Gaming machine

JP7923524B2Active Publication Date: 2026-09-18SANSEI R&D KK
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Patent Information

Application Number
JP2022089113
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-05-31
Publication Date
2026-09-18
Estimated Expiration
2042-05-31

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、予告演出の趣向性を高めることが可能となる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance amusement of notice performance.SOLUTION: A holding notice performance is performed again at a variable timing in accordance with a second unit pattern game after a holding notice performance is performed at variable timing in accordance with a first unit pattern game in an eye line of a player because display timing T11 to T12 for a holding notice performance is set in the first unit pattern game of a pseudo continuation performance 1, and display timing T13 to T14 for a holding notice performing is set in the second unit pattern game. Accordingly, the amusement of a holding notice performance is improved because three columns of performance patterns are expected to be a large winning combination in each of the first unit pattern game and the second unit pattern game in the eye line of the player regardless of the pseudo continuation performance 1.SELECTED DRAWING: Figure 24
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Description

[Technical Field]

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

[0002] Some of the above gaming machines are configured to determine whether a win is obtained when a game ball effectively enters a predetermined ball entry area, and notify the player of the result of the win / fail determination via an image of a symbol game. Some of such gaming machines are configured to display an image of a pseudo-continuous effect as the symbol game image. The image of the pseudo-continuous effect consists of a plurality of unit symbol games in which identification symbols are sequentially displayed in a variable state and a variable stopped state. From the player's perspective, when the identification symbol does not assume a winning mode in the current unit symbol game, it is possible for the player to expect that the identification symbol will assume a winning mode in the next unit symbol game. [Prior Art Literature] [Patent Literature]

[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2016-158689 [Summary of the Invention] [Problem to be Solved by the Invention]

[0004] In the case of the above conventional gaming machine, a advance notice effect is performed between the time when variable display of the identification symbol is started in the image of the first unit symbol game of the pseudo-continuous effect and the time before the identification symbol is brought into the variable stopped state, to notify the player in advance that the identification symbol will assume a winning mode in the final unit symbol game, which has a problem of lacking interest in the advance notice effect.

[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine capable of enhancing the interest of advance notice effects. [Means for Solving the Problem]

[0006] The gaming machine according to claim 1 comprises: determination means for determining whether a game ball has entered a predetermined ball entry area; a display unit for displaying an identification symbol to inform the player of the determination result of the determination means; and performance control means for controlling the performance, wherein the performance control means is capable of executing a symbol game performance in which the identification symbol is displayed in a variable manner and then finalized in a manner that informs the player of the determination result, and as the symbol game performance, it is capable of executing a pseudo-consecutive performance in which the identification symbol is displayed in a variable manner multiple times before the finalized display of the identification symbol, and the display unit is capable of displaying a reserved symbol corresponding to the symbol game performance when the symbol game performance is being executed. The performance control means is capable of executing a pre-announcement performance related to the symbol game performance in the symbol game performance, and the pre-announcement performance is capable of executing a first pre-announcement performance which displays a predetermined image on the display, and a second pre-announcement performance which changes the display mode of the reserved symbols displayed on the display, and the pseudo-consecutive performance has a plurality of pre-announcement timings which can execute the first pre-announcement performance or the second pre-announcement performance, and the plurality of pre-announcement timings which are set during each of the plurality of variation displays in the pseudo-consecutive performance, and a pre-announcement timing which is set when the next variation display starts after the previous variation display has stopped before up to During the period It is characterized by the inclusion of a notification timing set to [specific value]. [Effects of the Invention]

[0007] According to the present invention, it is possible to enhance the appeal of the preview presentation. [Brief explanation of the drawing]

[0008] [Figure 1] Figure illustrating Embodiment 1 of the present invention (perspective view showing the external appearance of a pachinko game machine) [Figure 2] Front view of the game board [Figure 3] Cross-sectional view showing the relationship between the game board, the display unit for the game symbols, and the decorative frame. [Figure 4] Block diagram showing the electrical configuration [Figure 5] Block diagram showing the electrical configuration [Figure 6] (a) is a diagram showing a list of random number counters, (b) is a diagram showing the normal symbol win determination table, (c) is a diagram showing the normal symbol variation display time table, (d) is a diagram showing the normal symbol gameplay pattern table, (e) is a diagram showing the special symbol 1 big win type table, (f) is a diagram showing the special symbol 1 area, and (g) is a diagram showing the special symbol 2 area. [Figure 7] (a) is a diagram showing the special feature jackpot determination table, and (b) is a diagram showing the special feature variation pattern table. [Figure 8] (a) is a diagram showing the special feature 2 jackpot type table, (b) is a diagram showing the jackpot gameplay pattern table, and (d) is a diagram showing the minor jackpot gameplay pattern table. [Figure 9] Flowchart showing the main processing of the main control circuit [Figure 10] Flowchart showing timer interrupt processing in the main control circuit [Figure 11] Flowchart showing the processing of the main control circuit in Figure 2 [Figure 12] Flowchart showing the processing of the main control circuit in Figure 1 [Figure 13] A diagram showing a list of scrolling effects. [Figure 14] A diagram showing images for the scrolling effect. [Figure 15] A diagram showing the scrolling animation (reach animation). [Figure 16] A diagram showing an image of a scrolling animation (pseudo-consecutive animation 1) [Figure 17] A diagram showing the scrolling animation (pseudo-consecutive animation 2) [Figure 18] (a) is a diagram showing a list of background effects, (b) is a diagram showing the relationship between scrolling effects and background effects, and (c) and (d) are diagrams showing normal background images. [Figure 19] Diagram showing battle background images [Figure 20] Diagram showing images of the preview sequence. [Figure 21] A diagram to explain the behavior of lightning images. [Figure 22] (a) to (c) are diagrams showing preview images, and (d) to (f) are diagrams showing comment images. [Figure 23] Figs. (a) to (f) are diagrams showing combined images; Fig. (g) is a diagram showing a list of reliability degrees of combined images; Figs. (h) and (i) are diagrams showing advance notice effect selection tables [Figure 24] Figs. (a) and (b) are diagrams showing display timings of advance notice effects; Figs. (c) and (d) are diagrams showing display timing selection tables [Figure 25] Fig. (a) is a diagram showing a display timing of an advance notice effect; Figs. (b) and (c) are diagrams showing display timing selection tables [Figure 26] Flowchart showing main processing of a sub-control circuit [Figure 27] Flowchart showing timer interrupt processing of a sub-control circuit [Figure 28] Flowchart showing received command analysis processing of a sub-control circuit [Figure 29] (a) is a flowchart showing symbol game effect start processing of a sub-control circuit; (b) is a flowchart showing symbol game effect stop processing of a sub-control circuit [Figure 30] (a) is a flowchart showing jackpot game effect start processing of a sub-control circuit; (b) is a flowchart showing jackpot game effect stop processing of a sub-control circuit [Figure 31] (a) is a flowchart showing advance notice effect processing 1 of a sub-control circuit; (b) is a diagram showing an advance notice effect command table [Figure 32] (a) is a flowchart showing advance notice effect processing 2 of a sub-control circuit [Figure 33] Diagram showing images of advance notice effects (for the first and second unit symbol games) [Figure 34] Diagram showing an image of an advance notice effect (for the third unit symbol game) [Figure 35] Diagram corresponding to FIG. 20 showing Embodiment 2 [Figure 36] Diagram corresponding to FIG. 20 showing Embodiment 3 [Figure 37] Diagram corresponding to FIG. 20 showing Embodiment 4 [Figure 38] Diagram corresponding to FIG. 20 showing Embodiment 5 [Figure 39] Diagram corresponding to FIG. 20 showing Embodiment 6 [Figure 40] Diagram corresponding to FIG. 20 showing Embodiment 7 [Figure 41] Figure 8 shows Example 8 (a-c are corresponding to Figure 20, d-f are suggestive images). [Figure 42] Figure 9 shows Example 9 (a is a figure showing the reliability of the jackpot and the relationship between colors, b and c are figures showing the change pattern selection table). [Figure 43] Figure illustrating Example 10 (Figure showing an image for suggestive presentation) [Modes for carrying out the invention]

[0009] [Example 1] 1. Structure of a gaming machine The outer frame 1 in Figure 1 is installed on the island of the pachinko parlor. This outer frame 1 is a rectangular tube with openings on the front and back, and the main frame 2 is attached to the outer frame 1. This main frame 2 is frame-like, and as shown in Figure 2, the game board 3 is supported by the main frame 2. This game board 3 corresponds to the frame member.

[0010] As shown in Figure 1, a front frame 4 is attached to the outer frame 1. This front frame 4 is rotatable between a closed state that covers the front of the outer frame 1 from the front and an open state that opens it, and a transparent window plate 5 is fixed to the front frame 4. When the front frame 4 is closed, this window plate 5 faces the game board 3 from the front with a gap in between, and the game board 3 is visible through the window plate 5 when the front frame 4 is closed. An upper tray 6 and a lower tray 7 are fixed to the front frame 4 in two stages, upper and lower. The upper tray 6 stores game balls, and the lower tray 7 stores game balls that cannot be stored in the upper tray 6.

