Gaming machine

The gaming machine addresses the lack of customization in conventional gaming machines by enabling players to personalize game production settings, improving engagement and presentation through detailed customization options and external input/output features.

JP7910743B2Active Publication Date: 2026-08-25TAKAO KK
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Patent Information

Application Number
JP2023112568
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-07-07
Publication Date
2026-08-25
Estimated Expiration
2043-07-07

AI Technical Summary

Technical Problem

Conventional gaming machines lack the ability to enhance player engagement and excitement through customizable game production settings, limiting the player's ability to personalize and optimize their gaming experience.

Method used

The gaming machine incorporates a production execution and control system that allows players to customize game production settings, including detailed and simple customization options, with the ability to output these settings externally and input them via means such as passwords or QR codes, enhancing the player's experience through personalized gameplay.

Benefits of technology

This customization system improves player engagement by allowing personalized settings, altering gameplay effects, and increasing the overall presentation quality, thereby enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine with improved performance customization functions that can be set by a player.SOLUTION: A game machine has a performance customization function, and the performance customization has simple setting and detailed setting. When the simple setting is selected, multiple performances are set to the preset contents by selecting a mode name that indicates the tendency of playability. When the detailed setting is selected, items provided for each performance can be selected and set. When the setting is completed, the information on the setting contents is displayed as a two-dimensional code.SELECTED DRAWING: Figure 44
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Description

Technical Field

[0001] The present invention relates to a gaming machine, particularly a gaming machine that performs variable effects on an effect display unit and enhances the player's expectation of transitioning to a specific gaming state advantageous to the player.

Background Art

[0002] Conventionally, a pachinko machine (pinball gaming machine), which is a gaming machine, fires a game ball toward the game area of the game board, and based on the entry of the game ball into the start port, a winning determination as to whether or not a "big win" occurs is made. If the result of the determination is a "big win", the mainstream is to transition to a big win game that is advantageous for obtaining prize balls. In addition, in this type of pachinko machine, along with the winning determination, a special symbol fluctuates and is fixedly displayed to notify the result of the winning determination. During the fluctuation of the special symbol, a variable effect that enhances the expectation of a big win is performed. Conventional pachinko machines enhance the player's expectation by performing various variable effects.

[0003] Furthermore, in conventional pachinko machines, there have been proposed ones in which the player can arbitrarily change the setting of the effect content such as variable effects (Patent Document 1) and ones in which the player can arbitrarily change the effect mode (Patent Document 2). These enable the player to select an effect that suits their preference and enjoy the game without getting tired of the variable effects.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] <于 However, for a gaming machine equipped with a function that allows a player to arbitrarily change the settings of production contents such as variable production, there is room for improvement in enhancing the production power.

Means for Solving the Problems

[0006] The invention according to claim 1 made in view of the above problems includes a production execution means for executing a game production and a production control means for controlling the production execution means. The production control means has a production customization function that allows the settings of the game production to be changed based on the operations of the player. As production customization, it includes a first production customization that allows detailed settings of the game production and a second production customization that allows simple settings of the game production. When set by the first production customization, it is characterized in that the setting information can be output to the outside.

[0007] The game production refers to variable production for showing the result of a win / loss lottery, production in a special game executed based on winning in the win / loss lottery, production in a privilege game state (time shortening, probability variation, etc.) given after a special game, etc. It includes background display, production symbols, characters displayed in the variable production, and preview production (including lead reading production) and reach production executed in the variable production.

[0008] Production customization can be considered as something that allows a player to change the settings of the production content (also described as customization or custom) according to the operation of the operation means by the player. It is considered that not only the change of the lead reading production but also the content related to the production such as the change of the production mode, the appearance rate of a specific reach production, the appearance rate of a specific preview production, and the automation of the operation means can be customized.

[0009] The first production customization that allows detailed settings of the game production refers to, for example, something that allows various productions to be set individually. It is considered that the appearance rate or the appearance timing of various productions can be changed individually. For example, something that allows the appearance rate and appearance timing of "cut-in preview", "line preview", and "lead reading preview" to be set individually is considered. The second type of gameplay customization, which allows for easy setting of gameplay effects, is conceivable as a configuration where selecting one item selects the settings for multiple effects at once. For example, selecting "Simple Mode" might reduce the appearance rate of various pre-announcement effects, but increase the probability of winning when they do appear. It is conceivable that the settings could be changed using a different performance customization even if they are currently configured using either the first or second performance customization.

[0010] External output of configuration information refers to actions such as displaying the settings for performance customization as a password, or displaying multi-dimensional codes such as barcodes or QR codes. In conjunction with the ability to output setting information externally, it is also conceivable to provide an input means for inputting setting information into the gaming machine, and to configure the settings for the first performance customization based on the input setting information. By providing an input means, the settings for the first performance customization, which allows for detailed settings of the game performance, can be easily reproduced by inputting setting information.

[0011] This feature allows for detailed customization of the effects, which in turn alters other effects and improves the overall presentation. [Brief explanation of the drawing]

[0012] [Figure 1] This is a front view of a gaming machine to which the present invention is applied. [Figure 2] This is a front view of the game board of the aforementioned gaming machine. [Figure 3] This is a rear view of the aforementioned gaming machine. [Figure 4] This is an electrical block diagram of the aforementioned gaming machine. [Figure 5] This is an explanatory diagram showing the game specifications of the aforementioned gaming machine. [Figure 6] This flowchart shows the control contents of the main routine executed by the main control unit of the aforementioned gaming machine. [Figure 7]It is a flowchart showing the control content of the start ball entry confirmation process executed by the main control device. [Figure 8] It is a first flowchart showing the control content of the special drawing validity determination process executed by the main control device. [Figure 9] It is a second flowchart showing the control content of the special drawing validity determination process. [Figure 10] It is a third flowchart showing the control content of the special drawing validity determination process. [Figure 11] It is a fourth flowchart showing the control content of the special drawing validity determination process. [Figure 12] It is a first flowchart showing the control content of the special game process executed by the main control device. [Figure 13] It is a second flowchart showing the control content of the special game process. [Figure 14] It is a third flowchart showing the control content of the special game process. [Figure 15] It is a fourth flowchart showing the control content of the special game process. [Figure 16] It is an explanatory diagram showing the production contents and production modes that can be set in the gaming machine. [Figure 17] It is an explanatory diagram related to the setting screen of the first production content displayed on the production symbol display device of the gaming machine. [Figure 18] It is an explanatory diagram related to the setting screen of the second production content displayed on the production symbol display device. [Figure 19] It is an explanatory diagram related to the setting screen of the third production content displayed on the production symbol display device. [[ID=3⑧]] [Figure 20] It is an explanatory diagram related to the setting screen of the fourth production content displayed on the production symbol display device. [Figure 21] It is an explanatory diagram related to the setting screen of the first production mode displayed on the production symbol display device. [Figure 22] It is an explanatory diagram related to the setting screen of the second production mode displayed on the production symbol display device. [Figure 23]This is an explanatory diagram showing the display mode of the set performance content displayed on the aforementioned performance symbol display device. [Figure 24] This is an explanatory diagram showing the display mode of the set performance mode displayed on the aforementioned performance symbol display device. [Figure 25] This is a first flowchart showing the control details of the menu screen processing performed by the sub-control device of the aforementioned gaming machine. [Figure 26] This is a second flowchart showing the control details for the menu screen processing. [Figure 27] This is a flowchart of the language selection process executed by the aforementioned sub-control unit. [Figure 28] This flowchart shows the control details of the volume and brightness adjustment process performed by the aforementioned sub-control device. [Figure 29] This flowchart shows the control details of the character selection process executed by the aforementioned sub-control device. [Figure 30] This flowchart shows the control details of the auto button ON process executed by the aforementioned sub-control device. [Figure 31] This flowchart shows the control details of the performance customization process executed by the aforementioned sub-control device. [Figure 32] This flowchart shows the control details of the BGM selection process executed by the aforementioned sub-control device. [Figure 33] This flowchart shows the control details of the pending design selection process executed by the aforementioned sub-control device. [Figure 34] This flowchart shows the control details of the performance mode selection screen processing executed by the aforementioned sub-control device. [Figure 35] This flowchart shows the control details of the performance mode setting process executed by the aforementioned sub-control device. [Figure 36] This is an explanatory diagram showing the display mode related to the reset operation displayed on the aforementioned performance symbol display device. [Figure 37] This flowchart shows the control details of the performance setting initialization process executed by the aforementioned sub-control device. [Figure 38] This is an explanatory diagram relating to the setting screen for the fifth performance content displayed on the aforementioned performance symbol display device. [Figure 39] This is an example of a display that follows Figure 19(d), which is an explanatory diagram of the setting screen for the third performance content displayed on the aforementioned performance symbol display device. [Figure 40] This is an example of a display that follows Figure 19(d), which is an explanatory diagram of the setting screen for the third performance content displayed on the aforementioned performance symbol display device. [Figure 41] Figure 19(d) is an explanatory diagram regarding the setting screen for the third performance content displayed by the aforementioned performance symbol display device, and this is an example of the display with the pre-read performance content added. [Figure 42] Figure 19(d) is an explanatory diagram regarding the setting screen for the third performance content displayed by the aforementioned performance symbol display device, and this is an example of the display with the pre-read performance content added. [Figure 43] Figure 19(d) is an explanatory diagram regarding the setting screen for the third performance content displayed by the aforementioned performance symbol display device, and this is an example of the display with the pre-read performance content added. [Figure 44] These are examples of the screens displayed when selecting "Customize Effects" on the menu screen 710, and when selecting "Advanced Settings" 1110. [Figure 45] This is an example of what is displayed when you select "Advanced Settings" 1110 on the performance customization screen 1100. [Figure 46] This is an example of what is displayed when you select "Advanced Settings" 1110 on the performance customization screen 1100. [Figure 47] This is an example of the display when you select "Simple Settings" 1111 or "Password Input" 1112 on the performance customization screen 1100. [Figure 48] This is an example of a display indicating that customization can be set during the standby state or during a variation animation after settings or resetting have been completed on the performance customization screen 1100. [Modes for carrying out the invention]

[0013] A pachinko machine to which the present invention is applied will be described. As shown in Figure 1(a), the pachinko machine 1 has a structure in which each component is held by an outer frame 10 that forms a vertically elongated fixed outer enclosure retaining frame. The outer frame 10 is provided with a front frame 11 (glass frame) into which a glass plate 110 is fitted, and an inner frame (not shown) that can be opened and closed via hinges 101 located at the upper and lower positions on the left side. The front frame 11 and the inner frame are locked to the outer frame 10 by a cylinder lock 18. The inner frame is opened by inserting a key into the cylinder lock 18 and turning the key clockwise, and the front frame 11 is opened by turning the key counterclockwise. Behind the glass plate 110 of the front frame 11, a game board 2 (Figure 2) held by the inner frame is provided.

[0014] Speakers 112 are positioned on both the left and right sides of the upper part of the front frame 11, which output game sounds to enhance the gaming experience. The front frame 11 is also equipped with frame-side decorative lamps 113 that illuminate according to the game state, as well as LEDs that notify of abnormalities in the game.

[0015] The lower half of the front frame 11 has an upper tray 12 and a lower tray 13 formed integrally. A launch handle 14 is provided on the right side of the lower tray 13, and when the launch handle 14 is operated clockwise, the launching device is activated and game balls supplied from the upper tray 12 are launched towards the game board 2. Prize balls are also dispensed into the upper tray 12. The lower tray 13 is designed to receive prize balls that overflow from the upper tray 12, and by operating the ball release lever, the game balls accumulated in the lower tray 13 can be transferred to a separate box (dollar box) provided by the arcade.

[0016] Furthermore, the upper tray 12 has a performance button 15, which is an operating means that can be operated by the player, located in the center, and a jog dial 16, which is an operating means that surrounds its outer edge. In addition, a directional pad 19 is located on the upper tray 12 to the left of the performance button 15 and the jog dial 16. As shown in Figure 1(b), the directional pad 19 is composed of five operation buttons: the center button 191, the up button 192, the down button 193, the left button 194, and the right button 195.

[0017] Pachinko machine 1 is a so-called CR machine, and a prepaid card unit (CR unit) CR for reading and writing prepaid cards is located next to it. Accordingly, pachinko machine 1 has a ball dispensing switch 171, a settlement switch 172, and a settlement display device 173 located to the right of the upper tray 12.

[0018] Let's describe the game board 2. As shown in Figure 2, the game board 2 has a roughly circular game area 20 enclosed by an outer rail 201 and an inner rail 202. Numerous game pins are installed in the game area 20. A center case 200 is mounted in the center of the game area 20. The center case 200 has an LCD panel for a display of performance symbols 21 (not shown in the overall illustration) in the center. The center case 200 is also equipped with a warp entrance, warp channel, stage, etc., as is well known.

[0019] To the left of the center case 200 of the game area 20, there is a regular symbol activation gate 22 through which game balls can pass, and when a regular symbol (hereinafter simply referred to as "regular symbol") is drawn. Directly below the center of the center case 200 is a first special symbol start opening 23 into which game balls can be entered at all times, and into which a determination of whether the first special symbol (hereinafter referred to as the first special symbol) is made based on the ball's entry. Furthermore, directly below that is a second special symbol start opening 24 consisting of a tulip-type ordinary electric mechanism (hereinafter simply referred to as the ordinary electric mechanism), into which a determination of whether the second special symbol (hereinafter referred to as the second special symbol) is made based on the ball's entry. Note that the second special symbol start opening 24 can only be used to enter (win) a ball when the ordinary electric mechanism is open. The ordinary electric mechanism is configured to open for a predetermined time and in a predetermined opening manner when a win is determined in the lottery for the ordinary symbol.

[0020] Directly below the second special feature starting opening 24, there is a large prize winning opening 25 that can be opened and closed by an opening / closing plate of a special electric mechanism and is opened for jackpot games.

[0021] Multiple (four) general prize slots 27 are located to the left of the first special prize slot 23 to the large prize slot 25, at a diagonal downward position on the left side of the center case 200. An out slot 203 is also provided at the very bottom of the playfield, directly below the large prize slot 25.

[0022] At the lower right end of the game board 2, outside the outer rail 201, a first special figure display device 28A, a second special figure display device 28B, a first special figure reserve count display device 281, a second special figure reserve count display device 282, a general figure display device 29, and a general figure reserve count display device 291 are provided.

[0023] Figure 3 shows the back of the pachinko machine 1, where an inner frame 30 for detachably attaching the game board 2 is housed. Similar to the front frame 11, the inner frame 30 is hinged to the outer frame 10 at the upper and lower positions of one side edge (right side in Figure 3), allowing it to be opened and closed. A game ball flow passage is formed in the inner frame 30, and a ball tank 31, a tank rail 32, and a payout unit 33 are provided from the top (upstream), with a payout mechanism inside the payout unit 33. With this configuration, when a game ball enters the prize slot of the game board 2, a predetermined number of game balls (prize balls) are dispensed from the ball tank 31 via the tank rail 32 through the payout ball flow passage to the upper tray 12 by the payout unit 33. Furthermore, the payout unit 33 that dispenses the prize balls is configured to also dispense loan balls in response to the operation of the ball dispensing switch 171.

[0024] On the back side of the pachinko machine 1, there is a main control device 40, a payout control device 41, a sub-integrated control device 42, a display symbol control device 43, a launch control device 44, and a power supply board 45. The main control device 40, the sub-integrated control device 42, and the display symbol control device 43 are located on the game board 2, while the payout control device 41, the launch control device 44, and the power supply board 45 are located on the inner frame 30. Although the launch control device 44 is not shown in Figure 3, it is located below the payout control device 41.

[0025] Furthermore, an external connection terminal board 38 is located on the right side of the ball tank 31, and signals indicating the game state and game results are sent via the external connection terminal board 38 to a hall computer (not shown). Conventionally, two types of external connection terminal boards are used for sending signals to the hall computer: one for the game board (terminals for outputting signals output from the game board to the hall computer) and one for the frame (terminals for outputting signals output from the outer frame 10, front frame 11, and inner frame 30 to the hall computer). However, in this embodiment, signals indicating the game state and game results are sent to the hall computer via a single external connection terminal board 38.

[0026] Figure 4 shows the electrical configuration of the pachinko machine 1. It is configured with a main control device 40 that controls the progress of the game, and includes a payout control device 41, a sub-integrated control device 42, and a display symbol control device 43 as sub-control devices. The main control device 40, payout control device 41, sub-integrated control device 42, and display symbol control device 43 are all equipped with a CPU, ROM, RAM, input ports, output ports, etc. In each of these control devices, the CPU starts a program consisting of a main routine and subroutines stored in the ROM in response to an interrupt signal with a period of 2ms or 4ms, and various controls are executed. The main control device 40 is also equipped with a random number counter for extracting various random numbers. The launch control device 44 does not have a CPU, ROM, RAM, etc. However, it is not limited to this, and the launch control device 44 may be equipped with a CPU, ROM, RAM, etc.

[0027] The main control unit 40 is electrically connected to the hall computer 500 of the gaming facility via the back wiring relay terminal board 530 and the external connection terminal board 38. The main control unit 40 also receives detection signals from the glass frame open switch 501 (in the diagram, switches are referred to as switches) and the inner frame open switch 502, which detect whether the front frame 11 (glass frame) and inner frame 30 are closed or not, via the back wiring relay terminal board 530 and the gaming board relay terminal board 531. Furthermore, the main control unit 40 receives detection signals from the first special symbol start switch 503, which detects ball entry into the first special symbol start opening 23, the second special symbol start switch 504, which detects ball entry into the second special symbol start opening 24, and the general symbol operation switch 505, which detects ball entry into the general symbol operation gate 22. In addition, the main control unit 40 receives detection signals from the general prize opening switch 506, which detects ball entry into multiple general prize openings 27, and the count switch 507, which detects ball entry into the large prize opening 25.

[0028] The main control unit 40 operates according to its installed program and generates various commands related to the progress of the game based on the detection signals mentioned above. The main control unit 40 then outputs commands to the payout control unit 41, the sub-integrated control unit 42, and the performance symbol control unit 43 via the performance relay terminal board 532. The main control unit 40 also controls the display of the first special symbol display unit 28A, the second special symbol display unit 28B, the first special symbol reserve count display unit 281, the second special symbol reserve count display unit 282, the general symbol display unit 29, and the general symbol reserve count display unit 291 via the symbol display unit relay terminal board 533.

[0029] Furthermore, the main control device 40 is connected to the large prize opening solenoid 508 and the regular electric mechanism solenoid 509 via the game board relay terminal board 531. The main control device 40 controls the large prize opening solenoid 508 to activate the opening / closing plate of the special electric mechanism, thereby opening the large prize opening 25. The main control device 40 also controls the regular electric mechanism solenoid 509 to activate the regular electric mechanism, thereby opening and closing the second special symbol start opening 24. In addition to outputting signals from the main control device 40 to the test signal terminal, management signals for symbol changes and special symbol jackpots are sent to the hall computer 500 via the external connection terminal board 38.

