation of Signs

[0239] 18 is the first start port, 19 is the big winning port, 23 is the second start port, 28 is the effect symbol display, 40 is the main control circuit, and 60 is the sub-control circuit.

Claims

[Claim 1] Each time the starting conditions are met, a win or loss is determined, and if a win is determined, a special game is played by opening a special area. A symbol game means that displays an image of the symbol game to inform the player of the result of the win or loss determination, Information notification means that notifies a player of one of several different pieces of information related to the game in response to displaying an information image in one of several different forms, A first pre-announcement effect means that performs a first pre-announcement effect that gives the player prior indication when the appearance of the information image changes, The system includes a second pre-announcement means that performs a second pre-announcement, which is a different effect from the first pre-announcement effect, and which suggests in advance that there is a possibility of performing the special game, The first notification effect means is intended to suggest to the player with a high probability that the appearance of the information image will change in response to the execution of the first notification effect after the execution of the second notification effect in the current symbol game, and to suggest to the player with a low probability that the appearance of the information image will change in response to the execution of the first notification effect when the second notification effect has not been executed in the current symbol game. The aforementioned symbol game means displays the symbol game image overlaid on a background image corresponding to the current performance mode. The information image is a background image, and the degree of advantage the player has may differ depending on the background image displayed. The aforementioned information notification means informs the player in advance that a different performance mode will be set in response to the change in the appearance of the background image of the symbol game during the current symbol game, from an appearance corresponding to the current performance mode to an appearance corresponding to a different performance mode. A gaming machine characterized by the following features.