[0011] A launching device (not shown) is mounted on the front frame 4. This launching device has a striking hammer that strikes the game balls and a launching motor that operates the striking hammer, and game balls are supplied to the striking hammer one at a time from the upper tray 6. This launching device supplies one new game ball to the striking hammer each time the striking hammer strikes a game ball, and a launching handle 8 is connected to the launching device. As shown in Figure 1, this launching handle 8 is mounted on the lower right corner of the front frame 4 so as to be rotatable around an axis that points in the front-rear direction, and the force with which the striking hammer strikes the game ball is adjusted according to the amount of clockwise operation (rotation angle) of the launching handle 8.

[0012] As shown in Figure 2, an outer rail 9 and an inner rail 10 are fixed to the front of the game board 3. An arc-shaped launching passage 11 is formed between these outer rail 9 and inner rail 10, and the game ball struck by the striking hammer rises from bottom to top within the launching passage 11. These outer rail 9 and inner rail 10 demarcate a game area 12 on the front of the game board 3. This game area 12 is a circular area connected to the exit at the upper end of the launching passage 11, and the game ball rising within the launching passage 11 is released into the game area 12 from the exit of the launching passage 11. Multiple game pins (not shown) are driven into this game area 12, and the game ball released into the game area 12 falls within the game area 12 while colliding with the multiple game pins.

[0013] Within the game area 12, as shown in Figure 2, there are left-handed shooting areas 13 and right-handed shooting areas 14. The left-handed shooting area 13 is the area to the left of the center line in the left-right direction of the game area 12. When the amount of clockwise rotation of the launch handle 8 is small, the game ball is released from the exit of the launch passage 11 into the left-handed shooting area 13. This method of shooting, in which the game ball is released into the left-handed shooting area 13, is called left-handed shooting. The right-handed shooting area 14 is the area to the right of the center line in the left-right direction of the game area 12. When the amount of clockwise rotation of the launch handle 8 is large, the game ball is released from the exit of the launch passage 11, passing through the left-handed shooting area 13 and into the right-handed shooting area 14. This method of shooting, in which the game ball is released into the right-handed shooting area 14, is called right-handed shooting.

[0014] Within the game area 12, a first starting opening 15 is fixed, as shown in Figure 2. This first starting opening 15 is pocket-shaped with an open top, allowing game balls to be inserted from above. This first starting opening 15 is positioned across the left-handed area 13 and the right-handed area 14, allowing game balls to easily enter the first starting opening 15 from its top opening when playing left-handed, but becoming difficult to enter when playing right-handed. This first starting opening 15 corresponds to a predetermined ball entry area.

[0015] Within the game area 12, as shown in Figure 2, a second variable start opening 16 is fixed below the first start opening 15. This second variable start opening 16 has an opening on its right side and is located within the left-handed shooting area 13. An opening / closing member 17 is provided for this second variable start opening 16. This opening / closing member 17 is movable between a closed state in which the right side of the second variable start opening 16 is closed to prevent game balls from entering and an open state in which game balls can enter. Even when the second variable start opening 16 is in the open state, it is difficult for game balls to enter the second variable start opening 16 in the left-handed shooting state, and in the right-handed shooting state, if the second variable start opening 16 is in the open state, game balls can enter from its right side. This second variable start opening 16 corresponds to a predetermined ball entry area.

[0016] Within the game area 12, a large prize opening 18 is fixed, as shown in Figure 2. This large prize opening 18 is a horizontally elongated box shape with an opening at the front and is equipped with an opening / closing member 19. This opening / closing member 19 is rotatable around a horizontal axis at its lower end between a vertically closed state and a horizontally open state. When the opening / closing member 19 is closed, the entrance to the front of the large prize opening 18 is closed so that game balls cannot enter, and when the opening / closing member 19 is open, it is open so that game balls can enter. This large prize opening 18 is located to the right of the first starting opening 15, and game balls are allowed to enter the large prize opening 18 when the game balls are shot to the right.

[0017] Within the right-handed shooting area 14, as shown in Figure 2, a normal starting opening 20 is fixed above the large prize opening 18. This normal starting opening 20 is a U-shaped frame with openings on the top and bottom, allowing the game ball to pass from its top to its bottom when the game ball is being shot to the right. A V-zone is provided within the large prize opening 18. This V-zone is an area into which game balls that have entered the large prize opening 18 can enter, and it has a distribution member. This distribution member is movable between a miss state and a hit state. When the distribution member is in the miss state, game balls that have entered the large prize opening 18 cannot enter the V-zone, and when the distribution member is in the hit state, game balls that have entered the large prize opening 18 can enter the V-zone. A V-sensor 28 (see Figure 3) is provided within this V-zone, and the V-sensor 28 outputs a V-entry signal when a game ball enters the V-zone of the large prize opening 18.

[0018] As shown in Figure 1, the front frame 4 is equipped with a hemispherical button 29 and a sword-shaped button 30. The hemispherical button 29 is located in front of the upper tray 6 and can be pressed downwards by the player with their fingers. The sword-shaped button 30 is located to the right of the upper tray 6 and can be pressed downwards by the player with their fingers. As shown in Figure 2, the game board 3 is equipped with an LED display 31 located in the lower left corner, which displays the results of the regular symbol win / loss judgment, the special symbol win / loss judgment judgment, and the type of jackpot judgment result.

[0019] As shown in Figure 3, the game board 3 has a through-hole-shaped opening 3a. This opening 3a is a horizontally elongated rectangle when viewed from the front, and a performance symbol display unit 32 is fixed to the game board 3 so as to cover the opening 3a from the rear. This performance symbol display unit 32 has a color liquid crystal screen 32a. This liquid crystal display screen 32a is a rectangle similar to the opening 3a, and is set to be larger in size than the opening 3a. This liquid crystal screen 32a covers the opening 3a from the rear, and the liquid crystal screen 32a is located inside the opening 3a when viewed from the front. This performance symbol display unit 32 corresponds to a predetermined display unit, and the liquid crystal screen 32a of the performance symbol display unit 32 corresponds to the display area, and images of performance symbol games and images of jackpot game effects are displayed on the liquid crystal screen 32a of the performance symbol display unit 32.

[0020] As shown in Figure 3, the game board 3 is provided with a colored, opaque decorative frame 33. This decorative frame 33 is for decorating the game board 3 and has a cylindrical main frame portion 33a and a flange-shaped decorative plate portion 33b. The main frame portion 33a is a horizontally elongated rectangular tube with openings on the front and rear, and is fitted to the inner circumferential surface of the opening 3a of the game board 3. The decorative plate portion 33b is a vertical plate located on the front end surface of the main frame portion 3a and has a horizontally elongated rectangular opening 33c. When viewed from the front, this decorative frame 33 forms a frame that surrounds the liquid crystal screen 32a of the performance symbol display 32, and the liquid crystal screen 32a of the performance symbol display 32 is visible to the player through the window plate 5 of the front frame 4, the opening 33c of the decorative frame 33, and the opening 3a of the game board 3. The main frame portion 33a of this decorative frame 33 corresponds to the cylindrical member and frame member, and the decorative plate portion 33b corresponds to the plate member.

[0021] 2. Electrical configuration of the gaming machine The main control board 50 in Figure 4 is equipped with a main control circuit 51. This main control circuit 51 is primarily a microcomputer and has ROM, RAM, and CPU. This main control circuit 51 controls game benefits such as special figure 1 lottery, special figure 2 lottery, variable display of special figure 1, variable display of special figure 2, jackpot game, game state setting, normal figure lottery, variable display of normal figure, and normal figure game. The ROM of the main control circuit 51 stores a program for main processing, a program for timer interrupt processing, a normal figure hit judgment table, a normal figure variable display time table, a normal figure game pattern table, a special figure jackpot judgment table, a special figure 1 jackpot type table, a special figure 2 jackpot type table, a special figure variable pattern table, a jackpot game pattern table, a normal figure hit judgment table, and a normal figure game pattern table. The RAM of the main control circuit 51 is set to special figure 1 area, special figure 2 area, etc. This main control circuit 51 corresponds to the judgment means and variable pattern selection means, and a jackpot corresponds to a benefit.

[0022] As shown in Figure 4, the main control circuit 51 is connected to a first start port sensor 52, a second start port sensor 53, a general-purpose sensor 54, a big prize port sensor 55, and a V sensor 28. The first start port sensor 52 detects game balls that enter the first start port 15, the second start port sensor 53 detects game balls that enter the second variable start port 16, and the general-purpose sensor 54 detects game balls that pass through the general-purpose start port 20. The big prize port sensor 55 detects game balls that enter the big prize port 18, and the V sensor 28 detects game balls that enter the V zone of the big prize port 18. When each of these sensors detects a game ball, it outputs a signal to the main control circuit 51 according to the detected information.

[0023] As shown in Figure 4, the main control circuit 51 is connected to a second variable start port solenoid 57, a big prize port solenoid 58, and a distribution solenoid 60. The second variable start port solenoid 57 operates the opening / closing member 17 of the second variable start port 16, the big prize port solenoid 58 operates the opening / closing member 19 of the big prize port 18, and the distribution solenoid 60 operates the distribution member of the big prize port 18. An LED display 31 is connected to this main control circuit 51, and the main control circuit 51 performs variable display in accordance with the control of the display content of the LED display 31.