[0030] The main control device 40 and the payout control device 41 are capable of bidirectional communication. The payout control device 41 receives detection signals such as the glass frame release switch 501, the inner frame release switch 502, and the ball depletion switch 520, which detects when the ball tank is empty, via the back wiring relay terminal board 530 and the payout relay terminal board 534. The payout control device 41 also receives detection signals such as the payout switch 522, which detects when a game ball has been dispensed, and the full switch 523, which detects when the game ball storage tray is full. Furthermore, the payout control device 41 drives the payout motor 521 to dispense game balls in response to commands sent from the main control device 40.

[0031] The payout control device 41 stops the payout motor 521 and halts the payout of prize balls when it receives a signal from the full switch 523 indicating that the lower tray 13 is full, or when it receives a signal from the ball depletion switch 520 indicating that there are few or no game balls in the ball tank. The ball depletion switch 520 and the full switch 523 are configured to continue outputting signals until the condition is resolved, and the payout control device 41 restarts the drive of the payout motor 521 when the output of these signals ceases.

[0032] Furthermore, the payout control device 41 is connected to the CR unit CR and the settlement display device 173 via the CR unit terminal board 535, enabling bidirectional communication. The settlement display device 173 is connected to a ball dispensing switch 171 for requesting the dispensing of game balls and a settlement switch 172 for requesting settlement. When an operation signal requesting a dispensing of balls is input to the CR unit CR via the settlement display device 173 from the ball dispensing switch 171, the CR unit CR sends a dispensing request to the payout control device 41, and the payout control device 41 activates the dispensing motor 521 to dispense the dispensing balls. The dispensed dispensing balls are detected by the dispensing switch 522, and the detection signal is input to the payout control device 41. On the other hand, when an operation signal for a settlement request from the settlement switch 172 is input to the CR unit CR via the settlement display device 173, the CR unit CR performs the settlement in response to the settlement request, and the balance of the prepaid card is displayed on the settlement display device 173. The display of the prepaid card balance is controlled by the CR unit CR.

[0033] Furthermore, the payout control device 41 transmits information regarding prize balls, information indicating the open / closed state of the frame (inner frame, front frame), etc., to the hall computer 500 via the external connection terminal board 38, and also transmits a launch stop signal to the launch control device 44.

[0034] The launch control device 44 receives detection signals such as a launch stop switch 524 to stop launching and a touch switch 525 to detect when a player is touching (operating) the launch handle 14. The launch control device controls the launch motor 526 in response to commands sent from the main control device 40 via the payout control device 41 (which reflect the signals from the touch switch 525 and the game status), the rotation signal of the launch handle 14, and the signal from the launch stop switch 524 to launch and stop the game balls.

[0035] The sub-integrated control unit 42 is electrically connected to the performance button 15, the jog dial 16, and the directional pad 19, specifically the directional pad center button 191, directional pad up button 192, directional pad down button 193, directional pad left button 194, and directional pad right button 195, and receives their operation signals. The sub-integrated control device 42 drives the speaker 112 to output sound, and controls the lighting and extinguishing of various LEDs and lamps 113. Furthermore, it sends commands to the performance symbol control device 43 for the display of characters and other effects, as well as the display mode of the pseudo-effect symbols for special effects.

[0036] The performance symbol control device 43, together with the LCD panel unit and auxiliary units, constitutes the performance symbol display device 21. The performance symbol control device 43 is capable of bidirectional communication with the sub-integrated control device 42. It controls the display on the LCD panel of the performance symbol display device 21 in response to commands sent from the sub-integrated control device 42. In this pachinko machine 1, the sub-integrated control device 42 and the display symbol control device 43 are separate devices, but they may be combined into a single device.

[0037] Next, the operation of the pachinko machine 1 will be explained. When a game ball enters the regular display gate 22 of the pachinko machine 1, the regular display device 29 starts displaying a changing regular display, and depending on the state of the regular display that has stopped after a predetermined time, if it is a win, the regular electric mechanism solenoid 509 is driven, and the ball can enter the second special display start opening 24. In the pachinko machine 1, the opening time of the regular electric mechanism is, for example, 0.1 seconds (1 time) under normal circumstances, and 2.2 seconds (1 time) in a time-saving state (extended opening state) that is advantageous to the player. In addition, the second special display start opening 24 is configured in such a way that a game ball cannot enter unless the regular electric mechanism is driven.

[0038] When a game ball enters the first special symbol start opening 23, which is always accessible, multiple types of random numbers (numerical data) related to the hit / fail determination of the first special symbol are extracted and stored in a predetermined number as the first special symbol's reserved memory. Then, a hit / fail determination is made based on the random numbers in the reserved memory, and accordingly, the first special symbol on the first special symbol display device 28A starts to change and stops after a predetermined time. When a game ball enters the second special symbol start opening 24, multiple types of random numbers (numerical data) related to the win / loss determination of the second special symbol are extracted and a predetermined number are stored as the second special symbol's reserved memory. Then, a win / loss determination is made based on the random numbers in the reserved memory, and accordingly, the second special symbol begins to be displayed in a variable manner on the second special symbol display device 28B, and stops after a predetermined time.

[0039] Furthermore, the determination of whether the first or second special symbol is correct will be carried out prioritizing the determination of the second special symbol, regardless of the order in which the balls enter the first special symbol start opening 23 and the second special symbol start opening 24. Specifically, if there is a reserved memory for the first special symbol, the determination of whether the reserved memory for the first special symbol is correct will be carried out only after the variation of the second special symbol has stopped and there is no reserved memory for the second special symbol.

[0040] The fluctuation and confirmation displays for the first and second special symbols are only displayed in small print in the corners of the game area 20. Therefore, a performance symbol display device 21 located in the center of the game area 20 performs a pseudo-performance display using pseudo-performance symbols corresponding to the first or second special symbol. The result of the win / loss determination is then communicated to the player through the pseudo-performance display. For example, the pseudo-performance display is configured to fluctuate three pseudo-performance symbols, and a jackpot is achieved when all three symbols stop at the same symbol. In the pseudo-performance display, a reach performance is performed where two symbols stop at the same symbol, and the player's anticipation is heightened by whether or not the remaining fluctuating symbols stop at the same symbol.

[0041] In Pachinko Machine 1, depending on the confirmed display of the first and second special symbols, if a jackpot (win) is achieved, a jackpot game (special game) is executed that is advantageous to the player, as it is expected to increase the amount of prize balls won. In the jackpot game, the large prize slot 25 is opened in a predetermined opening manner, and game balls can be entered into the large prize slot 25. For example, one of the following jackpot games is selected: a 5R normal jackpot game which consists of 5 rounds of rounds in which the large prize slot 25 is opened in a predetermined opening manner; an 8R probability variation jackpot game which consists of 8 rounds; or a 10R probability variation jackpot game which consists of 10 rounds.

[0042] Pachinko machine 1 is a probability variation machine. Specifically, gameplay on pachinko machine 1 is broadly divided into two states: a game state with the large prize winning opening 25 closed, and a jackpot game state with the large prize winning opening 25 open. Furthermore, the game state with the large prize winning opening 25 closed is broadly classified into a normal probability state (normal game state) and a high probability game state (hereinafter also referred to as the probability variation game state) which is more advantageous for the player than the normal game state (the probability of winning a jackpot is higher and it is easier to win a jackpot). For example, after a 5R normal jackpot game ends, the game transitions to the normal game state, and after an 8R probability variation jackpot game or a 10R probability variation jackpot game ends, the game transitions to the high probability game state.

[0043] The first and second special symbols consist of probability variation symbols and non-probability variation symbols. The probability variation game state is set to be transitionable after a jackpot game using probability variation symbols ends. In either the normal game state or the probability variation game state, if a jackpot is hit using probability variation symbols, the game will transition to the probability variation game state after the jackpot game ends. Similarly, in the normal game state, the game is set to be transitionable after a jackpot game using non-probability variation symbols ends. In either the normal game state or the probability variation game state, if a jackpot is hit using non-probability variation symbols, the game will transition to the normal game state after the jackpot game ends.

[0044] After transitioning to normal gameplay, the game enters a time-saving state where the variation time of the first special symbol, second special symbol, and normal symbol is shortened for a specified number of times (for example, 100 times), and the extension function of the normal electric mechanism's opening is activated. When the variation time of the first special symbol, second special symbol, and normal symbol (the time from the start of variation until the result is displayed) is shortened, the number of times variation displays occur within a certain period of time increases.

[0045] Specifically, in the time-saving state, along with the shortening of the variation time in the first and second special diagrams, the time of the general diagram displayed on the general diagram display device 29 is also shortened. By shortening the variable display of this general diagram, the definite display of the general diagram is performed multiple times within a certain period. Therefore, the number of times the general diagram wins within a certain period increases, and accordingly, the number of opening times of the second special diagram starting port 24 also increases. In addition, since the opening time of the second special diagram starting port 24 (general electric component) is set to be long (opening extension function), a large number of game balls are likely to win. As a result, the number of variable display times of the second special diagram further increases, and the prize balls obtained by winning at the second special diagram starting port 24 make it difficult for the player's held balls to decrease, enabling an advantageous game to be played.

[0046] In addition, in the probability variable game state, similar to the time-saving state, the variation times of the first special diagram, the second special diagram, and the general diagram are shortened, and the opening extension function of the general electric component is activated. The settings related to the shortening of various symbols and the opening extension function of the general electric component are the same as those in the time-saving state. However, since the probability of a big win in the special diagram is higher in the probability variable game state than in the time-saving state (a state where a big win is easier), it becomes an even more advantageous game state for the player.

[0047] The pachinko machine 1 performs a preliminary determination to confirm whether there is a possibility of a big win before the win / loss determination based on the random number (numerical data) extracted due to the entry of a ball into the first special diagram starting port 23 or extracted due to the entry of a ball into the second special diagram starting port 24. Then, according to the result of the preliminary determination, the pachinko machine 1 performs a preliminary effect on the hold memory symbols displayed on the effect symbol display device 21 to suggest the possibility of a big win or a reach.

[0048] In addition, the pachinko machine 1 is configured to be able to change the settings of multiple types of effect contents, such as whether to perform a preliminary effect, whether to perform a single announcement or a preview effect regarding a big win, in the pseudo-effect display accompanying the symbol variation of the first special diagram or the second special diagram, and the settings of the effect mode, such as special videos, sounds, and the emission color of LEDs, in the variable effect, according to the player's preference.

[0049] Figure 5 shows the game specifications of Pachinko Machine 1. In Pachinko Machine 1, the probability of winning a jackpot is set to "1 in 300" in the low-probability game state (normal game state) and "1 in 30" in the high-probability game state (probability variation game state), regardless of whether it is the first special symbol or the second special symbol. Regardless of whether it's the first or second special symbol, the probability of entering a bonus round after a big win is set to "65%". The bonus round continues until the next big win occurs. The number of times the time-saving state continues is set to "100 times" for the symbol changes associated with the win / loss determination of the first and second special symbols. Next, let's explain the prize balls. The prize balls for the first special starting gate 23 are set to "3" per ball entered. The prize balls for the second special starting gate 24 are set to "1" per ball entered. The prize balls for the other prize gates (for example, the general prize gate 27) are set to "10" per ball entered. The prize balls for the large prize gate 25 are set to "15" per ball entered. The number of winning entries for the 25 large prize slots in a jackpot game is set to "10". The probability of winning a regular prize is set to "1 in 5" during normal gameplay and to "4 in 5" during the time-saving mode. The opening time for the standard electric mechanism is set to "0.1 seconds x 1 time" during normal gameplay and to "2.2 seconds x 1 time" during the time-saving mode.

[0050] The following describes the operation of the pachinko machine 1 in detail, based on the program processing executed by the main control unit 40, etc. Figure 6 shows a flowchart of the "main routine" executed by the main control unit 40. The "main routine" consists of the main process (processes S100 to S110, process S115) and residual process (process S111), and is started in response to an interrupt signal with a period of 2ms or 4ms. The main process first determines whether it is a normal interrupt in process S100. This determination is made by checking whether the value of a predetermined area of ​​RAM (memory) is a predetermined value, and is used to determine whether it is okay to execute normal processing when the processing executed by the CPU transitions to the main process. Cases where it is not a normal interrupt include power-on or CPU malfunction due to noise, etc. However, CPU malfunction is considered to be almost non-existent due to recent technological advancements, so it is usually when the power is turned on. When the power is turned on, the value of the predetermined area of ​​RAM is different from the predetermined value. If the system determines that it is not a normal interrupt (process S100: no), then in process S115, initial settings are performed (for example, writing a predetermined value to a predetermined area of ​​the memory, writing initial values ​​to the working area of ​​the memory such as setting the normal and special patterns as the initial patterns, etc.). The numerical value used to determine whether or not it is a normal interrupt is written to RAM as part of this initial setting.

[0051] If the process S100 is determined to be a normal interrupt (process S100: yes), the initial random number update process S101 is executed. This process is an increment process that adds "1" to the initial random number value each time it is executed. It adds "1" to the initial random number value before this process is executed, but if the random number before this process is the "maximum value", it will return to the initial value of "0" in the next process, and integers from "0" to the "maximum value" are repeatedly created in ascending order.

[0052] In the subsequent process S102, the random number update process for determining the jackpot, an increment process is performed, similar to the initial random number update process, where "1" is added each time the process is executed. When the value reaches the "maximum value," it returns to the initial value of "0" in the next process, and integers from "0" to the "maximum value" are repeatedly created in ascending order. The initial value of the random number used to determine the jackpot is the value set (created) in the initial random number update process. If this value was "150," the random number used to determine the jackpot would be updated as follows: "150," "151," "152," ... "maximum value," "0," "1," ...

[0053] Furthermore, once the random number used to determine the jackpot has been updated once, the value of the initial random number at that time is set as the initial value of the random number used to determine the jackpot. The random number used to determine the jackpot is then incremented by "1" from its initial value. Then, once the random number used to determine the jackpot has been updated once again, the value of the initial random number at that time is set as the initial value of the random number used to determine the jackpot. In other words, this series of operations is repeated continuously. In the example above, once the random number used to determine the jackpot has reached "149", it has completed one cycle, so the next value after "149" will be the value of the initial random number. If the value of the initial random number was "87", then it would change as follows: "149", "87", "88"... "maximum value", "0", "1"... "86", and the next value after "86" will be the new initial random number.

[0054] The subsequent process S103, which updates the random number used to determine the winning symbols, is configured as a counter that repeatedly generates 10 integers from "0" to "9". After each process, "1" is added, and when it exceeds the maximum value, it returns to the initial value of "0". The subsequent process S104, which updates the random number used to determine the winning combination, is configured as a counter that repeatedly generates 10 integers from "0" to "9". After each process, "1" is added, and when it exceeds the maximum value, it returns to the initial value of "0". The winning value is always "7". This random number used to determine the winning combination is used for the drawing of the regular symbols, while the initial random number, the random number used to determine the big win, the random number used to determine the reach, the random number used to determine the big win symbol, and the random number used to determine the variation pattern are used for the drawing of the special symbols.

[0055] The random number update process for determining whether a game is in progress in process S105 is configured as a counter that repeatedly generates 229 integers between "0" and "228". After each process, "1" is added, and when it exceeds the maximum value, it returns to the initial value of "0". The random number update process for determining the variation pattern in process S106 is configured as a counter that repeatedly generates 120 integers from "0" to "119", and "1" is added to the maximum value after each process. When it exceeds a certain value, it returns to the initial value of "0".

[0056] In the subsequent S107 prize confirmation process, the following are performed: confirmation of ball entry (winning) into the first special symbol start port 23 and the second special symbol start port 24, confirmation of the passage of the game ball through the general symbol operation gate 22, confirmation of ball entry (winning) into the general prize winning port 27, and input processing of various switches connected to the main control device 40.

[0057] In the next process, S108, the win / fail determination process performs win / fail determination corresponding to the regular and special symbols, as well as processing such as symbol changes and special game processing associated with the win / fail determination. In the subsequent output processing of process S109, the main control device 40 executes output processing for the payout control device 41, sub-integrated control device 42, display symbol control device 43, launch control device 44, and large prize slot solenoid 508, etc., in accordance with the progress of the game. Specifically, when the prize confirmation process (process S107) detects that a game ball has entered each prize slot on the game board, the main control device 40 executes a process to send a prize ball signal to the payout control device 41 in order to pay out the game ball as a prize ball. It also executes a process to output sound data corresponding to the game state to the sub-integrated control device 42. Furthermore, if there is an abnormality in the pachinko machine, it executes a process to output an error signal to the display symbol control device 43 in order to notify that an error is occurring.

[0058] The subsequent process S110, the fraud monitoring process, is a process that monitors whether any fraud is being committed with respect to the general prize winning slot 27. It determines whether the number of game balls entering the prize winning slot within a predetermined time is greater than a predetermined number, and if it is greater, it is determined to be fraudulent, and a notification is sent to that effect.

[0059] The residual processing that follows this process consists of the initial random number update process S111, but is exactly the same as process S101. This process forms an infinite loop and is executed repeatedly as long as time permits until the next interrupt is executed. The time required to execute the main process from process S100 to process S111 differs for each interrupt depending on whether or not the jackpot process is executed, the display mode of the special symbols, etc. As a result, the number of times the residual processing is executed also differs for each interrupt, and the value updated to the initial random number by the execution of the interrupt process once is not uniform. This makes the possibility of the initial random number synchronizing with the jackpot determination random number extremely small. If the values ​​of the initial random number (300 possibilities from 0 to 299) occur at roughly the same rate when the jackpot determination random number cycles through, the probability of synchronization is only 1 in 300. Furthermore, the jackpot determination random number update process (process S104) may also be configured to be executed within the residual processing.

[0060] Next, we will explain some of the subroutines of the award confirmation process (process S107), the win / fail determination process (process S108), and the various output processes (process S109), which are closely related to the present invention. The "start ball entry confirmation process" shown in Figure 7 stores various random numbers, such as the random number used to determine the jackpot, which are extracted when a game ball enters the first special symbol start opening 23 or the second special symbol start opening 24, as reserved memory in the main control device 40. Then, it transmits various commands resulting from the ball entering the first special symbol start opening 23 or the second special symbol start opening 24 to the sub-integrated control device 42. In this embodiment, the number of reserved memories that can be stored due to the ball entering the first special symbol start opening 23 and the number of reserved memories that can be stored due to the ball entering the second special symbol start opening 24 are each 4.

[0061] The "Special Symbol Start Ball Entry Confirmation Process" first determines in process S200 whether or not a ball has entered the first special symbol start port 23 via the first special symbol start port switch 503. If the determination is negative (process S200: no), the process proceeds to process S205. If the result is positive (process S200: yes), in process S201, it is determined whether the number of reserved first special figures stored in the main control unit 40 is full (whether the upper limit has been reached). If the result is positive (process S201: yes), the process proceeds to process S205.

[0062] If the judgment in process S201 is negative (process S201: no), then in process S202, random numbers for determining the jackpot of the first special feature, random numbers for determining the jackpot symbol, random numbers for determining a reach, random numbers for determining the variation pattern, etc., are extracted. The extracted various random numbers are stored in a predetermined memory area of ​​the main control device 40. Furthermore, the random numbers stored in the predetermined memory area are stored as reserved memories in the reserved memory area of ​​the main control device 40. Even if the number of reserved memories for the first special feature is "0", various random numbers such as the win / loss random numbers extracted when a game ball enters the first special feature start opening 23 are stored in the same way as when there are fewer memories than the maximum value.

[0063] Next, the pre-read judgment process for the first special symbol in process S203 is executed. This pre-read judgment process checks whether the random numbers for determining the jackpot and the random numbers for determining the jackpot symbols stored in the predetermined memory area are specific values ​​before the hit / miss determination is made. For example, specific values ​​include whether the value is determined to be a jackpot, whether it is determined to be a super reach or a reach, and if it is a jackpot, whether it is a probability variation jackpot or whether it is a jackpot with a large number of rounds. In this process, a pre-read command indicating the judgment result of the pre-read judgment for the first special symbol is sent to the sub-integrated control device 42. After that, in process S204, the reserve memory counter indicating the number of reserved memories is added, and a reserve number instruction command indicating the added value of the first special symbol's reserve memory counter is sent to the sub-integrated control device 42. Furthermore, it is desirable to send the pre-read command to the sub-integrated control device 42 when there is a possibility of a big win or a near-win. Of course, it is also acceptable to configure the system to send the pre-read command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the pre-read command, the sub-integrated control device 42 performs a pre-read animation on the reserved memory symbols of the performance symbol display device 21 that suggests the possibility of a big win or a near-win.

[0064] In the subsequent process S205, it is determined whether or not the entry of a ball into the second special feature start port 24 has been detected by the second special feature start port switch 504. If the determination is negative (process S205: no), the process returns to the main routine of the main control device 40 and terminates. If the result is positive (process S205: yes), in process S206, it is determined whether the number of reserved second special figures stored in the main control unit 40 is full (whether the upper limit has been reached). If the result is positive (process S206: yes), the system returns.

[0065] If the judgment in the above process S206 is negative (process S206: no), then in process S207, random numbers for determining the jackpot of the second special feature, random numbers for determining the jackpot symbol, random numbers for determining a reach, random numbers for determining the variation pattern, etc., are extracted. The extracted various random numbers are stored in a predetermined memory area of ​​the main control device 40. Furthermore, the random numbers stored in the predetermined memory area are stored as reserved memory in the reserved memory area of ​​the main control device 40. Even if the reserved memory for the second special feature is "0", various random numbers such as the win / loss random numbers extracted when a game ball enters the second special feature start opening 24 are stored in the same way as when there is a number of stored numbers less than the maximum value.

[0066] Next, in process S208, the pre-reading judgment process for the second special symbol is executed. This pre-reading judgment process checks whether the random numbers for determining the jackpot and the random numbers for determining the jackpot symbols stored in the predetermined memory area are specific values ​​before the hit / miss determination is made. For example, specific values ​​include whether they are values ​​that will be determined to be a jackpot, values ​​that will be determined to be a super reach or a reach, and if it is a jackpot, whether it is a probability variation jackpot or a jackpot with a large number of rounds. In this process, a pre-reading command indicating the judgment result of the pre-reading judgment for the second special symbol is sent to the sub-integrated control device 42. After that, in process S209, the reserve memory counter indicating the number of reserved memories is added, and a reserve number instruction command indicating the added value of the first special symbol's reserve memory counter is sent to the sub-integrated control device 42. Furthermore, it is desirable to send the pre-read command to the sub-integrated control device 42 when there is a possibility of a big win or a near-win.

[0067] In this "start ball entry confirmation process," if the number of reserved memories is not full, the extracted random number is stored in a predetermined memory area, and then the random number stored in the predetermined memory area is stored in the reserved memory area. However, if the number of reserved memories is not full, the extracted random number may be stored in both the predetermined memory area and the reserved memory area. Furthermore, when a random number is extracted due to a ball entering the first special feature start opening 23 or the second special feature start opening 24, the extracted random number is stored in a predetermined memory area. Then, it is checked whether the number of reserved memories is full, and if it is not full, the random number stored in the predetermined memory area may be stored in the reserved memory area. In this case, if the number of reserved memories is full, the random number stored in the predetermined memory area is erased. In this "Special Feature Start Ball Entry Confirmation Process," the look-ahead determination process checks random numbers stored in a predetermined memory area, but it is not limited to this; it may also check random numbers stored in a reserved memory area.

[0068] Figures 8 to 11 show flowcharts of the "Special Symbol Win / Loss Determination Process". In this process, the win / loss determination for the first special symbol and the win / loss determination for the second special symbol are performed separately, and if there is a reserved memory for the second special symbol, the win / loss determination for the second special symbol takes precedence. Note that the win / loss determination for the first and second special symbols is almost the same process, and in the following explanation, the two will be distinguished when necessary, but otherwise, the first and second special symbols will not be distinguished and will simply be referred to as "special symbols".

[0069] As shown in Figure 8, the "Special Symbol Win / Loss Determination Process" first checks in process S300 whether the special electric mechanism is not in operation and determines whether or not a jackpot game is currently in progress. If the determination is negative (process S300: no), the process proceeds to the "Special Game Process" (see Figure 9). If the result is positive (process S300: yes), process S301 determines whether the first special symbol or the second special symbol is in a state of rotation stoppage. If the result is positive (process S301: yes), process S302 determines whether the confirmed symbol of the first special symbol or the second special symbol is not currently displayed.

[0070] If the result in process S302 is positive (process S302: yes), then in process S303, it is determined whether or not there is a reserved memory for the second special feature. If the result is positive (process S303: yes), then in process S304, the number of reserved memories for the second special feature is subtracted and a reserved memory shift process is performed. As a result of this shift process, the oldest reserved memory among the reserved memories for the second special feature becomes the subject of the win / failure determination.

[0071] If the result in process S303 is negative (process S303: no), then in process S305, it is determined whether or not there is a reserved memory for the first special feature. If the result is positive (process S305: yes), then in process S306, the number of reserved memories for the first special feature is subtracted and a reserved memory shift process is performed. As a result of this shift process, the oldest reserved memory among the reserved memories for the first special feature becomes the subject of the win / failure determination. The standby state refers to the state where a player is waiting, and the state where a game is in progress with game balls being launched but the special symbols are not changing, waiting for a change to occur. In response to the standby command, the sub-integrated control device 42 displays a demo display screen or a symbol standby screen on the performance symbol display device 21.

[0072] Following the process S304 or process S306, in process S310 shown in Figure 9, the probability variation flag is checked to determine whether the current game state is a probability variation game state for the special symbols. If the determination is positive (process S310: yes), in process S311, the table for determining win / loss during probability variation and the random number for big wins in the reserved memory that is the target of the win / loss determination are compared to make a determination. If the judgment in the above process S310 is negative (process S310: no), then in process S312, the table for determining whether a result is correct or incorrect with normal probability is compared with the random number for determining the jackpot in the pending memory that is the subject of the above result determination, and a determination is made.

[0073] Next, in process S313, a determination is made as to whether the success or failure determination in process S311 or process S312 is a success or not (corresponding to the success or failure determination means described in the claims). If the result is positive (processing S313: yes), in processing S314, the winning symbol is determined based on the random number for determining the winning symbol in the pending memory that is the subject of the win / failure determination. Next, in process S315, the variation pattern, such as the variation time of the winning symbols in the special feature, is determined based on the random number used to determine the variation pattern of the reserved memory that is subject to the win / fail judgment.

[0074] After determining the variation pattern, the jackpot setting process is performed in process S316. In this process, based on the determined jackpot symbols, settings are made such as the content of the jackpot game, whether it be a 10R probability variation jackpot game, an 8R probability variation jackpot game, or a 5R normal jackpot game, the transition to a probability variation game or a time reduction after the jackpot game ends, the setting of the jackpot start animation for the jackpot game executed by the animation symbol display device 21, and the setting of the jackpot end animation.

[0075] If the result in the aforementioned process S313 is negative (process S313: no), then it is a miss, and in process S317, the variation pattern such as the variation time of the losing symbols in the special feature is determined. Next, in process S318, the miss setting process is performed.

[0076] After processing S316 or S318, processing S319 is performed to transmit information about the reserved storage after the success / failure determination (for example, information indicating the decrease in reserved storage after the success / failure determination) to the sub-integrated control device 42. In the subsequent process S320, the first special symbol display device 28A or the second special symbol display device 28B is controlled to start the symbol variation, and a symbol variation start command and a symbol specification command are sent to the sub-integrated control device 42, and the process proceeds to "special game processing". The variation start command and symbol specification command include the variation pattern of the special symbol and the result of the special symbol win / loss determination. Depending on the configuration, a symbol confirmation command may also be sent to indicate the end of the variation time. However, this is not mandatory as the variation time is predetermined by the variation pattern, etc.

[0077] If the result in process S301 shown in Figure 8 is negative (process S301: no), then in process S330, as shown in Figure 10, it is checked whether the time for the pattern change has elapsed. If the result is negative (process S330: no), the process proceeds to "special game processing". If the result is positive (processing S330: yes), then in the confirmed symbol display processing of processing S331, control is performed to terminate the display of the special symbols on the first special symbol display device 28A or the second special symbol display device 28B. After that, the process proceeds to "special game processing".

[0078] If the result in process S302 shown in Figure 8 is negative (process S302: no), the process proceeds to process S340 in Figure 11 to determine whether the time for displaying the confirmed symbols has elapsed (ended). If the result is negative (process S340: no), the process proceeds to "special game processing". On the other hand, if the result is positive (processing S340: yes), the processing S341, which terminates the display of confirmed symbols, controls the first special symbol display device 28A or the second special symbol display device 28B to terminate the display of confirmed symbols for the special symbols, and sends a command to the sub-integrated control device 42 to terminate the display of confirmed symbols for the pseudo-performance symbols corresponding to the special symbols.

[0079] In the subsequent process S342, it is determined whether the symbols in the special display are a winning combination. If the result is positive (process S342: yes), in process S343, it is determined whether the probability variation flag, which indicates the probability variation game state, is "1". If the result is negative (process S343: no), the process proceeds to S345. If the result is positive (process S343: yes), the probability change flag is reset to "0" in process S344. Next, in process S345, it is determined whether the time-saving flag, which indicates the time-saving state, is "1". If the determination is negative (process S345: no), the process proceeds to process S347. If the result is positive (processing S345: yes), the time-saving flag is reset to "0" in processing S346. These processes reset the game state related to the probability variation state and time-saving state during the jackpot game (special game) back to the normal state.

[0080] Next, in process S347, the condition device is activated. The condition device is activated when the special symbol hit / miss determination is a jackpot and the jackpot symbols are displayed, thus fulfilling the conditions for starting the jackpot game. It is also a device necessary for the operation of the continuous mechanism operation device during the jackpot game. Furthermore, in process S348, the operation of the continuous mechanism operation device is activated, and in process S349, the jackpot start animation processing is performed, and the process transitions to "special game processing". In addition, a jackpot game start command is sent to the sub-integrated control device 42 through this process.

[0081] If the result in process S342 is negative (process S342: no), then in process S350, it is determined whether the time-saving flag is "1". If the result is negative (process S350: no), the process proceeds to process S353. If the result is positive (process S350: yes), in process S351, the time-saving counter, which counts the duration of the time-saving, is deducted, and it is determined whether the time-saving counter after the deduction is "0". If the result is negative (process S351: no), the process proceeds to process S353. If the result is positive (processing S351: yes), the time reduction flag is reset to "0" in processing S352. In the subsequent process S353, the status specification command transmission process, a status specification command containing information such as the probability variation flag and time reduction flag indicating the game state is sent to the sub-integrated control device 42. After that, the process proceeds to "special game processing".

[0082] The "special game processing" shown in Figure 12 first determines in processing S400 whether the continuous mechanism operation device is in operation or not. If the determination is negative (processing S400: no), the process returns to the main routine of the main control device 40 and terminates. If the determination is positive (processing S400: yes), processing S401 determines whether the large prize opening 25 is open or not. If the result in process S401 is negative (process S401: no), process S402 determines whether or not it is during the interval of a big win game. If the result is negative (process S402: no), process S403 determines whether or not it is during the special feature big win ending sequence. If the result is negative (process S403: no), process S404 determines whether or not the big win start sequence time has elapsed. If the result is negative (process S404: no), return. If the result is positive (processing S404: yes), then in processing S405, the big prize opening process opens the big prize opening 25 of the first round and returns.

[0083] If the result of process S401 is positive (process S401: yes), then, as shown in Figure 13, it is determined whether or not 10 prizes have entered the large prize slot 25 (the specified number of prizes) (process S410), or whether or not the opening time for the large prize slot 25 has ended (process S411). If either result is positive (process S410 or process S411: yes), then the large prize slot 25 is closed in process S412. Subsequently, the jackpot interval process in process S413 is executed and the system returns. If the result of processes S410 and S411 is positive (process S410 and process S411: no), the system returns.

[0084] If the result of process S402 shown in Figure 12 is positive (process S402: yes), then, as shown in Figure 14, it is determined in process S420 whether or not the jackpot interval time has elapsed. If the result is negative (process S420: no), the system returns. If the result is positive (processing S420: yes), processing S421 determines whether it is the final round (for example, the 5th round for a 5R jackpot game, the 8th round for an 8R jackpot game, or the 10th round for a 10R jackpot game). If the result is positive (processing S421: yes), processing S422, which is the jackpot ending animation process, is executed. In this process, a jackpot ending command is sent to the sub-integrated control device 42 and the animation symbol control device 43, ending the jackpot game and returning. On the other hand, if the determination in process S421 is negative (process S421: no), the process of opening the big prize opening 25 in process S423 is executed to open the big prize opening 25 for the next round and return.

[0085] If the result in process S403 shown in Figure 12 is positive (process S403: yes), then in process S430, as shown in Figure 15, it is determined whether or not the time for the jackpot ending animation has elapsed. If the result is negative (process S430: no), the system returns. If the result is positive (process S430: yes), the operation of the continuous mechanism device is stopped in process S431, and then the operation of the condition device is stopped in process S432.

[0086] In the subsequent process S433, it is determined whether or not there is a setting to enter a probability variation mode after the jackpot game ends, depending on the jackpot symbols. If the determination is negative (process S433: no), the process proceeds to S435. If the result is positive (processing S433: yes), the probability variation flag is set to "1" in processing S434. This grants the probability variation game state after the jackpot game ends.

[0087] Next, in process S435, it is determined whether or not there is a setting to shorten the play time after the jackpot game ends, depending on the jackpot symbols. If the determination is negative (process S435: no), the process proceeds to S438. If the result is positive (process S435: yes), the number of repetitions of the time-saving state (100 times) is set in process S436, and then in process S437 the time-saving flag is set to "1". This grants the time-saving state after the jackpot game ends. Subsequently, in process S438, the process of sending the special feature jackpot end command is executed, and in this process the jackpot end command is sent to the sub-integrated control device 42 and the performance symbol control device 43, ending the jackpot game and returning.

[0088] Next, we will explain how to change the settings for the simulated effects display and the effects mode in Pachinko Machine 1. Figure 16 shows the performance content and performance modes that can be changed by the player in pachinko machine 1. In pachinko machine 1, the player can change the settings for the performance content, including language selection, volume and brightness adjustment, favorite character selection, auto button ON, pre-announcement OFF, instant notification ON, notification A appearance rate UP, notification B appearance rate UP, BGM selection, and reserve symbol design selection. The language selection feature allows you to choose from multiple languages ​​for use in game instructions and specific visual effects. The volume control adjusts the volume of background music and sound effects during simulated visual effects. The brightness control adjusts the brightness of the display screen for simulated visual effects, as well as the brightness of other decorative lamps and LEDs. The "Favorite Character Selection" feature allows you to choose from several characters to be displayed in game instructions and certain animations. If you don't select a character, the displayed character will change randomly, but by selecting a character, you can fix it to your preferred character. When the Auto Button is selected, for example, if an action prompts the player to operate the action button 15 or similar during a simulated action display, the action will proceed even if the player does not operate the action button 15, as if it had been operated after a predetermined time has elapsed. Selecting "Pre-read OFF" will disable the pre-read animation. The "One-Shot Notification ON" setting notifies the player that a jackpot has been won when the result of the first or second special symbol during reel spinning is a jackpot, before the symbols being reeled are displayed as confirmed. Selecting "One-Shot Notification ON" either allows the one-shot notification to be executed or increases the probability of the one-shot notification occurring. The "Increased Appearance Rate of Preview A" option increases the probability of a cut-in preview (Preview A) occurring, which temporarily displays an image indicating the possibility of a big win for a predetermined period of time during a pseudo-performance display. The "Increased Appearance Rate of Preview B" option increases the probability of a dialogue preview (Preview B) occurring, for example, when a dialogue image indicating the possibility of a big win is temporarily displayed for a predetermined time during a pseudo-performance display. The BGM selection allows you to choose the background music played when the simulated animation is displayed. The hold symbol design selection is to select the design and display position of the hold memory symbol. The hold symbol design may be only the design of the hold memory symbol, or may cover the design of the entire area where the hold memory symbol is displayed. Further, it may include the design of the performance content (appearing characters, design of the symbol when changed) during a preview effect (especially a preview change notice of a pre-reading effect), and the player can select a preferred design.

[0089] In the pachinko machine 1, the player can change the settings of performance mode A, performance mode B, performance mode C, and performance mode D as performance modes. Performance mode A is, for example, a performance mode in which a cut-in notice (notice A) can be displayed. Performance mode B is, for example, a performance mode in which a dialogue notice (notice B) can be displayed. Performance mode C is, for example, a performance mode in which a one-shot notice is not given. Performance mode D is, for example, a performance mode in which a pre-reading effect is mainly performed.

[0090] In the pachinko machine 1, the setting of the performance content in the pseudo-performance display can be set in the standby state. On the other hand, the setting of the performance mode can be set during the variation of the first special figure or the second special figure (during the pseudo-performance display) or during the jackpot game other than the standby state (of course, it may also be set in the standby state). Therefore, the setting of the performance content will be performed at an earlier time than the setting of the performance mode. However, the functions of the setting of pre-reading OFF and the selection of performance mode D, the setting of one-shot notice ON and the selection of performance mode C, the setting of notice A appearance rate UP and the selection of performance mode B, and the setting of notice B appearance rate UP and the selection of performance mode A are contrary. Therefore, in the pachinko machine 1, when the pre-reading OFF is set, the selection of performance mode D is made impossible, when the one-shot notice ON is set, the selection of performance mode C is made impossible, when the notice A appearance rate UP is set, the selection of performance mode B is made impossible, and when the notice B appearance rate UP is set, the selection of performance mode A is made impossible.

[0091] Using Figures 17 to 20, the procedure for a player to set the content of the simulated performance display will be explained. First, when the pachinko machine 1 is in standby mode, the player presses the performance button 15 to display the "menu screen" on the performance symbol display device 21. Standby mode refers to a state in which the first or second special symbol is not changing, there is no hold memory for the first or second special symbol, or it is not a jackpot game.

[0092] As shown in Figure 17(a), the standby screen 700 displayed on the performance symbol display device 21 when the pachinko machine 1 is in standby mode displays, for example, the name of the pachinko machine 1, the character of the pachinko machine 1, a bear named Tatsukichi 800, an operation instruction text 701 indicating the operation to transition to the menu screen, and a pseudo-performance symbol 810 corresponding to the first special symbol or the second special symbol. When the player operates the performance button 15 in accordance with the operation instructions 701, the screen switches to the menu screen 710.