[0024] The payout control board 70 in Figure 4 is equipped with a payout control circuit 71 mainly consisting of a microcomputer. The main control circuit 51 sends a payout command to the payout control circuit 71 when it detects signals from the first start port sensor 52, the second start port sensor 53, and the big prize port sensor 55. A prize ball payout device 72 is connected to this payout control circuit 71, and when the payout control circuit 71 detects a payout command from the main control circuit 51, it drives the prize ball payout device 72 and dispenses a unit number of game balls as prize balls into the upper tray 6.

[0025] The sub-control board 80 in Figure 5 is equipped with a sub-control circuit 81 mainly consisting of a microcomputer, and the main control circuit 51 sends commands to the sub-control circuit 81 according to the progress of the game. This sub-control circuit 81 has ROM, RAM, CPU and RTC, and the ROM stores programs for main processing, receive interrupt processing and timer interrupt processing. The RAM functions as work memory, and the CPU executes multiple programs in the ROM in response to commands from the main control circuit 51. A hemispherical switch 84 and a sword-shaped switch 85 are connected to this sub-control circuit 81, and the sub-control circuit 81 detects the operating state of the hemispherical button 29 according to the electrical state of the hemispherical switch 84, and detects the operating state of the sword-shaped button 30 according to the electrical state of the sword-shaped switch 85.

[0026] The image control board 90 in Figure 5 is equipped with an image control circuit 91 mainly consisting of a microcomputer. A sub-control circuit 81 sets the display content of the performance symbol display 32 based on commands from the main control circuit 51 and transmits the setting result of the display content to the image control circuit 91. This image control circuit 91 is equipped with ROM, RAM, CPU, CGROM, CGRAM, and VDP. ROM stores an image control program for specifying image data, RAM functions as work memory, and the CPU executes the program in ROM. CGROM stores image data for displaying images on the performance symbol display 32, and the VDP reads image data from CGROM in response to commands from the CPU. The VDP expands the image data reading result into CGRAM, synthesizes the expanded image data result and draws it on the CGRAM's frame buffer, and outputs the image drawing result as an RGB signal to the performance symbol display 32. The image is then displayed in color on the liquid crystal screen 32a of the performance symbol display 32 according to the RGB signal from the VDP. This image control circuit 91 corresponds to the preview performance means and the pattern display means.

[0027] The lamp control board 100 in Figure 5 is connected to multiple frame lamps 39 and multiple panel lamps 37. The multiple frame lamps 39 illuminate the front frame 4, and the multiple panel lamps 37 illuminate the decorative frame 33. The lamp control board 100 drives and controls the multiple frame lamps 39 and the multiple panel lamps 37 in response to commands from the sub-control circuit 81. The sound control board 110 drives and controls the multiple speakers 40, and outputs voice, music, and sound effects from the multiple speakers 40.

[0028] 3. Gaming Functions 3-1. General game 3-1-1. General Drawing When a game ball passes through the regular symbol start opening 20, the value of the random number for determining whether a regular symbol wins or losses is obtained in Figure 6(a), and the result of determining whether a regular symbol wins or losses is obtained from the regular symbol win determination table in Figure 6(b) according to the result of obtaining the value of the random number for determining whether a regular symbol wins or losses is obtained. This regular symbol win determination table has settings for both non-electric support state and electric support state, and in the electric support state, the probability of obtaining a win is higher than in the non-electric support state.

[0029] 3-1-2. Display of General Chart Fluctuations If a result of the calculation of whether the regular diagram is correct or incorrect is obtained, the regular diagram variation display is performed. This regular diagram variation display starts flashing a predetermined number of LEDs on the LED display unit 31 in a predetermined pattern, and then stops flashing in either the "regular diagram correct" or "regular diagram incorrect" manner. The predetermined number of LEDs stop flashing in the "regular diagram correct manner" when it is determined to be "regular diagram correct," and stop flashing in the "regular diagram incorrect manner" when it is determined to be "regular diagram incorrect." The time required for this regular diagram variation display is set based on the data in the regular diagram variation display time table in Figure 6(c). This regular diagram variation display time table assigns the regular diagram variation time to "electric support state" and "non-electric support state," and a shorter regular diagram variation display time is set in the "electric support state" compared to the "non-electric support state."

[0030] 3-1-3. General game If the regular symbol variation display stops in the "regular symbol win" state, a regular symbol game pattern corresponding to the current game state is selected from the regular symbol game pattern table in Figure 6(d), and the regular symbol game is started based on the selected regular symbol game pattern. This regular symbol game involves opening the second variable start port 16. In the "electric support state," the regular symbol game is performed by opening the second variable start port 16 for a long period (30 seconds) once, and in the "non-electric support state," the regular symbol game is performed by opening the second variable start port 16 for a short period (1 second) once.

[0031] 3-2. Special Feature 1 Game 3-2-1. Acquisition of Special Feature 1 Game Data When a game ball successfully enters the first starting opening 15, the values ​​of the random numbers for determining whether a special symbol wins or loses, the random numbers for determining the type of win, and the random numbers for determining the variation pattern are obtained as shown in Figure 6(a). The results of obtaining the random numbers for determining whether a special symbol wins or loses and the random numbers for determining the variation pattern are stored in RAM as a set of special symbol 1 game data. As shown in Figure 6(f), special symbol 1 reserve areas 1 to 4 are set in this RAM, and the special symbol 1 game data is stored in the order of acquisition: "special symbol 1 reserve area 4", "special symbol 1 reserve area 3", "special symbol 1 reserve area 2", and "special symbol 1 reserve area 1". In other words, if special symbol 1 game data is stored in all of the special symbol 1 reserve areas 1 to 4, the special symbol 1 game data in "special symbol 1 reserve area 4" is the oldest, and the special symbol 1 game data in "special symbol 1 reserve area 1" is the newest. When Special Feature 1 game data is stored in all of these Special Feature 1 Reserve Areas 1-4, the Special Feature 1 Reserve Count is referred to as "4". When Special Feature 1 game data is stored in three of the Special Feature 1 Reserve Areas 2-4, the Special Feature 1 Reserve Count is referred to as "3". When Special Feature 1 game data is stored in two of the Special Feature 1 Reserve Areas 3-4, the Special Feature 1 Reserve Count is referred to as "2". When Special Feature 1 game data is stored in one of the Special Feature 1 Reserve Areas 4, the Special Feature 1 Reserve Count is referred to as "1". When Special Feature 1 game data is not stored in any of the Special Feature 1 Reserve Areas 1-4, the Special Feature 1 Reserve Count is referred to as "0".

[0032] 3-2-2. Special Feature 1 Lottery If Special Symbol 1 game data is stored in "Special Symbol 1 Reserve Area 4", a Special Symbol 1 lottery is performed on the condition that the game is currently stopped. This stopped game state refers to a state in which Special Symbol 1 game, Special Symbol 2 game, and jackpot game are all stopped, and the Special Symbol 1 lottery is permitted during normal gameplay. If Special Symbol 1 game data is stored in "Special Symbol 1 Reserve Area 4" in this stopped game state, the stored value of the random number used for determining the success or failure of the special symbol is detected from "Special Symbol 1 Reserve Area 4". In the "high probability state", a judgment result of either "jackpot" or "miss" is obtained from the Special Symbol jackpot judgment table for the high probability state shown in Figure 7(a) according to the detection result of the random number used for determining the success or failure of the special symbol. In the "normal probability state", a judgment result of either "jackpot" or "miss" is obtained from the Special Symbol jackpot judgment table for the normal probability state according to the detection result of the random number used for determining the success or failure of the special symbol. The probability of hitting the jackpot in this "high probability state" is set higher than the probability of hitting the jackpot in the "normal probability state".

[0033] If a "jackpot" result is obtained from the special jackpot determination table, the value of the random number used to determine the jackpot type is detected from the "Special Feature 1 Reserve Area 4," and the jackpot type corresponding to the detected value of the random number used to determine the jackpot type is obtained from the Special Feature 1 jackpot type table in Figure 6(e). This Special Feature 1 jackpot type table has five types of jackpots set, from "jackpot symbol 1" to "jackpot symbol 5."

[0034] When a "jackpot" result is obtained and the type of jackpot is determined, the value of the variable pattern random number is stored in "Special Feature 1 Reserve Area 4," and the special feature variable pattern and special feature variable display time are selected from the special feature variable pattern table in Figure 7(b) according to the detected value of the variable pattern random number.

[0035] If a "miss" result is obtained, the value of the variable pattern random number is detected from "Special Feature 1 Reserved Area 4". When the number of Special Feature 1 Reserves is "0 to 2", a Special Feature Variable Pattern and Special Feature Variable Display Time are selected from the Special Feature Variable Pattern Table in Figure 7(b) according to the detected value of the variable pattern random number. When the number of Special Feature 1 Reserves is "3 to 4", a specific Special Feature Variable Pattern and Special Feature Variable Display Time are selected. This Special Feature Variable Pattern corresponds to the variable pattern, and the image of the performance symbol game is displayed for a time corresponding to the selected Special Feature Variable Pattern.

[0036] 3-2-3. Special Feature 1: Variable Display When a special symbol variation pattern and special symbol variation display time are selected, the special symbol 1 variation display is started. This special symbol 1 variation display starts flashing a predetermined number of LEDs on the LED display unit 31 in a predetermined pattern, and then stops flashing. If the predetermined number of LEDs is determined to be a miss, they stop flashing in the "Special Symbol 1 Miss" pattern, and if it is determined to be a jackpot, they stop flashing in the "Jackpot" pattern according to the jackpot type determination result. This flashing start and stop is performed for a time determined by the selection result of the special symbol variation display time.