[0093] As shown in Figure 17(b), the menu screen 710 displays a selection of performance options 711, which represent multiple types of performance content that the player can set. The performance options 711 consist of seven types of choices: "Language selection: Japanese, Chinese, English", "Volume / Brightness adjustment", "Character selection", "Auto button ON", "Performance customization", "BGM selection", and "Hold symbol design selection". The menu screen 710 can be closed by operating the performance button 15 when no performance options 711 are selected.

[0094] On the menu screen 710, the player moves the cursor up or down using the up button 192 or down button 193 of the directional pad 19 to select an option, and then confirms their selection by operating the center button 191 of the directional pad. When the player selects "Language Selection: Japanese, Chinese, English," the language selection screen 720 is displayed on the display device 21, as shown in Figure 17(c). The language selection screen 720 displays language options 721, which show several languages ​​that the player can set. The player can select one of the three options in the language options 721, such as "Japanese," "Chinese," or "English." Note that these are just examples and the player is not limited to these options. To select a language, the player moves the cursor up or down using the up button 192 or down button 193 on the directional pad 19 to select an option, and then confirms the selection by operating the center button 191 on the directional pad.

[0095] As shown in Figure 18(a), when "Volume / Brightness Adjustment" is selected from the performance content options 711 on the menu screen 710, the Volume / Brightness Adjustment Screen 730 is displayed on the performance symbol display device 21, as shown in Figure 18(b). The Volume / Brightness Adjustment Screen 730 displays the Volume Adjustment Display Unit 731 and the Brightness Adjustment Display Unit 732. The player selects either the Volume Adjustment Display Unit 731 or the Brightness Adjustment Display Unit 732 using the up button 192 or down button 193 on the directional pad 19. Then, the player performs an UP or DOWN operation on the Volume or Brightness using the left button 194 or right button 195 on the directional pad 19, and confirms the Volume or Brightness by operating the center button 191 on the directional pad. In addition, the level display on the Volume Adjustment Display Unit 731 and the Brightness Adjustment Display Unit 732 changes according to the operation of the left button 194 or right button 195 on the directional pad to indicate the level of Volume or Brightness.

[0096] As shown in Figure 18(c), when "Character Selection" is selected from the performance content options 711 on the menu screen 710, the character selection screen 740 is displayed on the performance symbol display device 21, as shown in Figure 18(d). The character selection screen 740 displays character options 741, which show multiple types of characters that the player can set. The player can select one of the three options in the character options 741, such as "Character A," "Character B," and "Character C." Note that these are just examples and the player is not limited to these. To select a character, the player moves the cursor up or down using the up button 192 or down button 193 on the directional pad 19 to select an option, and then confirms the selection by operating the center button 191 on the directional pad.

[0097] As shown in Figure 19(a), when "Auto Button ON" is selected from the performance content options 711 on the menu screen 710, the Auto Button ON setting screen 750 is displayed on the performance symbol display device 21, as shown in Figure 19(b). On the Auto Button ON setting screen 750, the player selects either "YES (set)" or "NO (do not set)" using the left button 194 or right button 195 of the directional pad 19, and confirms the setting by operating the center button 191 of the directional pad.

[0098] As shown in Figure 19(c), when "Performance Customization" is selected from the performance content options 711 on the menu screen 710, the performance customization screen 760 is displayed on the performance symbol display device 21, as shown in Figure 19(d). The performance customization screen 760 displays a setting section 761 that allows various settings such as setting pre-read OFF, setting instant notification ON, setting notification A appearance rate UP, and setting notification B appearance rate UP. The player selects the setting for pre-read OFF, instant notification ON, notification A appearance rate UP, or notification B appearance rate UP using the up button 192 or down button 193 on the directional pad 19, selects the option "○ (set)" or "× (do not set)" for each setting using the left button 194 or right button 195 on the directional pad 19, and confirms the setting by operating the center button 191 on the directional pad. Furthermore, the settings for "Pre-read OFF," "Instant Notification ON," and "Notification A Appearance Rate UP" can be set simultaneously. Also, the settings for "Pre-read OFF," "Instant Notification ON," and "Notification B Appearance Rate UP" can be set simultaneously.

[0099] As shown in Figure 20(a), when "BGM Selection" is selected from the performance content options 711 on the menu screen 710, the BGM selection screen 770 is displayed on the performance symbol display device 21, as shown in Figure 20(b). The BGM selection screen 770 displays BGM options 771, which show several types of BGM that the player can set. The player can select one of the three options in BGM options 771, such as "BGMA", "BGMB", and "BGMC". Note that these are just examples and the player is not limited to these. To select a BGM, the player moves the cursor up or down using the up button 192 or down button 193 on the directional pad 19 to select an option, and then confirms the selection by operating the center button 191 on the directional pad.

[0100] As shown in Figure 20(c), when "Select Reserved Symbol Design" is selected from the performance content options 711 on the menu screen 710, the reserved symbol design selection screen 780 is displayed on the performance symbol display device 21, as shown in Figure 20(d). The reserved symbol design selection screen 780 displays a reserved symbol design options 781 showing multiple types of reserved symbol designs that the player can set. The player can select one of the three options in the reserved symbol design options 781, such as "Reserved Symbol Design A," "Reserved Symbol Design B," and "Reserved Symbol Design C." Note that these are just examples and are not the only options. To select a reserved symbol design, the player moves the cursor up or down using the up button 192 or down button 193 on the directional pad 19 to select an option, and then confirms the selection by operating the center button 191 on the directional pad.

[0101] Figures 21 and 22 illustrate the procedure for a player to set the performance mode in the simulated performance display. First, when the pachinko machine 1 is not in standby mode, the player operates the performance button 15 to display the "performance mode selection screen" on the performance symbol display device 21. Note that "not in standby mode" refers to the state where the first or second special symbol is in motion, where there is a hold memory for the first or second special symbol, or during a jackpot game. The diagrams relate to setting the performance mode when the first or second special symbol is in motion.

[0102] As shown in Figure 21(a), when the pachinko machine 1 is not in standby mode and the first or second special symbol is changing, the pseudo-performance display shown on the performance symbol display device 21 is, for example, the character Tatsuyoshi the bear 800 displayed in the upper right of the display screen, and a large three-digit pseudo-performance symbol 810 displayed in the center. In addition, a reserve memory symbol 820 is displayed at the bottom of the display screen, indicating the number of reserved memories for the first and second special symbols by a circle. When the player presses the effect button 15 during the simulated effect display, the screen switches to the effect mode selection screen 790.

[0103] As shown in Figure 21(b), the performance mode selection screen 790 displays the first performance mode option 791, which shows multiple types of performance content that the player can set. The performance mode options displayed on the performance mode selection screen 790 differ depending on whether the performance content is set to Pre-read OFF, Instant Notification ON, Notification A Appearance Rate UP, or Notification B Appearance Rate UP, or whether it is not selected. The first performance mode option 791 is the performance mode option when Pre-read OFF, Instant Notification ON, Notification A Appearance Rate UP, and Notification B Appearance Rate UP are not set. The first performance mode option 791 allows selection from all performance modes, and the options consist of four types: "Performance Mode A", "Performance Mode B", "Performance Mode C", and "Performance Mode D".

[0104] On the performance mode selection screen 790, the player moves the cursor up or down using the up button 192 or down button 193 on the directional pad 19 to select an option, and then confirms their selection by operating the center button 191 on the directional pad. Furthermore, the performance mode selection screen 790 can be dismissed by operating the performance button 15 when no mode is selected on the performance mode selection screen 790. When the player selects and sets "Performance Mode B," the display screen of the performance symbol display device 21 returns to the pseudo-performance display associated with the variation of the first or second special symbol, as shown in Figure 21(c). Then, a performance mode explanation text 830 is displayed at the lower right of the display screen, indicating that the performance mode for the pseudo-performance display associated with the variation of the first or second special symbol will be changed from the next time onward. In the example shown, Performance Mode B is selected and it is indicated that it will change to Cat Mode from the next time onward, but the performance mode may also be changed from the current variation.

[0105] Figure 22(a) shows the second performance mode option 792 on the performance mode selection screen 790 when the pre-read OFF setting is selected for the performance content. In this case, the pre-read OFF setting and the selection of performance mode D are contradictory functions, so the second performance mode option 792 has three options: "Performance Mode A", "Performance Mode B", and "Performance Mode C", excluding "Performance Mode D".

[0106] Figure 22(b) shows the third performance mode option 793 on the performance mode selection screen 790 when the "One-Shot Notification ON" setting is selected for the performance content. In this case, the "One-Shot Notification ON" setting and the selection of performance mode C are contradictory functions, so the third performance mode option 793 has three options: "Performance Mode A", "Performance Mode B", and "Performance Mode D", excluding "Performance Mode C". FIG. 22(c) shows the fourth option 794 of the effect mode selection screen 790 when the preview A appearance rate increase is set in the effect content. In this case, since the setting of the preview A appearance rate increase and the selection of the effect mode B are functionally contradictory, the fourth option 794 of the effect mode excludes the option "effect mode B" and has three options: "effect mode A", "effect mode C", and "effect mode D". FIG. 22(d) shows the fifth option 795 of the effect mode selection screen 790 when the preview B appearance rate increase is set in the effect content. In this case, since the setting of the preview B appearance rate increase and the selection of the effect mode A are functionally contradictory, the fifth option 795 of the effect mode excludes the option "effect mode A" and has three options: "effect mode B", "effect mode C", and "effect mode D".

[0107] In addition, the setting of the effect mode can be performed not only during the variation of the first specific figure or the second specific figure in the illustrated example but also during the jackpot game. In this case, the effect mode selection screen and the effect mode options are displayed together with the jackpot game effect.

[0108] When the function of turning off the preview is set in the pachinko machine 1, it is desirable to indicate that the function of turning off the preview is set in the pseudo-effect display during the variation of the first specific figure or the second specific figure. For example, as shown in FIG. 23(a), it is desirable to display a preview-off image 841 at the left position of the upper end of the display screen of the effect symbol display device 21 where the pseudo-effect display is performed.

[0109] Also, when the function of enabling the one-shot notification is set, it is desirable to indicate that the function of enabling the one-shot notification is set in the pseudo-effect display during the variation of the first specific figure or the second specific figure. For example, as shown in FIG. 23(b), it is desirable to display a one-shot notification-on image 842 at the left position of the upper end of the display screen of the effect symbol display device 21. Further, if the result of the win / loss determination of the first specific figure or the second specific figure during the variation is a jackpot, it is desirable to display a specific character 801 used only for the one-shot notification, for example, before the first specific figure or the second specific figure is definitely displayed, to indicate that it is a jackpot.

[0110] When the pachinko machine 1 is set with the function of increasing the appearance rate of预告A, in the pseudo-performance display during the variation of the first special figure or the second special figure, the probability of temporarily displaying a cut-in image indicating the probability of a big win for a predetermined time is increased. As shown in FIG. 23(c), the cut-in image displays, for example, a预告character A802 different from the characters used in the previous pseudo-performance displays before the first special figure or the second special figure is definitely displayed. Furthermore, it is desirable to display a character display 851 such as the word "chance" indicating the probability of a big win.

[0111] Also, when the pachinko machine 1 is set with the function of increasing the appearance rate of预告B, in the pseudo-performance display during the variation of the first special figure or the second special figure, the probability of temporarily displaying a serifu image indicating the probability of a big win for a predetermined time is increased. As shown in FIG. 23(d), the serifu image 860 desirably displays, for example, a预告character B803 and a serifu display 861 of the character B803 indicating the probability of a big win before the first special figure or the second special figure is definitely displayed.

[0112] As shown in FIG. 24(a), when the performance mode A is set in the pachinko machine 1, in the pseudo-performance display during the variation of the first special figure or the second special figure, the bear Tachibana 800, which is a character of the performance mode A, is displayed. In the pachinko machine 1, the performance mode A is the initial setting mode, and it becomes the performance mode A after reset by the "performance setting initialization process" described later, after power restoration, etc. When the performance mode B is set, as shown in FIG. 24(b), in the pseudo-performance display during the variation of the first special figure or the second special figure, the cat Mataichi 804, which is a character of the performance mode B, is displayed. When the performance mode C is set, as shown in FIG. 24(c), in the pseudo-performance display during the variation of the first special figure or the second special figure, a fighting video of karateka a805 and karateka b806 is displayed. When the performance mode D is set, as shown in FIG. 24(d), in the pseudo-performance display during the variation of the first special figure or the second special figure, a fighting video of karateka a805 and boxer 807 is displayed.

[0113] Next, we will explain the program processing executed by the sub-integrated control device 42 of the pachinko machine 1 in relation to changing the settings of the performance content and the performance mode in the simulated performance display. The "menu screen processing" shown in Figure 25 is the process by which a player can select and change the settings of the game's presentation content. In this process, first, in process S500, it is determined whether or not the menu screen 710 (Figure 17(b)) is currently displayed on the presentation symbol display device 21. If the determination is positive (process S500: yes), the process proceeds to process S504. If the result is negative (process S500: no), then in process S501, it is determined whether or not the pachinko machine 1 is in a standby state.

[0114] If the determination in process S501 is negative (process S501: no), the process returns to the main routine executed by the sub-integrated control unit 42 and terminates (see Figure 26). If the result is positive (process S501: yes), process S502 determines whether or not the player has operated the performance button 15. If the result is negative (process S502: no), return. If the result is positive (process S502: yes), the process of displaying the menu screen 710 is performed in process S503. Through this process, a command is issued from the sub-integrated control device 42 to the performance symbol control device 43, and the menu screen 710 is displayed on the performance symbol display device 21 under the control of the performance symbol control device 43.

[0115] Next, in process S504, it is determined whether "Language selection: Japanese, Chinese, English" was selected from the performance content options 711 on the menu screen 710. If the determination is negative (process S504: no), the process proceeds to process S506. If the result is positive (process S504: yes), the language is set in the "language selection process" described later in process S505.

[0116] Next, in process S506, it is determined whether "Volume / Brightness Adjustment" was selected from the performance content options 711. If the determination is negative (process S506: no), the process proceeds to S508. If the result is positive (processing S506: yes), then in processing S507, the volume and brightness are adjusted using the "volume and brightness adjustment process" described below.

[0117] Next, in process S508, it is determined whether "Character Selection" was selected from the performance content options 711. If the result is negative (process S508: no), the process proceeds to S510. If the result is positive (processing S508: yes), then in processing S509, the character is selected in the "character selection process" described below.

[0118] Next, in process S510, it is determined whether "Auto Button ON" was selected from the performance content options 711. If the result is negative (process S510: no), the process proceeds to process S512. If the result is positive (process S510: yes), the auto button is set to ON in process S511 using the "auto button ON process" described later.

[0119] Next, in process S512, it is determined whether "Customize Performance" was selected from the performance content options 711. If the determination is negative (process S512: no), the process proceeds to process S520 (see Figure 26). If the result is positive (processing S512: yes), then in processing S513, the settings for pre-read OFF, instant notification ON, notification A appearance rate UP, and notification B appearance rate UP are performed in the "performance customization processing" described later. Thus, while customization is possible when the system is in standby mode, it may also be possible to allow customization even when the system is in a variable state. This would allow players to customize their settings while playing, eliminating the need to put the system into standby mode and allowing them to adjust the settings to their liking while playing.

[0120] As shown in Figure 26, in process S520, it is determined whether "BGM selection" was selected from the performance content options 711. If the determination is negative (process S520: no), the process proceeds to process S522. If the result is positive (process S520: yes), then in process S521, the BGM is selected in the "BGM selection process" described below.

[0121] Next, in process S522, it is determined whether "Selection of Reserved Symbol Design" was selected from the performance content options 711. If the determination is negative (process S522: no), the process proceeds to S524. If the result is positive (processing S522: yes), then in processing S523, the design of the pending symbol is selected in the "pending design selection process" described below.

[0122] Next, in process S524, it is determined whether or not the performance button 15 has been operated while the menu screen 710 is displayed. If the determination is positive (process S524: yes), the process proceeds to process S526. If the result is negative (processing S524: no), processing S525 determines whether a predetermined display time has elapsed since the menu screen 710 was displayed. If the result is negative (processing S525: no), return.

[0123] If the result in process S524 or process S525 is positive (process S524 or process S525: yes), the display of the menu screen 710 ends in process S526, and the standby screen 700 (Figure 17(a)) is displayed in the subsequent process S527. Then, the system returns. In this way, the menu screen 710 is configured to return to the standby screen 700 when the performance button 15 is operated or when the display time elapses. Furthermore, if a game ball is launched while the menu screen 710 is displayed, it may be configured to return to the standby screen 700.

[0124] As shown in Figure 27, the "language selection process" first determines in process S550 whether or not the language selection screen 720 (Figure 17(c)) is currently displayed on the animation pattern display device 21. If the determination is positive (process S550: yes), the process proceeds to process S552. If the result is negative (process S550: no), the process of displaying the language selection screen 720 is performed in process S551. As a result of this process, a command is issued from the sub-integrated control device 42 to the performance symbol control device 43, and the language selection screen 720 is displayed on the performance symbol display device 21 under the control of the performance symbol control device 43.

[0125] Next, in process S552, it is determined whether or not the performance button 15 has been operated while the language selection screen 720 is displayed. If the determination is positive (process S552: yes), the process proceeds to process S554. If the result is negative (processing S552: no), then in processing S553, it is determined whether a predetermined display time has elapsed since the language selection screen 720 was displayed.

[0126] If the result in process S552 or process S553 is positive (process S552 or process S553: ​​yes), the display of the language selection screen 720 is terminated in process S554, and the menu screen 710 (Figure 17(b)) is displayed in the subsequent process S555. Thus, the language selection screen 720 is configured to return to the menu screen 710 when the performance button 15 is operated or when the display time elapses. Furthermore, if a game ball is launched while the language selection screen 720 is displayed, it may be configured to return to the standby screen 700.

[0127] If the result in process S553 is negative (process S553: ​​no), then in process S556, it is determined whether or not Japanese was selected from the language options 721 on the language selection screen 720. If the result is positive (process S556: yes), then in process S557, the process of setting Japanese as the language is performed. After setting, the process returns to the menu screen 710 via processes S554 and S555. Then, the return statement is made.

[0128] If the result in process S556 is negative (process S556: no), process S558 determines whether Chinese was selected from the language options 721. If the result is positive (process S558: yes), process S559 sets the language to Chinese. After setting, the process returns to the menu screen 710 via processes S554 and S555. Then, the return statement is made.

[0129] If the result in process S558 is negative (process S558: no), then in process S560, it is determined whether or not English was selected from the language options 721. If the result is negative (process S560: no), the program returns. If the result is positive (process S560: yes), process S561 sets the language to English. After setting, the process returns to the menu screen 710 via processes S554 and S555. Then, the return statement is made.

[0130] As shown in Figure 28, the "volume / brightness adjustment process" first determines in process S600 whether the volume / brightness adjustment screen 730 (Figure 18(b)) is currently displayed on the animation pattern display device 21. If the determination is positive (process S600: yes), the process proceeds to process S602. If the result is negative (process S600: no), the volume / brightness adjustment screen 730 is displayed in process S601. As a result of this process, a command is issued from the sub-integrated control device 42 to the performance symbol control device 43, and the volume / brightness adjustment screen 730 is displayed on the performance symbol display device 21 under the control of the performance symbol control device 43.

[0131] Next, in process S602, it is determined whether the volume adjustment display unit 731 has been selected on the volume / brightness adjustment screen 730. If the determination is negative (process S602: no), the process proceeds to process S607. If the result is positive (process S602: yes), process S603 determines whether the volume was increased by pressing the right button 195 on the directional pad. If the result is negative (process S603: no), the process proceeds to S605. If the result in process S603 is positive (process S603: yes), then in process S604, control is performed to increase the volume.

[0132] Next, in process S605, it is determined whether the volume was lowered by pressing the left button 194 on the directional pad. If the determination is negative (process S605: no), the process proceeds to S607. If the result is positive (process S605: yes), then in process S606, control is performed to lower the volume.

[0133] In the subsequent process S607, it is determined whether the brightness adjustment display unit 732 was selected from the volume / brightness adjustment screen 730. If the determination is negative (process S607: no), the process proceeds to S612. If the result is positive (process S607: yes), process S608 determines whether the brightness was increased by pressing the right button 195 on the directional pad. If the result is negative (process S608: no), the process proceeds to S610. If the result in process S608 is positive (process S608: yes), then in process S609, control is performed to increase the brightness.

[0134] Next, in process S610, it is determined whether or not the brightness was DOWN operated by the left button 194 on the directional pad. If the determination is negative (process S610: no), the process proceeds to process S612. If the result is positive (process S610: yes), then in process S611, control is performed to reduce the brightness.

[0135] Next, in process S612, it is determined whether or not the performance button 15 has been operated while the volume / brightness adjustment screen 730 is displayed. If the determination is positive (process S612: yes), the process proceeds to S614. If the result is negative (processing S612: no), processing S613 determines whether a predetermined display time has elapsed since the volume / brightness adjustment screen 730 was displayed. If the result is negative (processing S613: no), the process returns to the main routine executed by the sub-integrated control device 42 and terminates.

[0136] If the result in process S612 or process S613 is positive (process S612 or process S613: yes), the display of the volume / brightness adjustment screen 730 is terminated in process S614, and the menu screen 710 is displayed in the subsequent process S615. Then, the system returns. Thus, the volume / brightness adjustment screen 730 is configured to return to the menu screen 710 when the performance button 15 is operated or when the display time elapses. Furthermore, if a game ball is launched while the volume / brightness adjustment screen 730 is displayed, it may be configured to return to the standby screen 700.

[0137] As shown in Figure 29, the "character selection process" first determines in process S650 whether the character selection screen 740 (Figure 18(d)) is currently displayed on the performance pattern display device 21. If the determination is positive (process S650: yes), the process proceeds to process S652. If the result is negative (process S650: no), the process of displaying the character selection screen 740 is performed in process S651. As a result of this process, a command is issued from the sub-integrated control device 42 to the performance symbol control device 43, and the character selection screen 740 is displayed on the performance symbol display device 21 under the control of the performance symbol control device 43.

[0138] Next, in process S652, it is determined whether or not the performance button 15 has been operated while the character selection screen 740 is displayed. If the determination is positive (process S652: yes), the process proceeds to process S654. If the result is negative (processing S652: no), then in processing S653, it is determined whether a predetermined display time has elapsed since the character selection screen 740 was displayed.

[0139] If the result in process S652 or process S653 is positive (process S652 or process S653: yes), the display of the character selection screen 740 ends in process S654, and the menu screen 710 is displayed in the subsequent process S655. Then, the system returns. Thus, the character selection screen 740 is configured to return to the menu screen 710 when the effect button 15 is operated or when the display time elapses. Furthermore, if a game ball is launched while the character selection screen 740 is displayed, it may be configured to return to the standby screen 700.

[0140] If the result in process S653 is negative (process S653: no), then in process S656, it is determined whether or not character A was selected from the character selection options 741 on the character selection screen 740. If the result is positive (process S656: yes), then in process S657, the process of setting character A is performed. After setting, the process returns to the menu screen 710 via processes S654 and S655. Then, the return statement is made.

[0141] If the result in process S656 is negative (process S656: no), then in process S658, it is determined whether or not character B was selected from character selection 741. If the result is positive (process S658: yes), then in process S659, the process of setting character B is performed. After setting, the process returns to the menu screen 710 via processes S654 and S655. Then, the return statement is made.

[0142] If the result in process S658 is negative (process S658: no), then in process S660, it is determined whether or not character C was selected from character selection 741. If the result is negative (process S660: no), return. If the result is positive (process S660: yes), the process of setting character C is performed in process S661. After setting, the process returns to the menu screen 710 via processes S654 and S655. Then, the return statement is made.

[0143] As shown in Figure 30, the "auto button ON process" first determines in process S700 whether the auto button ON setting screen 750 (Figure 19(b)) is currently displayed on the performance symbol display device 21. If the determination is positive (process S700: yes), the process proceeds to process S702. If the result is negative (process S700: no), the process S701 displays the auto button ON setting screen 750. This process sends a command from the sub-integrated control device 42 to the performance symbol control device 43, and the performance symbol control device 43 controls the display of the performance symbol display device 21 to display the auto button ON setting screen 750.

[0144] Next, in process S702, it is determined whether "YES (set)" was selected on the auto button ON setting screen 750. If the result is negative (process S702: no), the process proceeds to process S704. If the result is positive (process S702: yes), then in process S703, control is performed to set the function of turning the auto button ON.

[0145] In the subsequent process S704, it is determined whether "NO (Do not set)" was selected from the auto button ON setting screen 750. If the result is negative (process S704: no), the process proceeds to S706. If the result is positive (process S704: yes), then in process S705, control is performed to disable the function of turning the auto button ON.

[0146] Next, in process S706, it is determined whether or not the performance button 15 has been operated while the auto button ON setting screen 750 is displayed. If the determination is positive (process S706: yes), the process proceeds to process S708. If the result is negative (process S706: no), process S707 determines whether a predetermined display time has elapsed since the auto button ON setting screen 750 was displayed. If the result is negative (process S707: no), the process returns to the main routine executed by the sub-integrated control unit 42 and terminates.

[0147] If the result in process S706 or process S707 is positive (process S706 or process S707: yes), then in process S708, the display of the auto button ON setting screen 750 is terminated, and in the subsequent process S709, the menu screen 710 is displayed. After that, the system returns. In this way, the Auto Button ON setting screen 750 is configured to return to the menu screen 710 when the operation or display time of the effect button 15 elapses. However, it may also be configured to return to the standby screen 700 when a game ball is launched while the Auto Button ON setting screen 750 is being displayed.

[0148] As shown in FIG. 31, in the "Effect Customization Process", first, in process S750, it is determined whether or not an effect customization screen 760 (FIG. 19(d)) is being displayed on the effect symbol display device 21.If the determination is affirmative (process S750: yes), the process proceeds to process S752. If the determination is negative (process S750: no), in process S751, a process of displaying the effect customization screen 760 is performed. By this process, a command is issued from the sub-integrated control device 42 to the effect symbol control device 43, and the effect customization screen 760 is displayed on the effect symbol display device 21 under the control of the effect symbol control device 43.

[0149] Next, in process S752, it is determined whether or not "◯ (Set)" is selected in the item of "Preview OFF" in the setting unit 761 on the effect customization screen 760.If the determination is negative (process S752: no), the process proceeds to process S754. If the determination is affirmative (process S752: yes), in process S753, control is performed to set the preview OFF.

[0150] Next, in process S754, it is determined whether or not "◯ (Set)" is selected in the item of "Single Announcement ON" in the setting unit 761 on the effect customization screen 760.If the determination is negative (process S754: no), the process proceeds to process S756. If the determination is affirmative (process S754: yes), in process S755, control is performed to set the single announcement ON.

[0151] Next, in process S756, it is determined whether or not "◯ (Set)" is selected in the item of "Preview A Appearance Rate UP" in the setting unit 761 on the effect customization screen 760.If the determination is negative (process S756: no), the process proceeds to process S758. If it is an affirmative determination (process S756: yes), control is performed to set the preview A appearance rate UP in process S757.

[0152] Next, in process S758, it is determined whether or not "○ (to be set)" is selected in the preview B appearance rate UP item of the setting unit 761 on the production customization screen 760. If it is a negative determination (process S758: no), the process proceeds to process S760. If it is an affirmative determination (process S758: yes), control is performed to set the preview B appearance rate UP in process S759.

[0153] Next, in process S760, it is determined whether or not there is an operation of the production button 15 during the display of the production customization screen 760. If it is an affirmative determination (process S760: yes), the process proceeds to process S762. [[ID=ll]] If it is a negative determination (process S760: no), in process S761, it is determined whether or not a predetermined display time has elapsed since the production customization screen 760 was displayed. If it is a negative determination (process S761: no), the main routine executed by the sub-integration control device 42 returns and this process ends. <U

[0154] If it is an affirmative determination in the said process S760 or process S761 (process S760 or process S761: yes), in process S762, the display of the production customization screen 760 is ended, and in the subsequent process S763, the menu screen 710 is displayed. Then, return. In this way, the production customization screen 760 is set to return to the menu screen 710 by the operation of the production button 15 or the elapse of the display time, but it may also be set to return to the standby screen 700 when a game ball is launched during the display of the production customization screen 760.

[0155] As shown in FIG. 32, in the "BGM selection process", first, in process S800, it is determined whether or not the BGM selection screen 770 (FIG. 20(b)) is being displayed on the production symbol display device 21. If it is an affirmative determination (process S800: yes), the process proceeds to process S802. If the result is negative (process S800: no), the BGM selection screen 770 is displayed in process S801. This process causes a command to be sent from the sub-integrated control device 42 to the performance symbol control device 43, and the BGM selection screen 770 is displayed on the performance symbol display device 21 under the control of the performance symbol control device 43.

[0156] Next, in process S802, it is determined whether or not the performance button 15 has been operated while the BGM selection screen 770 is displayed. If the determination is positive (process S802: yes), the process proceeds to S804. If the result is negative (processing S802: no), then in processing S803, it is determined whether a predetermined display time has elapsed since the BGM selection screen 770 was displayed.

[0157] If the result in process S802 or process S803 is positive (process S802 or process S803: yes), the display of the BGM selection screen 770 ends in process S804, and the menu screen 710 is displayed in the subsequent process S805. Then, the system returns. Thus, the BGM selection screen 770 is configured to return to the menu screen 710 when the effect button 15 is operated or when the display time elapses. Furthermore, if a game ball is launched while the BGM selection screen 770 is displayed, it may be configured to return to the standby screen 700.

[0158] If the result in process S803 is negative (process S803: no), then in process S806, it is determined whether BGA was selected from the BGM options 771 on the BGM selection screen 770. If the result is positive (process S806: yes), then in process S807, the process of setting BGMA is performed. After setting, the process returns to the menu screen 710 via processes S804 and S805. Then, the return statement is made.

[0159] If the result in process S806 is negative (process S806: no), then in process S808, it is determined whether BGMB was selected from the BGM options 771. If the result is positive (process S808: yes), then in process S809, the process of setting BGMB is performed. After setting, the process returns to the menu screen 710 via processes S804 and S805. Then, the return statement is made.

[0160] If the result in process S808 is negative (process S808: no), then in process S810, it is determined whether BGMC was selected from BGM option 771. If the result is negative (process S810: no), return. If the result is positive (process S810: yes), the process of setting the BGMC is performed in process S811. After setting, the process returns to the menu screen 710 via processes S804 and S805. Then, the return is performed.

[0161] As shown in Figure 33, the "hold design selection process" first determines in process S850 whether the hold design selection screen 780 (Figure 20(d)) is currently displayed on the performance design display device 21. If the determination is positive (process S850: yes), the process proceeds to process S852. If the result is negative (processing S850: no), processing S851 is performed to display the reserved symbol design selection screen 780. Through this process, a command is issued from the sub-integrated control device 42 to the performance symbol control device 43, and the performance symbol control device 43 controls the display of the reserved symbol design selection screen 780 on the performance symbol display device 21.

[0162] Next, in process S852, it is determined whether or not the performance button 15 has been operated while the pending symbol design selection screen 780 is displayed. If the determination is positive (process S852: yes), the process proceeds to S854. If the result is negative (processing S852: no), then in processing S853, it is determined whether a predetermined display time has elapsed since the reserved symbol design selection screen 780 was displayed.

[0163] If the result in process S852 or process S853 is positive (process S852 or process S853: yes), the display of the pending symbol design selection screen 780 ends in process S854, and the menu screen 710 is displayed in the subsequent process S855. After that, the system returns. Thus, the reserved symbol design selection screen 780 is configured to return to the menu screen 710 when the performance button 15 is operated or when the display time elapses. Furthermore, if a game ball is launched while the reserved symbol design selection screen 780 is displayed, it may be configured to return to the standby screen 700.

[0164] If the result in process S853 is negative (process S853: no), then in process S856, it is determined whether or not the reserved symbol design A was selected from the reserved symbol design options 781 on the reserved symbol design selection screen 780. If the result is positive (process S856: yes), then in process S857, the process of setting the reserved symbol design A is performed. After setting, the process returns to the menu screen 710 via processes S854 and S855. After that, the return is performed.

[0165] If the result in process S856 is negative (process S856: no), then in process S858, it is determined whether or not the reserved symbol design B was selected from the reserved symbol design options 781. If the result is positive (process S858: yes), then in process S859, the process of setting the reserved symbol design B is performed. After setting, the process returns to the menu screen 710 via processes S854 and S855. After that, the return is performed.

[0166] If the result in process S858 is negative (process S858: no), then in process S860, it is determined whether or not the reserved symbol design C was selected from the reserved symbol design options 781. If the result is negative (process S860: no), the system returns. If the result is positive (process S860: yes), the process of setting the pending symbol design C is performed in process S861. After setting, the process returns to the menu screen 710 via processes S854 and S855. Then, the return is performed.

[0167] The "Performance Mode Selection Screen Processing" shown in Figure 34 is a process that changes the options indicating the available performance modes to one of the first performance mode option 791 to the fifth performance mode option 795, depending on the settings of the performance content functions: pre-read OFF, instant notification ON, notification A appearance rate UP, and notification B appearance rate UP. This process first determines in process S900 whether the pachinko machine 1 is in a state other than standby. If the determination is negative (process S900: no), the process returns to the main routine executed by the sub-integrated control device 42 and terminates.

[0168] If the result is positive (process S900: yes), in process S901, it is determined whether the performance button 15 was operated to display the performance mode selection screen 790 (Figure 21(b)) and select a performance mode. If the result is negative (process S901: no), the system returns. If the result is positive (process S901: yes), process S902 determines whether or not pre-read OFF is set. If the result is positive (process S902: yes), process S903 displays the second performance mode option 792 (Figure 22(a)) as an option on the performance mode selection screen 790. As a result of this process, a command is issued from the sub-integrated control device 42 to the performance symbol control device 43, and the performance symbol control device 43 controls the performance symbol display device 21 to display the performance mode selection screen 790 consisting of the second performance mode option 792. After that, the program returns.

[0169] If the result in process S902 is negative (process S902: no), then in process S904, it is determined whether or not the "One-Shot Notification ON" setting is enabled. If the result is positive (process S904: yes), then in process S905, the third performance mode option 793 (Figure 22(b)) is displayed as an option on the performance mode selection screen 790. This process causes the sub-integrated control device 42 to issue a command to the performance symbol control device 43, and the performance symbol control device 43 controls the performance symbol display device 21 to display the performance mode selection screen 790 consisting of the third performance mode option 793. After that, the process returns.

[0170] If the result in process S904 is negative (process S904: no), then in process S906, it is determined whether or not the notification A appearance rate UP setting is enabled. If the result is positive (process S906: yes), then in process S907, the fourth performance mode option 794 (Figure 22(c)) is displayed as an option on the performance mode selection screen 790. As a result of this process, a command is issued from the sub-integrated control device 42 to the performance symbol control device 43, and the performance symbol control device 43 controls the performance symbol display device 21 to display the performance mode selection screen 790 consisting of the fourth performance mode option 794. After that, the program returns.

[0171] If the result in process S906 is negative (process S906: no), then in process S908, it is determined whether or not the notification B appearance rate UP is set. If the result is positive (process S908: yes), then in process S909, the fifth performance mode option 795 (Figure 22(d)) is displayed as an option on the performance mode selection screen 790. As a result of this process, a command is issued from the sub-integrated control device 42 to the performance symbol control device 43, and the performance symbol control device 43 controls the performance symbol display device 21 to display the performance mode selection screen 790 consisting of the fifth performance mode option 795. After that, it returns.

[0172] If the judgment in the aforementioned process S908 is negative (process S908: no), then none of the following are set: pre-read OFF, instant notification ON, notification A appearance rate UP, or notification B appearance rate UP. Therefore, in process S910, the first performance mode option 791 (Figure 21(b)) is displayed as an option on the performance mode selection screen 790. As a result of this process, a command is issued from the sub-integrated control device 42 to the performance symbol control device 43, and the performance symbol control device 43 controls the performance symbol display device 21 to display the performance mode selection screen 790 consisting of the first performance mode option 791. After that, the process returns.

[0173] The "performance mode setting process" shown in Figure 35 is the process of setting the performance mode selected by the player on the performance mode selection screen 790 (Figure 21(b)). This process first determines in process S950 whether the performance mode selection screen 790 is currently displayed on the performance symbol display device 21. If the determination is negative (process S950: no), the process returns to the main routine executed by the sub-integrated control device 42 and terminates.

[0174] Next, in process S951, it is determined whether or not the performance button 15 has been operated while the performance mode selection screen 790 is displayed. If the determination is positive (process S951: yes), the process proceeds to S953. If the result is negative (processing S951: no), then in processing S952, it is determined whether a predetermined display time has elapsed since the performance mode selection screen 790 was displayed.

[0175] If the result in process S951 or process S952 is positive (process S951 or process S952: yes), the display of the performance mode selection screen 790 ends in process S953, and the system returns to displaying pseudo-performances or jackpot game performances in the subsequent process S954.

[0176] If the result in process S952 is negative (process S952: no), then in process S955, it is determined whether or not performance mode A was selected from the first performance mode option 791 to the fifth performance mode option 795 on the performance mode selection screen 790. If the result is positive (process S955: yes), then in process S956, the process of setting performance mode A is performed. After setting, the system returns to the pseudo-performance display or jackpot game performance via processes S953 and S954. After that, the system returns.

[0177] If the result in process S955 is negative (process S955: no), then in process S957, it is determined whether or not performance mode B was selected from the first performance mode option 791 to the fifth performance mode option 795 on the performance mode selection screen 790. If the result is positive (process S957: yes), then in process S958, the process of setting performance mode B is performed. After setting, the system returns to the pseudo-performance display or jackpot game performance via processes S953 and S954. After that, the system returns.

[0178] If the result in process S957 is negative (process S957: no), then in process S959, it is determined whether or not performance mode C was selected from the first performance mode option 791 to the fifth performance mode option 795 on the performance mode selection screen 790. If the result is positive (process S959: yes), then in process S960, the process of setting performance mode C is performed. After setting, the system returns to the pseudo-performance display or jackpot game performance via processes S953 and S954. After that, the system returns.