[0037] 3-2-4. Big Win Game When a predetermined number of LEDs on the LED display 31 stop flashing in a manner corresponding to the determination result of the jackpot type, a jackpot game pattern corresponding to the determination result of the jackpot type is selected from the jackpot game pattern table in Figure 8(b), and the jackpot game is started according to the selection result of the jackpot game pattern. This jackpot game allows game balls to enter the large prize slot 18 in accordance with the opening and closing of the large prize slot 18. The jackpot game pattern has an opening period set before the start of the first round and an ending period set after the end of the final round. The opening period is the period during which the large prize slot 18 is in a closed state, and is a waiting period while waiting for the large prize slot 18 to change from a state in which game balls cannot enter to a state in which they can enter. The ending period is the period during which the large prize slot 18 is in a closed state, and is the period during which the player is made aware that the jackpot game has ended. The period from the start of the opening period to the end of the ending period is called the jackpot game.

[0038] The jackpot game pattern table in Figure 8(b) has four types of patterns: "Jackpot Game Pattern 1", "Jackpot Game Pattern 23", "Jackpot Game Pattern 4", and "Jackpot Game Pattern 5". Each of these patterns, from "Jackpot Game Pattern 1" to "Jackpot Game Pattern 5", consists of multiple rounds. Each of these rounds involves continuously opening the large prize slot 18 until the time limit has elapsed, and then closing it for a certain period of time. If the maximum number of game balls enter before the time limit has elapsed, the pattern will end after being closed for a certain period of time without waiting for the time limit to expire. In other words, each of "Jackpot Game Pattern 1" to "Jackpot Game Pattern 5" consists of multiple unit games, the first round starts when the opening period ends, and the ending period starts after the closing period has elapsed following the end of the final round.

[0039] [1] Jackpot game pattern 1 is performed when "jackpot symbol 1" is selected, as shown in Figure 8(b). In jackpot game pattern 1, the large prize slot 18 is opened in each of the two rounds, and a time limit (2 seconds) is set for when game balls can enter the large prize slot 18 in each round. [2] Jackpot game pattern 23 is performed when "Jackpot symbol 2" or "Jackpot symbol 3" is selected. In this jackpot game pattern 23, the large prize slot 18 is opened in each of the two rounds, and a time limit (2 seconds) is set for when the game ball can enter the large prize slot 18 in each round. From the player's perspective, this jackpot game pattern 23 is set to be the same as jackpot game pattern 1.

[0040] [3] Jackpot game pattern 4 is performed when "jackpot symbol 4" is selected. In this jackpot game pattern 4, the large prize slot 18 is opened in each of the 15 rounds, and each round has a set time limit (30 seconds) during which game balls can enter the large prize slot 18. [4] Jackpot game pattern 5 is performed when "jackpot symbol 5" is selected. In this jackpot game pattern 5, the large prize slot 18 is opened in each of the 15 rounds, and each round has a set time limit (30 seconds) during which game balls can enter the large prize slot 18.

[0041] 3-2-5. Updating the game status 3-2-5-1. High probability state When a game ball enters the V-zone of the large prize slot 18 during a jackpot game, a "high probability state" is set when the jackpot game ends. As shown in Figure 8(b), the V-zone of the large prize slot 18 is set to a winning state in sync with the opening of the large prize slot 18 when the jackpot game is executed using "jackpot game pattern 23" or "jackpot game pattern 5," and all game balls that enter the large prize slot 18 enter the V-zone of the large prize slot 18. In other words, when the jackpot game is executed using "jackpot game pattern 23" or "jackpot game pattern 5," the game balls will always enter the V-zone of the large prize slot 18, provided that they are shot to the right, and a "high probability state" is set when the jackpot game ends. This "high probability state" continues until a new "jackpot" is determined.

[0042] 3-2-5-2. Electric support state and non-electric support state If the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 2", the "electric support state" is set when the jackpot game ends, as shown in Figure 6(e). This "electric support state" has a limit of "20 times", and ends when the total number of times for Special Symbol 1 game and Special Symbol 2 game reaches the limit without a jackpot being determined. If the jackpot type determination result is "jackpot symbol 3" or "jackpot symbol 5", the "electric support state" is set when the jackpot game ends. This "electric support state" has no limit on the number of times, and continues until a "jackpot" is newly determined.

[0043] 3-2-6. Special Feature 1 Pre-reading When a game ball enters the first starting port 15, if the acquisition result of the special figure 1 game data is stored in one of the special figure 1 holding areas 1 to 4, a pre-determination of win / loss, a pre-determination of the variation pattern, and a pre-determination of the variation display time are performed according to the acquisition result of the special figure 1 game data. If the pre-determination result of win / loss is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are performed. These pre-determinations of win / loss and jackpot type are performed according to the procedure described above, and the pre-determination of the game state is performed according to the pre-determination result of the jackpot type if the pre-determination result of win / loss is a jackpot. In other words, if the pre-determination result for the type of jackpot is "jackpot symbol 1", then "20 rounds of electric support" and "normal probability state" are pre-determined; if it is "jackpot symbol 2", then "20 rounds of electric support" and "high probability state until the next jackpot" are pre-determined; if it is "jackpot symbol 3" or "jackpot symbol 5", then "electric support state until the next jackpot" and "high probability state until the next jackpot" are pre-determined; and if it is "jackpot symbol 4", then "no electric support state" and "normal probability state" are pre-determined.

[0044] If a pre-determination of win / loss and a pre-determination of the game state are performed, the pre-determination result of win / loss and the pre-determination result of the game state are stored in RAM as a set of special figure 1 pre-read data. As shown in Figure 6(f), special figure 1 pre-read areas 1 to 4 are set in this RAM, and special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 4" is stored in "special figure 1 pre-read area 4", special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 3" is stored in "special figure 1 pre-read area 3", special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 2" is stored in "special figure 1 pre-read area 2", and special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 1" is stored in "special figure 1 pre-read area 1".

[0045] 3-3. Special Feature 2 Game 3-3-1. Acquisition of Special Feature 2 Game Data When a game ball enters the second variable start opening 16, the values ​​of the random numbers for determining whether a special symbol will hit or miss, the random numbers for determining the type of jackpot, and the random numbers for determining the variation pattern are obtained as shown in Figure 6(a). The results of obtaining the random numbers for determining whether a special symbol will hit or miss and the results of obtaining the random numbers for determining the variation pattern are stored in RAM as a set of special symbol 2 game data. As shown in Figure 6(g), special symbol 2 reserve areas 1 to 4 are set in this RAM, and the special symbol 2 game data is stored in the order of "special symbol 2 reserve area 4", "special symbol 2 reserve area 3", "special symbol 2 reserve area 2", and "special symbol 2 reserve area 1" in the order in which it is obtained. When Special Feature 2 game data is stored in all of these Special Feature 2 Reserve Areas 1 to 4, the Special Feature 2 Reserve Count is referred to as "4". When Special Feature 2 game data is stored in three of the Special Feature 2 Reserve Areas 2 to 4, the Special Feature 2 Reserve Count is referred to as "3". When Special Feature 2 game data is stored in two of the Special Feature 2 Reserve Areas 3 to 4, the Special Feature 2 Reserve Count is referred to as "2". When Special Feature 2 game data is stored in one of the Special Feature 2 Reserve Areas 4, the Special Feature 2 Reserve Count is referred to as "1". When Special Feature 2 game data is not stored in any of the Special Feature 2 Reserve Areas 1 to 4, the Special Feature 2 Reserve Count is referred to as "0".

[0046] 3-3-2. Special Feature 2 Lottery The Special Feature 2 lottery takes precedence over the Special Feature 1 lottery. If Special Feature 2 game data is stored in the "Special Feature 2 Reserved Area 4," the Special Feature 2 lottery is performed on the condition that the game is currently stopped. In other words, if both Special Feature 1 and Special Feature 2 game data exist, the Special Feature 2 lottery is started according to the Special Feature 2 game data, and the Special Feature 1 lottery is started according to the Special Feature 1 game data after all of the Special Feature 2 game data has been drawn. This Special Feature 2 lottery is performed by detecting the Special Feature 2 game data from the "Special Feature 2 Reserved Area 4" and is performed according to the detection result of the Special Feature 2 game data. The Special Feature jackpot determination table in Figure 7(a) is used to determine whether the result is a win or a loss.

[0047] The Special Feature 2 jackpot type table shown in Figure 8(a) is used to determine the type of jackpot in Special Feature 2. Jackpot symbols 1-3 are not set in this Special Feature 2 jackpot type table, and therefore jackpot symbols 1-3 are not selected in the Special Feature 2 lottery. Only jackpot symbols 4-5 are set in this Special Feature 2 jackpot type table, and the Special Feature 2 jackpot type determination table differs significantly from the Special Feature 1 jackpot type table in that the probability of selecting "jackpot symbol 5," which sets the "electric support state until the next time" and the "high probability state until the next time," is higher than that of the Special Feature 1 jackpot type table.

[0048] The same special feature variation pattern table shown in Figure 7(b) as that used for Special Feature 1 is used to determine the special feature variation pattern and special feature variation display time for Special Feature 2.