[0179] If the result in the above process S959 is negative (process S959: no), then in process S961, it is determined whether or not performance mode D was selected from the first performance mode option 791 to the fifth performance mode option 795 on the performance mode selection screen 790. If the result is negative (process S961: no), the system returns. If the result is positive (process S961: yes), the process of setting the performance mode D is performed in process S962. After setting, the process returns to the pseudo-performance display or jackpot game performance via processes S953 and S954. After that, the return is performed.

[0180] It is desirable that the pachinko machine 1 be configured to allow the player to easily reset various settings to their initial state at once, after the player has set the performance content. For example, if the player changes the performance content settings, the pachinko machine 1 will alternately display the performance setting reset screen 900 shown in Figure 36 with the standby screen 700 (Figure 17(a)) while in standby mode. The performance setting reset screen 900 will display an operation instruction 901 indicating that the performance settings can be initialized by operating the performance button 15. While the production setting reset screen 900 is being displayed, when the production button 15 is operated, the production content set by the player is initialized to the settings at the time of shipment of the pachinko machine 1. Incidentally, at this time, not only the production settings but also the selected production mode should preferably be changed to the production mode set initially. For example, when the setting is such that the preview production of the jackpot announcement does not appear in the initial state, it is inconvenient if the production mode mainly featuring the jackpot announcement remains selected. However, if there is no such concern, a configuration that initializes only the production settings may be adopted, or a configuration that displays a reset screen for initializing the production mode may also be adopted. In the case of a configuration with multiple production modes, it is possible to return to the initial production mode with a single operation. The player who was playing previously can return to the initial state the production mode that was selected and play the game. In the case of a pachinko machine, since multiple players tend to play on a single gaming machine while switching, the more the production options are increased, the more different the production settings and production modes selected by the players become. Therefore, it is important to have a function that can immediately return to the initial state when the player switches.

[0181] As shown in FIG. 37, the initialization of the production settings is controlled by the "production setting initialization process" executed by the sub-integrated control device 42. First, in this process, it is determined in process S980 whether the production setting reset screen 900 is being displayed. If the determination is negative (process S980: no), the process returns to the main routine executed by the sub-integrated control device 42 and this process ends. If the determination is affirmative (process S980: yes), it is determined in process S981 whether there is an operation of the production button 15 while the production setting reset screen 900 is being displayed. If the determination is affirmative (process S981: yes), the production settings are initialized in process S982. Next, in process S983, the display of the production setting reset screen 900 is terminated, and in the subsequent process S984, the standby screen 700 is displayed. Then, the process returns.

[0182] If the result in process S981 is negative (process S981: no), then in process S985, it is determined whether a predetermined display time has elapsed since the display of the performance setting reset screen 900. If the result is negative (process S985: no), the system returns. If the result is positive (process S985: yes), the process proceeds through processes S983 and S984, and the system returns to the waiting screen 700. After that, it returns.

[0183] The explanatory diagram shown in Figure 39 is an example of the display when the setting "Instant Notification ON" is selected in the setting section 761, which can be selected by the player on the performance customization screen 760 (Figure 19(d)). Figure 39(a) illustrates that when the instant notification feature is turned ON, you can set when the notification will appear in response to the next reel spin. "●" indicates selection, and "○" indicates non-selection. This setting is an example where the instant notification is chosen to appear at the start of the reel spin. If it appears at the start of the reel spin, the win will be announced before it's even known whether a winning combination will be formed in the reel spin, so this is chosen when you don't want to create unnecessary anticipation during the reel spin. In addition to this, if the system has multiple instant notification effects, it is conceivable to allow the player to select which instant notification to display.

[0184] Next, in the explanatory diagram in Figure 39(b), it is shown that if the timing of the instant notification is set to the start of the spin, when a win occurs, a karateka will appear in the lower right corner as an instant notification at the start of the spin. In this configuration, it is suitable when you do not want to create unnecessary anticipation with the spin animation, or when you have a large number of balls and your interest in the spin animation has waned, as the win will be revealed without anything being shown in the spin animation. The explanatory diagram in Figure 39(c) shows that if the timing of the instant notification is set to appear when a reach is established, when the reel starts spinning, you can enjoy the reel spinning animation while anticipating whether or not the symbols will temporarily stop in the order of a reach, and if they do successfully temporarily stop in the order of a reach, the win will also be announced. This is ideal for players who want to know they've won early after the reels start to change, and who want to enjoy the reel spin animations until they see whether or not the symbols will result in a winning combination. Furthermore, although not illustrated, selecting the option for SP reach development allows for a high level of interest in whether or not the normal reach will develop into an SP reach. As a result, even if an immediate notification is not performed, the high probability of winning is maintained because an SP reach is being performed, allowing the player to continue to have expectations of winning. If you select the final stage of the SP (Special) mode, the result of whether you win or lose won't be announced until just before it's revealed. This allows you to enjoy the suspense of whether you'll win or lose until the very end of the reel spinning sequence, and then the win is announced right before the result is revealed, allowing you to maintain a high level of anticipation until the very end of the spinning sequence. Thus, even with the same pre-announcement, the level of excitement it provides to the player changes depending on when it appears during the variation animation. Therefore, it becomes possible to allow players to choose the timing of its appearance based on what kind of enjoyment they want, enabling them to play with their preferred animations. Furthermore, the timing of the appearance can be set so that it only occurs at the selected time, or it can be set so that it is more likely to occur at the selected time (it may also occur at other times).

[0185] The explanatory diagram shown in Figure 40 is an example of the display when the setting ON for instant notification is selected in the setting section 761, which can be selected by the player on the performance customization screen 760 (Figure 19(d)). The explanatory diagram in Figure 40(a) shows one-shot notification effects other than the karateka cut-in explained in Figure 39. It is conceivable to have multiple types of one-shot notification effects, rather than just one, and allow the user to select which one to display. Of course, it is also possible to have a configuration where only one can be selected, or a configuration where multiple can be selected. If you select "Tatsukichi Cut-in," a close-up of Tatsukichi the bear's face will be displayed instead of the karateka's. If you select "Confirmation Sound," a special sound will be played. If you select "Handle Vibe," the handle will vibrate, which is considered an instant notification. This allows players to enjoy the reel spinning animations without missing any of the selected animations, as they choose the animations themselves. Furthermore, it's possible to design the system so that the timing of the animations that can appear vary depending on which instant notification animation is chosen. For example, while the "Karateka Cut-in" and "Tatsukichi Cut-in" can be selected from any timing, when selecting "Confirmation Sound," it can only be selected at either the start of the spin or when a reach is established. This suggests that players should be able to select the timing that best utilizes the characteristics of each one-shot notification effect.

[0186] Next, the explanatory diagram shown in Figure 40(b) illustrates that customization is possible even during fluctuation animations, not just in standby mode. In this case, settings such as the auto button and volume can be changed when selected, but for animations, it is conceivable to reflect the changes from the next fluctuation, or to reflect them from the hold that occurs after the settings have been made considering pre-read animations. In that case, it is conceivable to display something like "Preparing changes".

[0187] Next, the explanatory diagram shown in Figure 40(c) illustrates that as the customization options become more extensive, it becomes difficult to understand what settings are being used. Therefore, the settings are displayed using icons. In addition to simply displaying them, it is also possible to select icons using the directional keys and toggle them ON / OFF on the icons. Displaying icons makes it easier for players to understand the various settings. If the configuration displays icons in each direction of the directional pad, for example, when you operate the right direction on the directional pad to select "Performance Customization," the display of each icon will be updated, and "Instant Notification" will be displayed at the top of the directional pad, "Character Selection" at the right, "Notification Appearance Rate" at the bottom, and "Performance Mode" at the left. If you select "Instant Notification," the display of each icon will be updated, and "Karateka Cut-in" will be displayed at the top of the directional pad, "Tatsukichi Cut-in" at the right, "Confirmation Sound" at the bottom, and "Handle Vibration" at the left. If you select "Karateka Cut-in," the display of each icon will be updated, and "At the Start of the Spin" will be displayed at the top of the directional pad, "When a Reach is Established" at the right, "When an SP Development Occurs" at the bottom, and "At the End of the SP" at the left. If you select "At the Start of the Spin," the instant notification effect will be selected as a customization, and the one in which the karateka cuts in at the start of the spin will be selected. As shown above, even with a limited display area, complex customization settings become possible by displaying information in a hierarchical structure.

[0188] The explanatory diagrams shown in Figures 41 and 42 are examples of the display when the setting to turn on pre-read effects is added and selected in the setting section 761, which can be selected by the player on the effects customization screen 760 (Figure 19(d)). In the explanatory diagram of Figure 41(a), if you select "Pre-read effect ON," the pre-read effect settings screen 1000, which is the pre-read effect customization screen, will be displayed. In this example, you can select from "Normal" 1001, "Chance UP" 1002, "Super Hot" 1003, or "None" 1004. Next, it shows that you can set the appearance rate of the pre-read effect. "●" indicates selection, and "○" indicates non-selection. If you select "Normal" 1001, the pre-read effect will be performed at the appearance rate set in the initial settings. When "Chance UP" 1002, which is selected in Figure 41(a), is selected, the appearance rate of the pre-announcement effect decreases compared to when "Normal" 1001 is selected, but when it does appear, the probability of winning is higher. Selecting "Super Hot" 1003 will further reduce the appearance rate of the pre-announcement effect compared to "Chance Up" 1002, but when it does appear, there is a very high probability of winning, making it an extremely high-probability setting for winning. Alternatively, the setting could be such that the appearance of the pre-announcement effect guarantees a win. Selecting "None" (1004) will disable some pre-announcement animations. Of course, you can also choose to disable all pre-announcement animations. This option may be useful if you initially selected "Pre-announcement animations ON" but later decide to turn them OFF on the pre-announcement animation settings screen (1000). In this embodiment, four items were explained, but in the case of a configuration with multiple pre-announcement effects, it is also possible to set each pre-announcement effect individually to "Normal" 1001, "Chance UP" 1002, "Super Hot" 1003, or "None" 1004. The more detailed the settings, the more the pre-announcement effects can be tailored to the player's preferences.

[0189] This embodiment includes a hold change effect and a hold change chance effect as pre-announcement effects. The hold change effect is an effect that changes the hold symbol 820 to one of the pre-announcement symbols 1010 to 1040 (see Figure 42(c)), and the pre-announcement symbols have multiple display modes with different winning probabilities. The timing of the hold symbol 820 changing to a pre-announcement symbol can be when the ball enters the starting slot, when the effect symbol 810 starts to spin, during the spin, or at the end of the spin. In addition to patterns where the hold symbol 820 changes to a pre-announcement symbol, there are also patterns where the symbol changes from a pre-announcement symbol with a relatively low winning probability to a pre-announcement symbol with a high winning probability. There are also patterns where the pattern of changing from one pre-announcement symbol to another is performed multiple times. By providing these features, even if the symbol changes to a pre-announcement symbol with a low winning probability, there is a possibility that it will change to a pre-announcement symbol with a higher winning probability, allowing the player to maintain their expectations until the end.

[0190] When the symbols change to pre-read symbols, a hold-change chance animation may occur. The hold-change chance animation is often an animation with a goal to achieve, and in this embodiment, the animation is performed with the goal of having Tatsukichi the bear 800 make contact with hold symbol 820. If the contact is successful, hold symbol 820 will change into a pre-read symbol. If the contact fails, hold symbol 820 will not change into a pre-read symbol. It should be noted that when the symbol changes to a pre-read symbol, a reserve symbol change chance animation does not always occur. When the ball enters the starting slot, it may not be displayed as a pre-read symbol but as reserve symbol 820. Sometimes, when the animation symbol 810 changes due to another reserve symbol 820, it will change to a pre-read symbol. Other times, a reserve symbol change chance animation will start, and if the objective is achieved, it will change to a pre-read symbol. Players can enjoy a variety of change patterns, such as the unexpected joy of reserve symbol 820 changing to a pre-read symbol, or the joy of watching the reserve symbol change chance animation start and see whether it succeeds or fails before it changes to a pre-read symbol upon success. In addition, the reserve symbol change chance animation does not only change from reserve symbol 820 to a pre-read symbol, but also includes patterns where it changes from a pre-read symbol with a relatively low winning probability to a pre-read symbol with a high winning probability. There are also patterns where the pattern of changing from one pre-read symbol to another is performed multiple times.

[0191] In addition, it is conceivable to adopt a configuration in which a pattern that changes via a reserved change chance effect is more likely to be selected as a preview symbol with a higher winning expectation than a pattern that changes abruptly. It is not only possible to enjoy the game depending on whether the goal is achieved or not, but also possible to enjoy the game while having the expectation that if the goal is achieved, it is likely to change to a preview symbol with a high winning expectation. In addition, either, or all of the timings at the start, during, and end of the variation of the effect symbol

[810] may be used for both the pattern that changes abruptly and the pattern that changes via the reserved change chance effect. By having a chance of change anywhere, it is possible to enjoy the game more.

[0192] The reserved change chance effect performed in this embodiment will be described using FIGS.

[41] (b) to

[42] (b). As shown in FIG.

[41] (b), when the bear Tachibana

[800] appears from the left end of the screen during the variation of the effect symbol, the reserved change chance effect is started. As shown in FIG.

[41] (c), the bear Tachibana [,800] jumps toward the reserved symbol

[820] displayed in the upper right of the screen. The purpose of the reserved change chance effect in this embodiment is for the bear Tachibana

[800] to contact the reserved symbol

[820] . At that time, in order to draw attention to the reserved change chance effect, it is conceivable to reduce the effect symbol

[810] so that attention is directed to the bear Tachibana

[800] . When the bear Tachibana

[800] jumps and successfully contacts the reserved symbol

[820] , as shown in FIG.

[42] (a), the bear Tachibana

[800] disappears and the preview symbol

[104] is displayed. This ends the reserved change chance effect. The display of the preview symbol

[1040] is just an example, and other preview symbols may be displayed. Therefore, the player will pay attention to which preview symbol it will change to at the moment when the bear Tachibana

[800] makes contact. When the bear Tachibana

[800] jumps and fails to contact the reserved symbol

[820] , as shown in FIG.

[42] (b), a display is made in which the bear Tachibana

[800] falls from the head and collides with the ground. This ends the reserved change chance effect.

[0193] The above describes the reserve change chance effect in this embodiment. However, the reserve change chance effect may be performed multiple times during a single reel spin, or multiple times over multiple spins for a single reserve symbol 820. Because there is a possibility of attempting it again even if it fails once, the expectation that the reserve change effect will be performed until the very end can be maintained.

[0194] In this configuration, which includes both a hold change animation and a hold change chance animation, selecting "Normal" 1001 will activate Normal Mode, and the hold change animation and hold change chance animation will be performed at the default appearance rate, just like other pre-announcement animations. Note that this is the default setting even if you do not select Normal Mode, so there is no need to display the pre-announcement animation settings screen 1000 to make a selection. You might consider selecting this option when you want to return to the default setting from another mode, or when you have displayed the pre-announcement animation settings screen 1000 but do not want to change anything from the default setting.

[0195] Selecting "Chance UP" 1002 as shown in Figure 41(a) will decrease the appearance rate of the animation, similar to other pre-announcement animations, but if it does appear, the probability of winning will increase. Selecting "Super Hot" 1003 will further decrease the appearance rate of the animation compared to "Chance UP" 1002, similar to other pre-announcement animations, but if it does appear, the probability of winning will be higher than with "Chance UP" 1002. Selecting "None" 1004 will prevent the animation from being performed, similar to other pre-announcement animations. The above describes how to change the appearance rate and winning probability of the hold change effect and the hold change chance effect. However, it is also possible to have a configuration where the appearance rate or success rate of the hold change chance effect changes depending on other settings, such as the one-shot notification 766. If the game is set to have a high probability of instant notification occurring, and an instant notification is triggered, the hold change chance animation will always succeed. This is because there is no need to show a failure animation when the instant notification has already announced that the game has won. However, it is also acceptable to intentionally show a failure animation, and this should be set to make the animation more interesting.

[0196] Furthermore, for example, it is conceivable to add a "Rate Increase" setting to the pre-read effect setting screen 1000 to improve the appearance rate of pre-read effects. In that case, while it would be good to increase the appearance rate of the reserve change effect, it is conceivable to keep the appearance rate of the reserve change chance effect the same as the "normal" 1001. This is because if the appearance rate of the reserve change chance effect is increased, the reserve change chance effect will appear frequently but often fail (no reserve change), which may be annoying to players and may reduce its value as an effect.

[0197] The table shown in Figure 42(c) illustrates an example of how the probability of winning with pre-announcement symbols can be varied depending on the custom settings. If "Normal" 1001 is selected on the pre-announcement effect setting screen 1000, the probability of winning (expected win rate) when pre-announcement symbols 1010 to 1040 appear is 0.6%. When pre-announcement symbol 1020 appears, the probability of winning is 14%, when pre-announcement symbol 1030 appears, the probability of winning is 45%, and when pre-announcement symbol 1040 appears, the probability of winning is 75%. While players may not feel particularly excited when the pre-announcement symbols 1010 and 1020 are displayed, they will become much more excited when the pre-announcement symbol 1030 is displayed, as there is approximately a 50% chance of winning. When the pre-announcement symbol 1040 is displayed, they can anticipate the lottery results with the feeling that they have almost certainly won. As mentioned earlier, the hold change animation can be performed multiple times, so even if the pre-announcement symbol 1010 is displayed, it may change to another pre-announcement symbol.

[0198] If you select "Chance UP" 1002, the pre-announcement symbol 1010 will no longer appear, and only pre-announcement symbols 1020 to 1040 will be able to appear. If pre-announcement symbol 1020 appears, the probability of winning is 40%; if pre-announcement symbol 1030 appears, the probability of winning is 75%; and if pre-announcement symbol 1040 appears, the probability of winning is 85%. In the case of "Chance UP" 1002, the appearance of the pre-announcement symbols results in a minimum winning probability of 40%, making it a highly anticipated feature.

[0199] When "Intense Heat" 1003 is selected, the preview symbols 1010 and 1020 will not appear, and only the preview symbols 1030 and 1040 can appear. When the preview symbol 1030 appears, the winning probability is 85%, and when the preview symbol 1040 appears, the winning probability is 100%. In the case of "Intense Heat" 1003, when the preview symbol appears, the winning probability is at least 85%, and the winning expectancy improves to such an extent that it becomes rare to lose, so it becomes a preview performance comparable to a single-shot announcement. In the case of "None" 1004, the preview symbol does not appear.

[0200] Thus, there are settings where the preview symbols that can appear depend on the custom content, and even for the same preview symbol, the winning expectancy is different. Note that it may also be configured such that preview symbols that do not appear depending on the custom content are not provided. It may only be that the selection ratio changes. Also, it may be configured such that the winning expectancy indicated by the preview symbol does not change even when customized to other modes. Also, although the preview symbols that appear are the same regardless of the custom content, it may be configured such that dedicated preview symbols appear depending on the mode. For example, for "Intense Heat" 1003, etc., since the winning expectancy is extremely high just by its appearance, dedicated preview symbols that can only appear when it is "Intense Heat" may be provided.

[0201] The table shown in FIG. 43(a) is a table showing an example where the success probability of the hold change chance performance changes depending on the custom content. In the case of "Normal" 1001, the success rate in the hold change chance performance is set to 20%. Therefore, since it succeeds with a probability of about once in five times, the player can enjoy the performance while moderately expecting it when the hold change chance performance is started. In the case of "Chance UP" 1002, the success rate in the hold change chance performance is set to 75%. The success rate is significantly higher compared to "Normal", and the player can enjoy the performance while almost expecting it to succeed when the hold change chance performance is started. In the case of "Intense Heat" 1003, the success rate in the reserved change chance effect is set to 100%. Therefore, when the reserved change chance effect starts, the player does not care whether they succeed or not and will turn their interest to which preview symbol will appear. Also, in the case of "Intense Heat", only 1030 or 1040 can appear as the preview symbol. So, no matter which one appears, the winning expectation is extremely high, resulting in a so-called intense heat development. In the case of "None" 1004, the reserved change chance effect is not performed.

[0202] The table shown in Fig. 43(b) is a table showing an example in which the selection rate of the preview symbol that appears when the reserved change chance effect is successful is varied depending on the custom content. In the case of "Normal" 1001, when the reserved change chance effect is successful, the probability that the preview symbol 1010 is selected is 20%, the probability that the preview symbol 1020 is selected is 40%, the probability that the preview symbol 1030 is selected is 35%, and the probability that the preview symbol 1040 is selected is 5%. The preview symbol 102 is the most likely to be selected, and the preview symbol 1040 with the highest winning expectation is difficult to be selected.

[0203] In the case of "Chance UP" 1002, when the reserved change chance effect is successful, the preview symbol 1010 is not selected, the probability that the preview symbol 1020 is selected is 5%, the probability that the preview symbol 1030 is selected is 60%, and the probability that the preview symbol 1040 is selected is , 35%. The probability that the preview symbol 1030, which has a sufficient winning expectation, is selected is high, and the probability that the preview symbol 1040 with the highest winning expectation is also sufficiently selected is high. Therefore, one can have a very high expectation of winning.

[0204] In the case of "Intense Heat" 1003, when the reserved change chance effect is successful, the preview symbols 1010 and 1020 are not selected, the probability that the preview symbol 1030 is selected is 30%, and the probability that the preview symbol 1040 is selected is 70%. The probability that the preview symbol 1040 with the highest winning expectation is selected is the highest, and when the reserved change chance effect is successful, one can almost be confident of winning. As described above, there are examples of varying the winning expectation degree of the preview symbol according to custom content, examples of changing the success probability of the hold change chance effect according to custom content, and examples of varying the selection rate of the preview symbol that appears when the hold change chance effect is successful. These can be used in combination or individually. However, reducing the appearance rate will also lead to a reduction in the rigged effect, and it can be said that each example is related to each other in that it has a correlation with the winning expectation degree. It can be adopted as appropriate.

[0205] In particular, if it is configured such that when changing to a predetermined custom content, the hold change chance effect will always succeed when performed, it will result in an effect similar to a prologue where the hold change effect is performed, or if it is configured such that it is not known whether the hold change chance effect will succeed or fail, it will result in an effect similar to the first hurdle before reaching the hold change effect. By changing the success probability, the significance of the effect given to the player for the same effect content can be greatly varied. This is an effect that is possible because the hold change chance effect is not a direct effect indicating the winning expectation degree but is merely an indirect effect that if successful, the hold change effect will be executed. It can provide a gaming feeling that is not available in a gaming machine equipped with only a custom that varies the appearance rate of the hold change effect.

[0206] As described above, according to this example, not only can the appearance rate of the preview effect be changed by custom, but also by changing the appearance rate of the effect indirectly related to the preview effect and the success probability of the effect content, the significance of the effect indirectly related to the preview effect can be greatly changed, and the gaming feeling can be effectively changed.

[0207] Incidentally, regarding the customization of the game's presentation, it's conceivable to allow for more detailed customization of the presentation content to match the player's preferences. However, enabling overly detailed and extensive settings presents challenges such as difficulty in accurately reproducing the previous settings during subsequent play sessions, and the hassle of resetting settings altogether. Furthermore, considering that a certain number of players do not require such detailed customization, it was difficult to implement. Therefore, in the following modified example 1, the user is free to choose between simple and detailed settings for performance customization, and even if detailed settings are made, it is possible to easily reset them for the next game.

[0208] (Variation 1) Modification 1 is described below. Note that explanations of parts that are the same as those exemplified in the above embodiment will be omitted. In Modification 1, the gaming machine displays a menu screen 710, similar to the gaming machine shown in this embodiment. Selecting "Performance Customization" displays the performance customization screen. However, in Modification 1, the performance customization screen 1100 shown in Figure 44(a) is displayed. In the performance customization screen 1100 of Modification 1, "Detailed Settings" 1110, "Simple Settings" 1111, and "Password Input" 1112 are displayed, and the player can select any of them. From this display, the player can understand that there are two types of customization available. Selecting "Detailed Settings" 1110 allows the player to finely select the settings for the performance content. Selecting "Simple Settings" 1111 allows the player to choose from several pre-configured settings for performance content, rather than setting individual performance content. Selecting "Password Input" 1112 displays a screen where the player can enter the password displayed when setting the performance content in "Detailed Settings" 1110, although details will be described later.

[0209] The "Advanced Settings" 1110 will be explained below using the diagrams in Figures 44(b) to 46(b). When "Advanced Settings" 1110 is selected on the performance customization screen 1100 shown in Figure 44(a), the performance detailed settings screen 1200 shown in Figure 44(b) is displayed. Selecting the "Preview" 1210 menu item shown in Figure 44(b) displays the preview setting screen 1300 shown in Figure 44(c). In this embodiment, the preview setting screen 1300 displays the following items: "Pseudo-Consecutive Wins" 1310, "One-Shot Notification" 1320, "Cut-in" 1330, "Red Preview" 1340, and "Background Preview" 1350. "Pseudo-consecutive" 1310 is an abbreviation for pseudo-consecutive variation, an effect that makes a single symbol variation appear as if it has varied many times. The more pseudo-variations there are, the higher the probability of winning. Generally, it is made to appear as 1 to 3 variations, and it is sometimes used to indicate a guaranteed win if pseudo-consecutive variations occur four times in a row. You can choose from "Normal," "None," "Few," and "Many" for this pseudo-consecutive variation notification. Selecting "Normal" will revert the game to its default appearance rate. The default setting is "Normal" even without any customization of the game's effects, and it's not something you would normally select when customizing the effects. However, you might consider selecting it if you want to revert from the "More" setting back to "Normal." Selecting "Do not appear" will prevent the pseudo-consecutive win notification from being displayed. By selecting "Do not appear," players can avoid displaying notification effects that do not suit their preferences, allowing them to enjoy a game that is more to their liking. Selecting "Less" will lower the appearance rate compared to "Normal." However, when it does appear, it will always trigger up to three consecutive pseudo-wins, increasing the likelihood of winning. This option is ideal for players who don't want to see so-called false announcements (announcements that appear for entertainment purposes but don't result in a win). Selecting "More" increases the appearance rate compared to "Normal." Even if the setting is intended to make it more likely to be selected when winning, it's possible to increase the appearance rate by increasing the probability of so-called false announcements occurring. The player can choose from the above options at their discretion. The "One-shot Notification" 1320 is a preview effect that notifies that it is a win when the preview display is performed before the symbols are notified in the winning order. A dedicated effect device lights up, moves, outputs a dedicated sound, or is displayed on the screen of the display device. For this preview display, any one of "Normal", "Not Appearing", "Less", or "More" can be selected. The "Cut-in" 1330 is a preview effect that shows the winning expectation by temporarily interrupting and displaying a character image together with a line display, for example, during a variable effect. Generally, the winning expectation is shown by which line is displayed. At the same time, the image is mainly shown in a single color. For example, when the image is displayed in red, the winning expectation is higher than when the image is displayed in blue. For this preview display, any one of "Normal", "Not Appearing", "Less", or "More" can be selected. The "Red Preview" 1340 is a setting when the expectation is displayed in "Red" in various preview effects (reservation preview, cut-in preview, etc.) that show the expectation by colors such as "Blue", "Red", "Gold", etc. "Normal" is set to the initial expectation, "Reliability UP" is set to a higher expectation than the initial expectation, and "Intense Heat" is set to an even higher expectation than "Reliability UP". It is considered that the appearance rate will decrease because "Red" is less likely to be selected when "Reliability UP" or "Intense Heat" loses. Various preview effects that show the expectation by color can be set to have a more distinct setting than the initial setting. The "Background Preview" is a preview effect that shows the winning expectation by changing the background display of the effect display at the start of the variation or during the variation. It is used in such a way that when it transitions to a specific background display, the win is confirmed, or when a reach is established in a variation that transitions to a specific background display, the winning expectation is high. For this preview display, any one of "Normal", "Reliability UP", or "Intense Heat" can be selected. After the setting is completed, selecting "Next" 1290 will transition to the preview effect setting screen 1400 in Fig. 45(a). Selecting "Back" 1270 will return to the previous effect detail setting screen 1200, and selecting "OK" 1280 will be judged that the customization is completed, and it will transition to the effect customization completion screen 1900 in Fig. 46(c).

[0210] Next, when the "Preview Effect" 1220 of the menu item shown in FIG. 44(b) is selected and when the "Next" 1290 of the preview setting screen 1300 in FIG. 44(c) is selected, the preview effect setting screen 1400 in FIG. 45(a) is displayed. In the preview effect setting screen 1400 of this embodiment, items such as "Continuous Preview" 1410, "Winning Preview" 1420, "Pending Chain" 1430, and "Zone Preview" 1440 are shown. The "Continuous Preview" 1410 is a preview effect that is continuously performed over a plurality of fluctuations until the pending that is the target of the preview effect starts to fluctuate. While the previous "Pseudo Chain" 1310 pseudo-fluctuates a plurality of times in one fluctuation, this one performs a plurality of fluctuations. It can be made to be expected from before a plurality of fluctuations. This "Continuous Preview" can be selected from "Normal", "Not Appearing", and "Intense Heat". When "Normal" is selected, it will be implemented at the appearance rate of the initial setting. When "Not Appearing" is selected, the continuous preview will not be implemented. When "Intense Heat" is selected, the winning expectation degree becomes higher than the initial setting. Also, the accompanying appearance rate becomes lower than the initial setting. For example, in a setting where winning is highly probable, by starting the continuous preview, winning can be reported several fluctuations before. It is a setting content suitable for players who want to know about winning earlier. The "Winning Preview" 1420 is to perform a preview determination of the acquired random number value when a game ball enters the first special figure start port 23 and the second special figure start port 24, and change and output the winning sound as a preview based on the determination content, or light a lamp that lights up at the time of winning in a predetermined lighting mode, or vibrate a vibrating means at the time of winning, etc. There are also cases where it is implemented in combination with a pending change preview that is performed at the same timing, which is a preview effect at the time of winning at the start port. This can also be selected from "Normal", "Not Appearing", and "Intense Heat". The "Retention Link" 1430 is a preview effect that notifies that a so-called continuous chain has been established by reporting that there is a winning retention memory in the retention memory during the big win game. It is conceivable that not only during the big win game but also during the variable effect that results in a win, it reports that there is a win in the retention. For this as well, there are options of "Normal" and "Not Appearing", and there is also an item of "Sure Notification". "Sure Notification" is a setting where a retention link preview is always performed when there is a win in the retention, allowing one to expect a win earlier. The "Zone Preview" 1440 is a preview effect similar to continuous preview and background change. When a winning retention memory occurs, it transitions to a dedicated background display (also called the effect mode or effect zone) and stays there for a predetermined number of variable times. When a reach is achieved while this dedicated background display is being shown, the expectation of winning becomes higher. For this as well, one can select from "Normal", "Not Appearing", and "Intense Heat". After the settings are completed, selecting "Next" 1290 will transition to the retention change setting screen 1500 in Fig. 45(b). Selecting "Back" 1270 will return to the previous preview setting screen 1300, and selecting "OK" 1280 will be judged that the customization is completed, and it will transition to the effect customization completion screen 1900 in Fig. 46(c).

[0211] Next, when selecting the "Retention Change" 1230 in the menu items shown in Fig. 44(b) and when selecting "Next" 1290 in the preview effect setting screen 1400 in Fig. 45(a), the retention change setting screen 1500 in Fig. 45(b) will be displayed. In the retention change setting screen 1500 in this embodiment, items such as "Reliability" 1510, "Appearance Frequency" 1520, "Red Retention Intense Heat" 1530, and "Gold Retention Intense Heat" 1540 are shown. "Reliability" 1510 indicates the expectation (reliability) of winning when the retention change effect is implemented. One can select that reliability from "Normal", "Chance Up", and "Intense Heat". Selecting "Normal" sets the default reliability level. Selecting "Chance UP" sets the reliability level higher than the default. Therefore, players can have higher expectations when the reserve change animation occurs compared to "Normal". Selecting "Super Hot" sets the reliability level even higher than "Chance UP". Therefore, players can have high expectations of winning just by seeing the reserve change animation. The hold change animation features multiple hold symbols (also called pre-announcement symbols) that indicate the level of expectation, such as "blue hold," "green hold," "red hold," "gold hold," and "rainbow hold," with the level of expectation indicated by color. Generally, the level of expectation increases in the order of blue, green, red, gold, and rainbow (a trend from cool colors to warm colors, gold, and rainbow). For example, with "blue reserve," the reliability is 5% (a 5% chance of winning) in the "normal" setting, 30% in the "chance UP" setting (a 30% chance of winning), and it disappears when set to "super hot." In the "super hot" setting, only pre-announcement symbols with an expectation level of "red reserve" or higher will be displayed, and even the lowest expectation level "red reserve" can have a reliability of 85%. It is also possible to have a configuration where "blue reserve" is displayed even when set to "super hot," in which case the reliability can be set to 60%. In any case, the reliability of the reserve change effect can be dramatically changed with a setting of 1510, and the character of the pre-announcement effect can be greatly changed depending on the setting. To define the "personality," "Normal" is a type of pre-announcement animation that gives a lively and calm impression, where the reserve change animation appears moderately but it is difficult to win unless a red reserve appears. In contrast, "Super Hot" is a type of pre-announcement animation that gives a quiet and intense impression, where the outcome is almost entirely determined by whether or not the reserve change animation is performed. The "Appearance Frequency" setting (1520) determines the execution rate of the hold change animation relative to the number of spins. "Normal" sets it to the default appearance rate, "Infrequent" sets it to an appearance rate lower than the default, and "Frequent" sets it to an appearance rate higher than the default. As a tendency, when the appearance rate is lowered, the false display (a reserved change display that is performed although it is a miss as a right / wrong result) will decrease accordingly, and when the appearance rate is increased, the false display will increase. However, it is not necessarily the case. There is also a configuration in which the high or low appearance rate is created by changing the selection rate at the time of winning, such as making it a prediction display that is likely to be selected at the time of winning. "Red Reserved Fever" 1530 is a setting item premised on having the above-mentioned "Red Reservation" and reservations of other colors, and it improves only the reliability of the "Red Reservation" among multiple reservations. For example, in a configuration where the reliability of "Blue Reservation" is set to 5%, the reliability of "Green Reservation" is set to 15%, the reliability of "Red Reservation" is set to 40%, the reliability of "Gold Reservation" is set to 80%, and the reliability of "Rainbow Reservation" is set to 100% in the initial setting. When "Red Reserved Fever" 1530 is set to "ON", the reliability of "Blue Reservation" is 5%, the reliability of "Green Reservation" is 15%, the reliability of "Red Reservation" is 95%, the reliability of "Gold Reservation" is 80%, and the reliability of "Rainbow Reservation" is 100%. Originally, the "Gold Reservation" has a higher reliability, but by setting it to "ON", the "Red Reservation" becomes higher. Also, in order to improve the probability of selecting the "Red Reservation" when winning, the player can play the game in a so-called "waiting for the Red Reservation" style (since the probability of the Red Reservation being displayed when winning is high, the player pays little attention to other predictions or reach displays and only pays attention to whether the Red Reservation appears or not). "OFF" is selected to cancel when "Red Reserved Fever" was previously "ON". "Gold Reserved Fever" 1540 is a setting item premised on having the "Gold Reservation" and reservations of other colors in the same way as the above-mentioned "Red Reserved Fever", and it improves only the reliability of the "Gold Reservation" among multiple reservations. Taking an example of the above-mentioned reliability, when the initial setting reliability is 80%, when set to "ON", the reliability becomes 98%. At the same time, since the appearance probability of the "Gold Reservation" at the time of winning is improved, the player can play the game in a so-called "waiting for the Gold Reservation" style. Note that "Red Reserved Fever" 1530 and "Gold Reserved Fever" 1540 can be selected according to the player's preference. After the settings are complete, selecting "Next" 1290 will take you to the vibration settings screen 1600 shown in Figure 45(c). Selecting "Back" 1270 will take you back to the previous pre-read effect settings screen 1400, and selecting "Confirm" 1280 will indicate that customization is complete, and you will proceed to the effect customization completion screen 1900 shown in Figure 46(c).

[0212] Next, if you select "Vibrate" 1240 from the menu items shown in Figure 44(b), or if you select "Next" 1290 on the hold change setting screen 1500 in Figure 45(b), the vibrate setting screen 1600 shown in Figure 45(c) will be displayed. In this embodiment, the vibrate setting screen 1600 displays the items "Vibrate Warning" 1610 and "Continuous Vibrate Warning" 1620. The "Vibration Notification" 1610 assumes that the performance button 15 or other buttons are equipped with a vibration mechanism, and will vibrate to provide a notification when a ball enters the starting slot, when a spin starts, during a reach animation, or when the performance button 15 is pressed. At that time, it is possible to make lamps or LEDs light up or sound effects be output. It is also possible to have different vibration patterns, such as a short-time vibration pattern and a long-time vibration pattern, to change the expectation of winning. This "Vibration Notification" 1610 can be set to "OFF", "Normal", or "Reliability UP". "OFF" disables the "Vibration Warning" 1610, "Normal" uses the default appearance rate, and "Reliability UP" sets the reliability of the "Vibration Warning" 1610 higher than the default setting. The "Continuous Vibration Notification" 1620 is one of the pre-announcement effects, which causes the reels to vibrate at the start of a spin when a winning hold occurs, and continues until a spin occurs with that hold. It is possible to have multiple patterns for this as well, with differences in the duration and pattern of the vibration. This can also be selected from "OFF", "Normal", and "Reliability UP" options. The settings are the same as for the "Vibration Notification" 1610. After the settings are complete, selecting "Next" 1290 will take you to the RUSH settings screen 1700 shown in Figure 46(a). Selecting "Back" 1270 will take you back to the previous hold change settings screen 1500, and selecting "Confirm" 1280 will indicate that customization is complete, and you will proceed to the performance customization completion screen 1900 shown in Figure 46(c).