[0049] 3-3-3. Special Feature 2 Variable Display When a special feature variation pattern and special feature variation display time for special feature 2 are selected, the special feature 2 variation display is performed for the required time according to the selected special feature variation display time. This special feature 2 variation display starts flashing multiple LEDs for special feature 2 on the LED display unit 31 in a predetermined pattern and then stops flashing. If the special feature 2 LEDs are determined to be a miss, they stop flashing in the manner of "special feature 2 miss," and if the jackpot is determined to be a jackpot, they stop flashing in the manner according to the jackpot type determination result.

[0050] 3-3-4. Big Win Game If the LED for Figure 2 of the LED display unit 31 stops blinking in a manner corresponding to the determination result of the jackpot type, a jackpot game pattern corresponding to the determination result of the jackpot type is selected from the jackpot game pattern table in Figure 8(b), and the jackpot game is started according to the selected jackpot game pattern.

[0051] 3-3-5. Updating the game status If the result of the jackpot type determination is "jackpot symbol 4", then, as shown in Figure 8(a), the "normal probability state" and "non-electric support state" are set when the jackpot game ends. If the result of the jackpot type determination is "jackpot symbol 5", then the "high probability state until next time" and "electric support state until next time" are set when the jackpot game ends.

[0052] 3-3-6. Special Feature 2 Pre-read When a game ball enters the second variable start opening 16, and the result of acquiring the special figure 2 game data is stored in one of the special figure 2 reserve areas 1 to 4, a pre-determination of win / loss, a pre-determination of the variation pattern, and a pre-determination of the variation display time are performed according to the acquired result of the special figure 2 game data. If the pre-determination result of win / loss is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are performed. These pre-determinations of win / loss and game state are performed according to the procedure described above, and the pre-determination results of win / loss and game state are stored in RAM as a set of special figure 2 pre-read data. As shown in Figure 6(g), this RAM has four pre-read areas for Special Feature 2: Special Feature 2 pre-read data corresponding to Special Feature 2 game data in "Special Feature 2 Reserved Area 4" is stored in "Special Feature 2 Pre-read Area 4", Special Feature 2 pre-read data corresponding to Special Feature 2 game data in "Special Feature 2 Reserved Area 3" is stored in "Special Feature 2 Pre-read Area 3", Special Feature 2 pre-read data corresponding to Special Feature 2 game data in "Special Feature 2 Reserved Area 2" is stored in "Special Feature 2 Pre-read Area 2", and Special Feature 2 pre-read data corresponding to Special Feature 2 game data in "Special Feature 2 Reserved Area 1" is stored in "Special Feature 2 Pre-read Area 1".

[0053] 4. Processing functions of the main control circuit 51 4-1. Main Processing The main control circuit 51 detects the main processing program shown in Figure 9 from the ROM when the power is turned on, and in the power-on processing S1, it grants permission to access RAM and sets the CPU, SIO, PIO, CTC, RTC, etc. Then, in S2, it sets interrupt disable, in S3 it updates the values ​​of each random number shown in Figure 6(a), and in S4 it sets interrupt enable. The values ​​of each random number are increased by "1" from the current value, and if the upper limit is reached, it is reset to "0" and added again.

[0054] 4-2. Timer Interrupt Handling When the main control circuit 51 sets interrupt enablement in S3, it allows the timer interrupt process in S5 to start. This timer interrupt process is executed at regular intervals, and the random number update process in S3 is repeated during the waiting time between the end of the current timer interrupt process and the start of the next timer interrupt process.

[0055] Figure 10 is a flowchart showing the timer interrupt processing of the main control circuit 51. The main control circuit 51 sends the commands and other information set in the RAM output buffer during the previous timer interrupt processing to the sub-control circuit 81 during the output processing of S11 in the current timer interrupt processing. Then, in the random number update processing of S12, the values ​​of each random number in Figure 6(a) are updated, and in the sensor detection processing of S13, signals from the V sensor 28, the first start gate sensor 52, the second start gate sensor 53, the general diagram sensor 54, and the big prize gate sensor 55 are detected.

[0056] After completing the sensor detection process in S13, the main control circuit 51 determines in S14 whether or not it has detected a signal from the regular symbol sensor 54 in the sensor detection process in S13. If it determines that it has not detected a signal from the regular symbol sensor 54, it proceeds to S16. If it determines that it has detected a signal from the regular symbol sensor 54, it obtains a random number value for determining whether a regular symbol is correct in the regular symbol game data acquisition process in S15, and then proceeds to S16.

[0057] When the main control circuit 51 moves to S16, it determines whether or not it has detected a signal from the second start port sensor 53 in the sensor detection process of S13. If it determines that it has not detected a signal from the second start port sensor 53, it moves to S18. If it determines that it has detected a signal from the second start port sensor 53, it compares the number of reserved special figures 2 with "4". If it determines that the number of reserved special figures 2 is "4", it moves to S18. If it determines that the number of reserved special figures 2 is less than "4", it acquires special figure 2 game data in S17. The acquired result of the special figure 2 game data is stored in one of the special figure 2 reserved areas 1 to 4 according to the storage order, a special figure 2 reserved command is set in the output buffer, and the process moves to S18. This special figure 2 reserved command notifies the sub-control circuit 81 of the number of reserved special figures 2 and is sent to the sub-control circuit 81 in the next timer interrupt process.

[0058] When the main control circuit 51 stores the acquisition results of the special figure 2 game data in S17, it performs pre-determination of win / loss, pre-determination of the variation pattern, pre-determination of the variation display time, pre-determination of the type of jackpot, and pre-determination of the game state on the acquisition results of the special figure 2 game data, and stores the pre-determination results of win / loss and game state as special figure 2 pre-read data in one of the special figure 2 pre-read areas 1 to 4 according to the storage order. Next, it sets the stored results of the special figure 2 pre-read data in the RAM output buffer so that they can be sent to the sub-control circuit 81 in the next timer interrupt processing, and proceeds to S18.

[0059] When the main control circuit 51 moves to S18, it determines whether or not it has detected a signal from the first start port sensor 52 in the sensor detection process of S13. If it determines that it has not detected a signal from the first start port sensor 52, it proceeds sequentially to the general drawing process of S20, the special drawing 2 process of S21, and the special drawing 1 process of S22. If it determines that it has detected a signal from the first start port sensor 52, it compares the number of special drawing 1 reserved balls with "4". If it determines that the number of special drawing 1 reserved balls is "4", it proceeds sequentially to S20 to S22. If it determines that the number of special drawing 1 reserved balls is less than "4", it acquires special drawing 1 game data in S19. The acquired result of the special drawing 1 game data is stored in one of the special drawing 1 reserved areas 1 to 4 according to the storage order, and a special drawing 1 reserved command is set in the output buffer. This special drawing 1 reserved command notifies the sub-control circuit 81 of the number of special drawing 1 reserved balls, and is sent to the sub-control circuit 81 in the next timer interrupt process.

[0060] When the main control circuit 51 stores the acquisition result of the special figure 1 game data in S19, it performs pre-determination of win / loss, pre-determination of the variation pattern, pre-determination of the variation display time, pre-determination of the type of jackpot, and pre-determination of the game state on the acquisition result of the special figure 1 game data, and stores the pre-determination results of win / loss to game state as special figure 1 pre-read data in one of the special figure 1 pre-read areas 1 to 4 according to the storage order. Next, it sets the stored result of the special figure 1 pre-read data in the RAM output buffer in order to send it to the sub-control circuit 81 in the next timer interrupt processing, and proceeds sequentially to S20 to S22. 4-3. General diagram processing

[0061] The main control circuit 51 makes a hit or miss determination in the normal symbol processing in S20 based on the acquisition result of the random number value for normal symbol hit or miss determination, and notifies the result of the normal symbol hit or miss determination in accordance with the execution of normal symbol variation display. If the determination result of "normal symbol hit" is notified here, a normal symbol game pattern corresponding to the current game state is selected from the normal symbol game pattern table in Figure 6(d), and the game ball is allowed to enter the second variable start opening 16 in accordance with the normal symbol game as a result of the normal symbol game pattern selection result.

[0062] 4-4. Processing of Special Figure 2 Figure 11 shows the S21 Special Feature 2 processing, in which the main control circuit 51 selectively executes the S31 Special Feature 2 lottery processing, the S32 Special Feature 2 variation stop processing, the S33 Special Feature 2 jackpot game start processing, the S34 Special Feature 2 jackpot game in progress processing, and the S35 Special Feature 2 jackpot game stop processing depending on the setting result of the value of the second pointer P2 in RAM. The value of this second pointer P2 is initially set to "1" when the power is turned on.