[0213] Next, if you select "RUSH mode" 1250 from the menu items displayed in Figure 44(b), or if you select "Next" 1290 on the vibration setting screen 1600 in Figure 45(c), the RUSH mode setting screen 1700 in Figure 46(a) will be displayed. In this embodiment, the RUSH mode setting screen 1700 displays the items "Pre-read effect" 1710, "Instant notification" 1720, and "Vibration" 1730. Note that "RUSH mode" refers to the probability variation game state or the time reduction state, and generally, the game state in which big wins are likely to occur consecutively is often called RUSH. What is referred to as RUSH varies depending on the game configuration, and in the case of a game configuration that has both a probability variation game state and a time reduction state, the probability variation game state is called RUSH and the time reduction state is called Chance Time, or in the case of a game configuration that has only a time reduction state, the time reduction state is called RUSH. The "Pre-announcement Effect" setting (1710) is a setting item for the pre-announcement effect that occurs during RUSH mode, and has the options of "ON" and "OFF". Selecting "ON" will enable the pre-announcement effect during RUSH mode, while selecting "OFF" will disable it. Since the average spin time is shorter during RUSH mode compared to normal gameplay in many machines, if a machine is not able to deliver sufficient visual impact in a single spin, turning the pre-announcement effect "ON" to give a preview several spins in advance will improve the enjoyment. On the other hand, if the RUSH mode is designed so that wins can be achieved without requiring many spins, there is little need to enhance the visual impact of the spin effects, so turning the pre-announcement effect "OFF" will result in a more subdued effect. "One-Shot Notification" 1720 is a setting item for the one-shot notification effect that occurs during RUSH mode, and has the options of "ON" and "OFF". If you select "ON", the one-shot notification effect will be performed during RUSH mode, and if you select "OFF", the one-shot notification effect will not be performed during RUSH mode. The "Vibe" setting (1730) is for the vibration effect that occurs during RUSH mode, and has two options: "ON" and "OFF". Selecting "ON" will enable the vibration effect during RUSH mode, while selecting "OFF" will disable it. After the settings are complete, selecting "Next" 1290 will take you to the reset screen 1800 shown in Figure 46(b). Selecting "Back" 1270 will take you back to the previous vibration settings screen 1600, and selecting "Confirm" 1280 will indicate that customization is complete, taking you to the performance customization completion screen 1900 shown in Figure 46(c). Note that, as shown in Figure 46(a), in this embodiment, the variation time is set to be short during RUSH mode, so there are fewer setting items compared to normal gameplay. Of course, if the configuration allows for more varied variation effects during RUSH mode, the number of setting items during RUSH mode may be increased.

[0214] Next, the reset screen 1800 in Figure 46(b) asks whether to initialize all the game performance settings that have already been set when the "Reset" menu item 1260 displayed in Figure 44(b) is selected. Similarly, when the "Next" 1290 is selected on the RUSH setting screen 1700 in Figure 46(a), it asks whether to initialize all the game performance settings that have been set up to this point. Selecting "YES" will initialize the settings, while selecting "NO" will indicate that customization is complete and proceed to the performance customization completion screen 1900 in Figure 46(c). Selecting "Back" 1270 will return you to the previous RUSH setting screen 1700.

[0215] In Figure 46(c), a 6-digit password is displayed on the performance customization completion screen 1900. By entering the displayed password the next time you play, you can reset the game performance content you set. Selecting "Back" 1270 will return you to the setting screen one step before the performance customization completion screen 1900, and selecting "Confirm" 1280 will start the game with the set game performance content. Note that during performance customization, once a game ball enters the starting slot and the symbols begin to change, you may end the performance customization and clear the screen, or you may shrink the customization screen so that the changing symbols are visible and continue customizing. Also, if the changing symbols begin to change while the performance customization completion screen 1900 is displayed, you can consider the customization to be complete and end the performance customization completion screen 1900. In this embodiment, a 6-digit number is used as the password, but it is also conceivable to use a barcode or QR code as the password. By outputting setting information from the gaming machine to an external source using passwords, QR codes, etc., players can record it in various ways, such as by taking notes in a notebook or taking a photograph.

[0216] Next, the "Simplified Settings" 1111 will be explained below using the diagrams in Figures 47(a) and (b). In Figure 47(a), the settings allow you to select one of the three performance modes that appear when you select "Simple Settings" 1111 on the performance customization screen 1100 in Figure 44(a). In Normal Mode 2000, all are set to normal settings, and the performance option, which is either ON or OFF, is set to OFF. The "One-Shot Notification Mode" 2010 is a mode customized for gameplay where a win is announced suddenly without any prior warning. In the detailed settings screen 1200, the notification 1210 and the one-shot notification 1320 are set to "more frequently," but all other items are set to "normal." The pre-reading effects 1220 are all set to "none." The reliability of the reserve change 1230 1510 is set to "very hot," the appearance frequency 1520 is set to "less frequently," the red reserve very hot 1530 and the gold reserve very hot 1540 are both set to "OFF," the vibration 1240 is all set to "OFF," and during RUSH, the pre-reading effects 1710 and vibration 1730 are set to "OFF," and the one-shot notification 1720 is set to "ON." By doing this, it becomes possible to set up a system that most easily creates the surprise of an instant win, suppressing the flow of events that gradually inform the player of the level of expectation, such as when a premonition event suggests the possibility of winning several spins in advance before the instant announcement event takes place. The "Pre-read Chance UP Mode" 2020 is a mode in which the reliability of pre-read effects is increased, and in terms of gameplay, when any of the pre-read effects start, the expectation of winning increases dramatically. As shown for each item on the detailed settings screen 1200, the notification 1210 is set to pseudo-consecutive 1310 "normal", one-shot notification 1320 "does not appear", cut-in "normal", red notification 1340 "normal", background change 1350 "normal", and the pre-read effect 1220 is set to consecutive notification 1410 "super hot", winning notification 1420 "super hot", hold consecutive 1430 "guaranteed notification", zone notification 1440 "super hot", hold The settings for each effect are set as follows: Retention Change 1230 is set to reliability 1510 "Chance UP", appearance frequency 1520 "Infrequent", red reserve super hot 1530 "OFF", gold reserve super hot 1540 "OFF", vibration 1240 is set to vibration notification 1610 "OFF", continuous vibration notification 1620 "Reliability UP", and during RUSH 1250 is set to pre-read effect 1710 "ON", instant notification 1720 "OFF", vibration 1730 "ON". All of the above effects settings are made at once. This makes it possible to create a gameplay style where you can expect to win as soon as the pre-read effect starts. In this way, the items you want to emphasize are customized without having to set them in the detailed settings. If you select "Back" 1270 without selecting any mode, you will return to the effect customization screen 1100, and if you select one mode and select "Confirm" 1280, the effect customization completion screen 2100 shown in Figure 47(b) will be displayed. At this time, the simplified settings offer only three options, so the password required for resetting will not be displayed. Alternatively, after selecting a performance mode in "Simplified Settings" 1111, you can select "Advanced Settings" 1110 to change the game performance details. Setting the basics roughly with the simplified settings and then manually configuring specific performances later is simpler than setting everything in the advanced settings from the beginning.

[0217] Next, the "password entry" step 1112 will be explained below using the diagram in Figure 47(c). Figure 47(c) shows an example of the screen displayed when "Enter Password" 1112 is selected on the performance customization screen 1100 in Figure 44(a). Select this option if the player wants to use the 6-digit password displayed on the performance customization completion screen 1900 in Figure 46(c) when they previously performed detailed settings. After selecting this option, the player enters the password they remember and selects "Confirm" 1280 to complete the resetting of the game's performance content. Selecting "Back" 1270 returns to the performance customization screen 1100.

[0218] The above describes the processing of Modification 1, which is characterized by the ability to make detailed settings and to easily reset them. Players can select settings to their liking on the performance customization screen 1100, but if they select "Simple Settings" 1111, a mode with multiple settings set to form a gameplay style with a predetermined tendency will be displayed, and players can enjoy changing the settings of individual performances simply by selecting a mode that shows the predetermined tendency. If "Detailed Settings" 1110, which allows for even more detailed settings, is available, the power of customization will be enhanced, and if players are highly satisfied with the settings, they are likely to try to use the same settings next time. However, even if a player thinks they have used the same settings the next time they play, they may find that they have not been able to reset the settings properly because they encountered a problem with the settings, and they will be disappointed after being satisfied the previous time. If this can be reset by entering a password, players can enjoy the game without feeling any discomfort with the settings. Furthermore, by providing a password-based reset function, it will be possible to add even more extensive and detailed customization options for gameplay in the future.

[0219] As an alternative example, a configuration could be conceivable where, after customization is complete or password entry is finished, the configured game settings can be checked even during gameplay (during the reel spin animation). In the explanatory diagram shown in Figure 48(a), as customization options become more extensive, it becomes difficult to understand what settings have been made. Therefore, it is conceivable to display the setting items as icons 2300 at the top of the screen. Displaying icons 2300 makes it easier for players to understand the various settings. Of course, it is also conceivable to display the password corresponding to the current settings where icons 2300 are displayed. When detailed settings are made, players may decide that they do not need to remember the password and start playing. However, if the settings turn out to be better than expected, the password can be displayed on the screen during gameplay, allowing players to decide whether to remember the password after actually playing. Furthermore, while the simplified configuration did not display the password, the Icon 2300 could be configured to display the password. Furthermore, in the explanatory diagram shown in Figure 48(b), in addition to simply displaying the settings as shown in Figure 48(a), the settings 2310 can be checked by operating the system keys (directional keys) to select the icon 2300 that you want to check. It is also possible to change the settings by selecting the setting 2310 from there. In this way, you can try playing with the initial settings and make adjustments as you play, pursuing the ideal settings. In this case as well, it would be ideal if the password could be displayed by operating the system keys.

[0220] Next, as shown in Figure 48(c), if the configuration displays icons in each direction of the directional pad, for example, if you operate the right direction on the directional pad from setting 2400 to select "Performance Customization," the display of each icon will be updated, and "Notification Setting" will be displayed at the top of the directional pad, "Pre-read Performance Setting" at the right, "Hold Change Setting" at the bottom, and "Vibration Setting" at the left. If you select "Notification Setting," the display of each icon will be updated, and "Pseudo-Consecutive" will be displayed at the top of the directional pad, "One-Shot Notification" at the right, "Cut-in" at the bottom, and "Red Notification" and "Background Change" at the left. At this time, pressing left once will select "Red Notification," and pressing it twice in quick succession will select "Background Change." Then, if you select "Pseudo-Consecutive," the display of each icon will be updated, and "Normal" will be displayed at the top of the directional pad, "None" at the right, "Few" at the bottom, and "Many" at the left. If you select "Many," a pseudo-consecutive performance will be selected as the notification performance in the customization, which will appear more often than usual. In this way, even with a limited display area, complex customization settings become possible by displaying information in a hierarchical structure. This indicates that customization is possible even during fluctuation animations, not just in standby mode. In this case, settings such as the auto button and volume can be changed when selected, but for animations, it is conceivable to reflect the changes from the next fluctuation, or to reflect them from the hold that occurs after the settings were made considering pre-announcement animations. In that case, it may be possible to display something like "Preparing changes." The above describes the configuration of Modification 1. However, since the customization of the presentation depends on the individual player's preferences, some players will want to set it in detail, while others will only need simple settings. Furthermore, if the system allows for detailed settings across a wide range of options, it becomes time-consuming to revert to the same settings later, and more importantly, players will need to remember the settings. Therefore, Modification 1 provides both detailed and simple settings for presentation customization, allowing players to choose which to use. In addition, if detailed settings are selected, a password is displayed upon completion of the customization. By remembering the password, players can reset the settings at any time, thus satisfying both players who want simple customization and those who want detailed customization.

[0221] Another possible configuration of pachinko machine 1 is a machine in which, after predetermined starting conditions are met, a start condition is met, a win / fail determination means [Figure 9: Process S313] makes a win / fail determination, a variable display unit [28A, 28B] starts displaying changing identification information, and in response to the changing display on the variable display unit, a performance display unit

[21] executes multiple types of changing performances of identification information for performances, and the game state is shifted to a specific game state advantageous to the player when a specific display result of the win / fail determination is displayed on the variable display unit, and the changing performance can execute performances using multiple types of performance modes. One possible configuration includes an operating means [15,19] that can be operated by the player, a first performance change means [Figure 25: process S513] that changes the content of the performance in the variable performance in response to the player's operation of the operating means when the gaming machine is in a standby state, a second performance change means [Figure 35: process S955 to process S962] that changes the performance mode in response to the player's operation of the operating means when the gaming machine is not in a standby state, and a setting content change means [Figure 35: process S902 to process S910] that changes the configurable settings of the performance mode in accordance with the settings set by the first performance change means. In this way, the settings for the simulated performance display corresponding to the fluctuations of the first or second special symbol can be suitably performed when the pachinko machine 1 is in a standby state. Furthermore, the settings for the performance mode of the simulated performance display can be suitably performed when the pachinko machine 1 is not in a standby state. However, the settings for the simulated effect display are made when the pachinko machine 1 is in standby mode, meaning they are made earlier than the settings for the effect mode. Therefore, for example, even if the setting for the simulated effect display is set to ON for instant notification, if the effect mode setting allows for the selection of effect mode C, where instant notification is not performed, a contradiction will occur in the effect. Similarly, even if the setting for the simulated effect display is set to OFF for pre-reading, if the effect mode D, where pre-reading effects are the main feature, is selected, a contradiction will occur in the effect. Therefore, the setting content change means allows the selectable effect modes in the second effect change means to be within a range of selection based on the effect content set in the first effect change means. This allows the first effect change means to determine the overall direction of the effect, and within that direction, the second effect change means can easily change the effect mode. Consequently, the setting function for variable effects is easy to use, effect settings and effect mode changes are easy, and a gaming machine can be realized that enhances the player's anticipation and allows them to enjoy the game with their preferred effect. Furthermore, the settings of the pachinko machine 1 can be easily reset with simple operation, such as when the players change.

[0222] The pachinko machine 1 is configured to include an initial state transition means [Figure 37: Process S982] that allows the settings of the performance content to be reset to the initial settings all at once by a predetermined operation.

[0223] Furthermore, according to the pachinko machine 1 of this embodiment, even with the same effects, the gameplay experience given to the player can be changed by altering the timing of their appearance. For example, if the system allows players to set the timing of the notification animation that indicates the probability of winning, players who are not very interested in the reel spinning animations and want to know whether they have won or lost quickly can set the timing of the notification animation to appear at the start of the spinning animation to play in their desired style. On the other hand, players who do not want to be notified of the probability of winning at the start of the spinning animation, but rather want to enjoy estimating the probability of winning based on the content of the reel spinning animation, can set the timing of the notification animation to appear towards the end of the reel spinning animation to play in their desired style. Thus, even with the same visual effects, the gameplay experience for players can be greatly altered depending on the timing of their appearance. Furthermore, as mentioned above, not only can it be tailored to each player's preferences, but even the same player can easily change the appearance timing to suit their mood, their desire to experience a different gameplay feel, or simply to change things up. This makes it possible to create a game machine that keeps players engaged even with the same display content.

[0224] Pachinko machine 1 has been described in Figure 16 as having multiple types of performance content that can be changed by the player, but it is not limited to these. For example, in addition to these, it is conceivable to have a performance mode loop function that periodically changes the performance mode randomly. In this case, when the performance customization item is selected from the performance content selection 711 (Figure 17(b)) on the menu screen 710, it is desirable to proceed to the performance customization selection screen 765 shown in Figure 38. On the performance customization selection screen 765, the setting unit 766 displays items for setting pre-read OFF, setting one-shot notification ON, setting notification A appearance rate UP, setting notification B appearance rate UP, as well as the performance mode loop setting.

[0225] Furthermore, while it is possible to change the presentation mode outside of the standby state, it may also be possible to change it on the presentation customization selection screen 765 shown in Figure 38. In this case, it is desirable to include an item for selecting the presentation mode in the setting unit 766. With this configuration, all settings related to the presentation can be made in the standby state, allowing players to start playing with their preferred presentation from the first ball launch or the first variation of the pseudo-symbols. Moreover, by making it possible to switch presentation modes even during variation, if a player wants to switch to another presentation mode during gameplay, they can do so without having to interrupt the game and enter the standby state to make a selection. Furthermore, it is desirable that when the performance settings are reset, the performance mode also changes to the performance mode selected in the initial state. Furthermore, Pachinko machine 1 could also utilize a mobile-linked service that allows players to access a website operated in conjunction with the machine using a mobile communication device such as a mobile phone to exchange various game information in order to set the content of the performance and change the performance mode. In addition, while the appearance timing of the instant notification was given as an example of setting the appearance timing, the appearance timing of other notification effects can also be set, such as the appearance timing of the cut-in notification that increases the expectation of winning just by appearing, or the timing of the change of the reserve symbols in the reserve notification effect of the pre-read effect. If a cut-in notification increases the chances of winning, its appearance does not guarantee a win. Therefore, it is possible to increase the opportunities for it to appear, or even make it appear multiple times, allowing for more freedom in its presentation compared to a one-shot notification notification. For a hold notification effect, it's possible to set it to change only when a win occurs, or at the start of a spin, or towards the end of a spin, etc. By doing so, only the player who set it up will know when the hold symbols change, reducing the chance of missing it, and it's also possible to make the effect less noticeable to third parties. While specific displays, sound effects, and vibrations were given as examples of instant notification, the notification method is not particularly limited as long as it is possible to inform the player that they have won, such as blowing air on them, lighting up specific parts of the frame, or lighting up specific parts of the game board.

[0226] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from the spirit of the invention. For example, it may be applied to a sealed-type gaming machine in which launched game balls are collected inside the gaming machine and launched again by a launching device, and the number of balls held by the player is managed as data using a storage medium such as an IC card. In this case, it is also conceivable that a storage medium such as an IC card may be used to set the content of the performance and change the performance mode. For example, if the IC card is equipped with a function to store information of the settings, it will be possible to carry over and use the performance settings even if the gaming machine is different. Furthermore, the present invention may also be applied to a revolving-type gaming machine (slot machine) that uses medals as a game medium for gameplay. Moreover, it may also be applied to a revolving-type gaming machine (parrot machine) that uses game balls as a value medium for gameplay similar to that of a slot machine. [Explanation of Symbols]

[0227] 1: Pachinko machine, 15: Performance button (operating means), 16: Jog dial, 19: Cross key (operating means), 2: Game board, 21: Performance symbol display device (performance display unit), 28A: First special symbol display device (variable display unit), 28B: Second special symbol display device (variable display unit), 40: Main control device (win / loss determination means), 42: Sub-integrated control device (first performance change means, second performance change means, setting content change means, initial state transition means), 1000: Pre-read performance setting screen

Claims

[Claim 1] A means for executing game effects, The system includes a performance control means for controlling the performance execution means, The aforementioned performance control means includes a performance customization function that allows the settings of the game performance to be changed based on the player's operation. As for the aforementioned performance customization, A first performance customization that allows each of the various performances of the aforementioned game performance to be set individually, It includes a second effect customization feature that allows the settings for various effects to be set all at once by selecting one item, If configured in the first performance customization setting, the information corresponding to the setting can be output externally as a password or QR code. A gaming machine characterized in that, when set in the second performance customization, the settings are not output to the outside.

Citation Information

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