[0063] 4-4-1. Special Feature 2 Lottery Processing The main control circuit 51 proceeds to the S31 Special Feature 2 lottery process when the value of the second pointer P2 is set to "1". The value of this second pointer P2 is set to "1" when the game is stopped and all Special Feature 1 game, Special Feature 2 game, and jackpot game have stopped. In the S31 Special Feature 2 lottery process, the main control circuit 51 determines whether or not Special Feature 2 game data is stored in the "Special Feature 2 Reserved Area 4". If it is determined that Special Feature 2 game data is not stored in the "Special Feature 2 Reserved Area 4", the Special Feature 2 lottery process ends. If it is determined that Special Feature 2 game data is stored in the "Special Feature 2 Reserved Area 4", the main control circuit 51 determines whether or not the game is a win, the variation pattern, and the variation display time based on the Special Feature 2 game data in the "Special Feature 2 Reserved Area 4". If the result of the win / loss determination is a jackpot, the type of jackpot is determined. Then, if the result of the hit / fail judgment is a miss, the hit / fail judgment result and the result of the variation pattern judgment result are set in the RAM output buffer to be sent to the sub-control circuit 81 as special figure 2 game data. If the result of the hit / fail judgment is a jackpot, the hit / fail judgment result, the result of the variation pattern judgment result and the result of the jackpot type judgment result are set in the RAM output buffer to be sent to the sub-control circuit 81 as special figure 2 game data. In either case, the variation start command 2 is set in the RAM output buffer to be sent to the sub-control circuit 81, and the value of the second pointer P2 is set to "2".

[0064] In the "electric support state," the main control circuit 51 subtracts "1" from the counter value in S31 and compares the result of the subtraction to "0." This counter measures the remaining number of "20 electric support states," and is initially set to "20" at the end of the jackpot game when "jackpot symbol 1" or "jackpot symbol 2" is selected in accordance with the determination of a jackpot. If the main control circuit 51 determines in S31 that the result of the subtraction of the counter value is "0," it sets the "non-electric support state" and sets it in the output buffer to send an electric support release command to the sub-control circuit 81.

[0065] If the second pointer P2 is set in S31, the main control circuit 51 starts displaying the special symbol variation and organizes "Special Symbol 2 Reserved Area 1" to "Special Symbol 2 Reserved Area 4". This process deletes the special symbol 2 game data from "Special Symbol 2 Reserved Area 4". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 3", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 4". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 2", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 3". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 1", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 2". When the main control circuit 51 has organized "Special Symbol 2 Reserved Areas 1 to 4", it organizes "Special Symbol 2 Pre-read Area 1" to "Special Symbol 2 Pre-read Area 4" using the same procedure.

[0066] 4-4-2. Special Figure 2: Variable Stop Processing The main control circuit 51 proceeds to the special figure 2 variation stop process in S32 if the value of the second pointer P2 is set to "2". Here, the timer value is added, and the result of adding the timer value is compared with the result of the special figure variation display time determination. If the result of adding the timer value has not reached the result of the special figure variation display time determination, the special figure 2 variation stop process is terminated. If the result of adding the timer value has reached the result of the special figure variation display time determination, the special figure variation display is stopped in a manner corresponding to the hit / fail determination result, and the variation stop command 2 is set in the output buffer to be sent to the sub-control circuit 81. If the hit / fail determination result is "miss", the value of the second pointer P2 is initialized to "1", and if the hit / fail determination result is "jackpot", the value of the second pointer P2 is set to "3".

[0067] 4-4-3. Special Feature 2 Big Win Game Start Processing If the value of the second pointer P2 is set to "3", the main control circuit 51 proceeds to the special feature 2 jackpot game start process in S33. Here, the jackpot game is started with a jackpot game pattern corresponding to the jackpot type determination result, and the jackpot game start command is set in the output buffer to be sent to the sub-control circuit 81, and the value of the second pointer P2 is set to "4".

[0068] 4-4-4. Special Feature 2 Jackpot Gameplay Processing If the value of the second pointer P2 is set to "4", the main control circuit 51 proceeds to the special feature 2 jackpot game processing in S34 and proceeds with the jackpot game according to the setting result of the jackpot game pattern. Each time a round starts in the jackpot game, the main control circuit 51 sets a round start command in the output buffer and sends it to the sub-control circuit 81. Each time a round stops in the jackpot game, the main control circuit 51 sets a round stop command in the output buffer and sends it to the sub-control circuit 81.

[0069] When the main control circuit 51 is running a jackpot game in "jackpot game pattern 5", in the jackpot game processing S34, it moves the distribution member of the large prize opening 18 in synchronization with the opening and closing of the opening / closing member 19 of the large prize opening 18, allowing the game ball to enter the V zone of the large prize opening 18. If the main control circuit 51 detects a signal from the V sensor 28 of the large prize opening 18 during this jackpot game processing in Special Figure 2, it sets the V flag to the ON state. When the main control circuit 51 has run the jackpot game to the end of the jackpot game pattern, it ends the jackpot game, sets it in the output buffer to send a jackpot game end command to the sub-control circuit 81, and sets the value of the second pointer P2 to "5".

[0070] 4-4-5. Special Feature 2 Jackpot Game Stop Processing If the value of the second pointer P2 is set to "5", the main control circuit 51 proceeds to the special feature 2 jackpot game stop process in S35 and detects the result of the jackpot type determination. If the result of the jackpot type determination is "jackpot symbol 4", the game state is set to "normal probability state" and "non-electric support state", and the value of the second pointer P2 is initialized to "1". If the result of the jackpot type determination is "jackpot symbol 5", the main control circuit 51 sets the game state to "electric support state", and if the V flag is set to the ON state, sets the game state to "high probability state", and initializes the value of the second pointer P2 to "1".

[0071] 4-5. Processing of Special Drawing 1 Figure 12 shows the S22 Special Feature 1 processing, in which the main control circuit 51 selectively executes the S41 Special Feature 1 lottery processing, the S42 Special Feature 1 variation stop processing, the S43 Special Feature 1 jackpot game start processing, the S44 Special Feature 1 jackpot game in progress processing, and the S45 Special Feature 1 jackpot game stop processing depending on the setting result of the value of the first pointer P1 in RAM. The value of this first pointer P1 is initially set to "1" when the power is turned on.

[0072] 4-5-1. Special Feature 1 Lottery Processing The main control circuit 51 proceeds to the special figure 1 lottery process in S41 if the value of the first pointer P1 is set to "1". The value of this first pointer P1 is set to "1" when the game is stopped and all special figure 1 games, special figure 2 games, and jackpot games have stopped. In the special figure 1 lottery process in S41, the main control circuit 51 determines whether or not special figure 1 game data is stored in the "special figure 1 reserve area 4". If it is determined that special figure 1 game data is not stored in the "special figure 1 reserve area 4", the special figure 1 lottery process ends. If it is determined that special figure 1 game data is stored in the "special figure 1 reserve area 4", it determines whether or not special figure 2 game data is stored in the "special figure 2 reserve area 4".

[0073] If the main control circuit 51 determines that special figure 2 game data is stored in the "special figure 2 reserve area 4", it completes the special figure 1 lottery process. If it determines that special figure 2 game data is not stored in the "special figure 2 reserve area 4", in S41 it determines whether the result is a win or loss, the variation pattern, and the variation display time based on the special figure 1 game data in the "special figure 1 reserve area 4". If the result of the win or loss determination is a jackpot, it determines the type of jackpot. Then, if the result of the win / fail judgment is a loss, the result of the win / fail judgment and the result of the variation pattern judgment are set in the RAM output buffer to be sent to the sub-control circuit 81 as special figure 1 game data. If the result of the win / fail judgment is a jackpot, the result of the win / fail judgment, the result of the variation pattern judgment and the result of the jackpot type judgment are set in the RAM output buffer to be sent to the sub-control circuit 81 as special figure 1 game data. In either case, the variation start command 1 is set in the RAM output buffer to be sent to the sub-control circuit 81, and the special figure 1 hold command is set in the RAM output buffer to be sent to the sub-control circuit 81. This special figure 1 hold command notifies the sub-control circuit 81 of the number of special figure 1 holds.

[0074] When the main control circuit 51 sets a variation start command 1, it starts displaying the special feature variation and then organizes "Special Feature 1 Reserved Area 1" to "Special Feature 1 Reserved Area 4". This process is carried out in the same way as for "Special Feature 2 Reserved Areas 1 to 4", and the main control circuit 51 organizes "Special Feature 1 Pre-read Areas 1 to 4" in the same way before setting the value of the first pointer P1 to "2". In other words, the special feature 1 lottery process is set to have a lower priority than the special feature lottery 2 process, and if the number of special feature 2 reserved balls is not "0", the special feature 2 lottery process is performed preferentially over the special feature 1 lottery process, and the special feature 1 lottery process starts when the number of special feature 2 reserved balls becomes "0".

[0075] In the "electric support state," the main control circuit 51 subtracts "1" from the counter value in S41 and compares the result of this subtraction with "0." If it determines that the result of this subtraction is "0," it sets the "non-electric support state" and sets the output buffer to send an electric support release command to the sub-control circuit 81.

[0076] 4-5-2. Special Figure 1: Fluctuation Stop Processing When the value of the first pointer P1 is set to "2", the main control circuit 51 proceeds to the special figure 1 variation stop processing in S42. When the sum of the timer values ​​reaches the determination result of the special figure variation display time, it stops the special figure 1 variation display in a manner corresponding to the hit or miss determination result and sets the variation stop command 1 in the output buffer to send to the sub-control circuit 81. If the hit or miss determination result is "miss", the value of the first pointer P1 is initialized to "1", and if the hit or miss determination result is "jackpot", the value of the first pointer P1 is set to "3".

[0077] 4-5-3. Special Feature 1 Jackpot Game Start Processing If the value of the first pointer P1 is set to "3", the main control circuit 51 proceeds to the special feature 1 jackpot game start process in S43. Here, the jackpot game is started with a jackpot game pattern corresponding to the jackpot type determination result, and the jackpot game start command is set in the output buffer to be sent to the sub-control circuit 81, and the value of the first pointer P1 is set to "4".

[0078] 4-5-4. Special Feature 1: Gameplay during jackpot If the value of the first pointer P1 is set to "4", the main control circuit 51 proceeds to the special feature 1 jackpot game processing in S44 and proceeds with the jackpot game according to the setting result of the jackpot game pattern. The main control circuit 51 sets a round start command in the output buffer each time a round is started in the jackpot game and sends it to the sub-control circuit 81. The main control circuit 51 sets a round stop command in the output buffer each time a round is stopped in the jackpot game and sends it to the sub-control circuit 81. If the final round of the jackpot game is stopped, the main control circuit 51 sets a final round stop command in the output buffer and sends it to the sub-control circuit 81. If the main control circuit 51 has proceeded with the jackpot game to the end of the jackpot game pattern, it ends the jackpot game, sets a jackpot game end command in the output buffer to send to the sub-control circuit 81, and sets the value of the first pointer P1 to "5".

[0079] When the main control circuit 51 is playing a jackpot game using "jackpot game pattern 23" or "jackpot game pattern 5", in S44 it moves the distribution member of the large prize opening 18 in sync with the opening and closing of the opening / closing member 19, and when it detects a signal from the V sensor 28 of the large prize opening 18 it sets the V flag to the ON state.

[0080] 4-5-5. Special Feature 1 Jackpot Game Stop Processing If the value of the first pointer P1 is set to "5", the main control circuit 51 proceeds to the special symbol 1 jackpot game stop process in S45. If the jackpot type determination result is "jackpot symbol 1", the game state is set to "normal probability state" and "20 rounds of electric support state", and the counter value is initially set to "20". If the jackpot type determination result is "jackpot symbol 2", the main control circuit 51 sets the game state to "20 rounds of electric support state" and the counter value is initially set to "20". If the jackpot type determination result is "jackpot symbol 3" and "jackpot symbol 5", the main control circuit 51 sets the game state to "electric support state until next time", and if the jackpot type determination result is "jackpot symbol 4", the game state is set to "non-electric support state". The main control circuit 51 sets the game state to "high probability state" and initializes the value of the first pointer P1 to "1" if the result of the jackpot type determination is "jackpot symbol 2", "jackpot symbol 3", or "jackpot symbol 5", provided that the V flag is set to the ON state.

[0081] 5. Gameplay and presentation Gameplay effects are performed according to the performance mode, and there are three performance modes: "waiting mode," "symbol gameplay mode," and "jackpot gameplay mode." The "waiting mode" is a performance mode that is set when all games are stopped, including special symbol 1 gameplay, special symbol 2 gameplay, and jackpot gameplay. During the waiting mode, a waiting image is displayed on the performance symbol display 32, the panel lamps 37 and frame lamps 39 flash in a waiting pattern, and waiting music is output from the speaker 40.

[0082] 5-1. Jackpot Gameplay Mode The jackpot game performance mode is set when a jackpot game begins and is deactivated when the jackpot game ends. In this jackpot game performance mode, a jackpot game performance image is displayed on the performance symbol display 32, the panel lamps 37 and frame lamps 39 flash in a jackpot game performance pattern, and music for the jackpot game performance is output from the speaker 40, so that the jackpot game is performed with images, sounds, and lights.

[0083] 5-2. Symbol Gameplay Mode The symbol game performance mode is set when either Special Symbol 1 game or Special Symbol 2 game is started. If the game remains stopped for a certain period of time after the end of Special Symbol 1 game or Special Symbol 2 game, the symbol game performance mode is canceled and the waiting performance mode is set accordingly. In this symbol game performance mode, an image of the performance symbol game is displayed on the liquid crystal screen 32a of the performance symbol display 32. This performance symbol game starts in time synchronous with the start of the Special Symbol variation display and ends in time synchronous with the end of the Special Symbol variation display. The image of this performance symbol game consists of a scrolling performance image and a background performance image, and the performance content of each of the scrolling performance image and the background performance image is set according to the judgment result of the Special Symbol variation pattern. The image of this performance symbol game corresponds to the image of the symbol game.

[0084] 5-2-1. Scrolling effect The scrolling animation displays a sequence of animation symbols consisting of the numbers "1" through "9" in three horizontal columns (left, middle, and right), in both scrolling and stopped states. The scrolling display in each column proceeds in ascending order from "1" to "2"... "9", then returns to "1" from "9" and repeats. Each of these scrolling displays stops at one of the numbers from "1" through "9", and there are three types of combinations for the stopped state of the three scrolling displays: "jackpot combination", "missed reach combination", and "complete miss combination". These three rows of animation symbols correspond to identification symbols.

[0085] A winning combination is one in which three columns are identical to each other, and is set when the main control circuit 51 determines a special symbol variation pattern for a winning combination (PO01~PO07). A losing combination is one in which the left and right columns are identical to each other and the middle column is different, and is set when the main control circuit 51 determines a special symbol variation pattern for a losing combination (PH01~PH07). A complete loss combination is one in which the left and right columns are different, and is set when the main control circuit 51 determines a special symbol variation pattern for a losing combination (PH08~PH09).

[0086] Figure 13 shows a list of scrolling animations, and there are five types of scrolling animations: "Normal Animation," "All Figures Stop Simultaneously Animation," "Reach Animation," "Pseudo-Consecutive Animation 1," and "Pseudo-Consecutive Animation 2." The Normal Animation begins with "the start of scrolling display of 3 columns," and the "stopping of the scrolling display" is set in the order of "left column," "right column," and "middle column." This Normal Animation is set when determining the special symbol variation pattern PH08 for losing, and as shown in Figures 14(a)(b)(c)(d), when determining the special symbol variation pattern PH08 for losing, the "combination for a complete loss" is completed as the three scrolling displays stop in the order of "left column," "right column," and "middle column."

[0087] The simultaneous all-figure stop effect, as shown in Figure 13, begins with the "start of scrolling display of 3 columns," and the "stopping of scrolling display" is set for all 3 columns simultaneously. This "simultaneous all-figure stop effect" is set when determining the special symbol variation pattern PH09 for a miss when the number of reserved special symbol 1 or special symbol 2 is "3 to 4." In the "simultaneous all-figure stop effect," as shown in Figures 14(a) and 14(d), a "combination for a complete miss" is completed when the three scrolling displays stop simultaneously. This simultaneous all-figure stop effect finishes in the shortest time of all the effect symbol games, and in the "electric support state," the variation display time is shortened as the "special symbol variation pattern PH07" is selected with a higher probability compared to the "non-electric support state."

[0088] The reach animation begins with the "start of scrolling display of 3 columns," as shown in Figure 13, and the "scroll speed is reduced" for the "middle column" before the "scroll display stops." This reach animation is set when determining the special symbol variation patterns PH01~PH05 for misses and PO01~PO05 for big wins. As shown in Figures 15(a)(b)(c), in the reach animation, when the "scroll display stops" in the order of "left column" then "right column," the "left column" and "right column" enter the same reach state, and the scrolling display of the "middle column" switches from normal speed to slow speed in the reach state.

[0089] In the case of a losing "reach animation," the scrolling display in the "middle column" stops on a different animation symbol than the "left column" and "right column." This losing "reach animation" is performed when determining the losing special symbol variation patterns PH01 to PH05, and in the losing "reach animation," as shown in Figure 15(e), the losing reach combination is completed when the final scrolling display in the "middle column" stops. In the case of a winning "reach animation," the scrolling display in the "middle column" stops on the same animation symbol as the "left column" and "right column." This winning "reach animation" is performed when determining the winning special symbol variation patterns PO01 to PO05, and in the winning "reach animation," as shown in Figure 16(d), the winning combination is completed when the final scrolling display in the "middle column" stops.

[0090] Pseudo-consecutive-win animation 1 begins with the "start of scrolling display of 3 columns," as shown in Figure 13. After the scrolling display stops in the order of "left column" and "right column," the scrolling display of the "middle column" switches from normal speed to slow speed, and the "middle column" goes from a slow-speed scrolling state to a scrolling-stop state. This pseudo-consecutive-win animation 1 is set when determining the special symbol variation pattern PH06 for losses and the special symbol variation pattern PO06 for wins. Regardless of the result of the win or loss determination, a "temporary combination for the first time of a losing reach" is set as a combination of the three columns of animation symbols, and as shown in Figures 16(a)(b)(c)(d), the "temporary combination for the first time of a losing reach" is completed when the first scrolling display of the three columns of animation symbols stops. The period from the start of scrolling display of these three columns to the completion of the "temporary combination for the first time of a losing reach" is called the first unit symbol game.

[0091] After the first unit symbol game ends, the "three-column scrolling display resumes" as shown in Figure 13. This scrolling display resumes in the order of "left column" then "right column," and after the scrolling display of the "right column" stops, the scrolling display of the "middle column" switches from normal speed to slow speed, and the "middle column" goes from a slow scrolling state to a scrolling stopped state. These three columns of symbols are set as a "combination of losing reaches" when determining the special symbol variation pattern PH06 for losing, and when determining the special symbol variation pattern PH06 for losing, the "combination of losing reaches" is completed in accordance with the stopping of the second scrolling display of the three columns of symbols, as shown in Figures 16(e)(f)(g)(h). These three rows of symbols are set as a "jackpot combination" when determining the special symbol variation pattern PO06 for jackpots. When determining the special symbol variation pattern PO06 for jackpots, as shown in Figures 16(e),(f),(g), and(i), the "jackpot combination" is completed when the second scrolling display of the three rows of symbols stops. The period from the resumption of the scrolling display of these three rows until the completion of either a "missing reach combination" or a "jackpot combination" is called the second unit symbol game.

[0092] Pseudo-consecutive-win animation 2 begins with the "start of scrolling display of 3 columns," as shown in Figure 13. After the scrolling display stops in the order of "left column" and "right column," the scrolling display of the "middle column" switches from normal speed to slow speed, and the "middle column" goes from a slow scrolling state to a scrolling stopped state. This pseudo-consecutive-win animation 2 is set when determining the special symbol variation pattern PH07 for losing and the special symbol variation pattern PO07 for winning. Regardless of the result of the win or loss determination, a "temporary combination for the first losing reach" is set as a combination of the three columns of animation symbols, and as shown in Figures 16(a)(b)(c)(d), the "temporary combination for the first losing reach" is completed when the first scrolling display of the three columns of animation symbols stops.

[0093] After the first unit symbol game ends, the "3-column scrolling display resumes" as shown in Figure 13. This scrolling display resumes in the order of "left column" then "right column," and after the scrolling display of the "right column" stops, the scrolling display of the "middle column" switches from normal speed to slow speed, and the "middle column" goes from a slow scrolling state to a scrolling stopped state. In this pseudo-consecutive performance 2, regardless of the hit or miss judgment result, a "second provisional combination for a losing reach" is set as a combination of the 3 columns of performance symbols, and as shown in Figures 16(e)(f)(g)(h), the "second provisional combination for a losing reach" is completed in accordance with the stopping of the second scrolling display of the 3 columns of performance symbols.

[0094] After the second unit symbol game ends, the "restart of the 3-column scrolling display" is performed again, as shown in Figure 13. This restart of the scrolling display stops in the order of "left column" then "right column". After the scrolling display of the "right column" stops, the scrolling display of the "middle column" switches from normal speed to slow speed, and the "middle column" goes from a slow scrolling state to a scrolling stopped state. These three columns of symbols are set as a "combination of losing reaches" when determining the special symbol variation pattern PH07 for losing, and when determining the special symbol variation pattern PH07 for losing, the "combination of losing reaches" is completed in accordance with the stopping of the third scrolling display of the three columns of symbols, as shown in Figures 17(a)(b)(c)(d)(e). These three rows of symbols are set as a "jackpot combination" when determining the special symbol variation pattern PO07 for jackpots. When determining the special symbol variation pattern PO07 for jackpots, as shown in Figures 17(a)(b)(c)(d)(f), the "jackpot combination" is completed when the third scrolling display of the three rows of symbols stops. The period from the second restart of the scrolling display of these three rows until the completion of either a "missing reach combination" or a "jackpot combination" is called the third unit symbol game. In other words, pseudo-consecutive performance 2 consists of three unit symbol games, and pseudo-consecutive performance 1 consists of two unit symbol games.

[0095] 6-2-2. Background production Background effects refer to the effects using images displayed on the effect symbol display unit 32 as the background for scrolling effects, and background effects are set to normal background images and battle background images. The normal background image consists of static scenery images, and as shown in Figure 18, in the case of a normal scrolling effect, a simultaneous all-symbol stop effect, a pseudo-consecutive effect 1, a pseudo-consecutive effect 2, and a normal reach effect, the entire process from the start to the stop of the scrolling display of the three columns of effect symbols is superimposed on the normal background image of "modern cityscape". This normal reach effect is a reach effect that is performed when the special symbol variation patterns PO05 and PH05 are determined.

[0096] The battle background image is a narrative-style dynamic image primarily featuring silhouettes of women. When a special reach animation is performed as a scrolling animation, as shown in Figure 18(b), the first half, from the start of the scrolling display of the three rows of animation symbols until the scrolling display of the rightmost row of animation symbols stops, is superimposed on the normal background image. The middle section, from the time the scrolling display of the rightmost row of animation symbols stops until a predetermined amount of time has elapsed, is superimposed on the normal background image of "Ancient Land." The latter half, from the time the predetermined amount of time has elapsed until the scrolling display of the middle row of animation symbols stops, is superimposed on the battle background image. This special reach animation is performed when determining special symbol variation patterns PO01~PO04 and PH01~PH04.

[0097] As shown in Figure 18(a), there are four types of battle background images, BL1 to BL4. Each of these battle background images BL1 to BL4 starts displaying in place of the normal background image "Ancient Land" when the scrolling speed of the middle row of performance symbols is switched to a slow speed, creating a "reach" state. When battle background images BL1 to BL4 are displayed, the three rows of performance symbols are cleared in a "reach" state. Each of these battle background images BL1 to BL4 is set to depict a female silhouette fighting an enemy dinosaur.

[0098] Battle background image BL1, as shown in Figure 19(a), is displayed when the enemy is set to "Dinosaur 1" and when "Special Symbol Variation Pattern PO01" for a big win and "Special Symbol Variation Pattern PH01" for a losing reach are selected. Battle background image BL2, as shown in Figure 19(b), is displayed when the enemy is set to "Dinosaur 2" and when "Special Symbol Variation Pattern PO02" for a big win and "Special Symbol Variation Pattern PH02" for a losing reach are selected. Battle background image BL3, as shown in Figure 19(c), is displayed when the enemy is set to "Dinosaur 3" and when "Special Symbol Variation Pattern PO03" for a big win and "Special Symbol Variation Pattern PH03" for a losing reach are selected. Battle background image BL4, as shown in Figure 16(d), is displayed when the enemy is set to "Dinosaur 4" and when "Special Symbol Variation Pattern PO04" for a big win and "Special Symbol Variation Pattern PH04" for a losing reach are selected. The reliability of these battle background images BL1 to BL4 for big wins is set in the order of "Battle Background Image BL4", "Battle Background Image BL3", "Battle Background Image BL2", and "Battle Background Image BL1" (see Figure 7).

[0099] Each of the battle background images BL1 to BL4 has two possible endings: a victory ending and a defeat ending. The victory ending, as shown in Figure 19(e), suggests that the protagonist has won and is displayed when selecting the "Special Symbol Variation Pattern PO01 to PO04" for big wins. In other words, in each of the battle background images BL1 to BL4 for big wins, after the protagonist wins the fight, the victory ending is shown, and then three rows of symbols are displayed in a combination that results in a big win. The defeat ending, as shown in Figure 19(f), suggests that the protagonist has lost and is displayed when selecting the "Special Symbol Variation Pattern PH01 to PH04" for losing reaches. In other words, in each of the battle background images L1 to BL4 for losing reaches, after the protagonist loses the fight, the defeat ending is shown, and then three rows of symbols are displayed in a combination that results in a losing reach.

[0100] 6-2-3.Holding effect 1 The hold animation 1 is performed in the symbol game animation mode, and in the "non-electric support state", it notifies the player of the number of special symbol 1 holds, and in the "electric support state", it notifies the player of the number of special symbol 2 holds. In this symbol game animation mode, as shown in Figure 15(a), a horizontally elongated hold display area E1 is set at the lower end of the animation symbol display unit 32, and in the "non-electric support state", the number of special symbol 1 holds is notified to the player by displaying a number of cloud images C corresponding to the number of special symbol 1 holds in the hold display area E1, and in the "electric support state", the number of special symbol 2 holds is notified to the player by displaying a number of cloud images C corresponding to the number of special symbol 2 holds in the hold display area E1. This cloud image C is displayed in the "non-electric support state" when a game ball is successfully entered into the first start port 15 and is erased when the image of the performance symbol game is displayed. In the "electric support state", it is displayed when a game ball is successfully entered into the second variable start port 16 and is erased when the image of the performance symbol game is displayed.

[0101] 6-2-4. Hold performance 2 The second pending animation is performed in the symbol game animation mode and notifies the player if there is an ongoing animation symbol game that is waiting to end and whose win / loss result has not yet been announced. In this symbol game animation mode, as shown in Figure 15(a), a pending display area E2 is set above the pending display area E1, and the player is notified if there is an ongoing animation symbol game that is waiting to end and whose win / loss result has not yet been announced by displaying one cloud image C in the pending display area E2. This cloud image C is displayed in the pending display area E2 when the cloud image C is removed from the pending display area E1 in response to the start of display of the image for the current animation symbol game, and is removed from the pending display area E2 when the display of the image for the current animation symbol game stops. This cloud image C corresponds to a pending symbol.

[0102] 6-2-4. Preview Production The notification effect is a non-definite notification to the player when the three rows of symbols form a winning combination, and is executed with a predetermined probability of less than 100% in each case when a special reach effect occurs during symbol gameplay, when pseudo-consecutive effect 1 occurs, and when pseudo-consecutive effect 2 occurs. The image of this notification effect is displayed on the liquid crystal screen 32a of the symbol display unit 32, as shown in Figure 20(a), to start the notification effect.

[0103] Figure 21 shows the positional relationship between the liquid crystal screen 32a of the performance symbol display unit 32 and the game board 3. A rectangular annular shielding area 32b is set on the outer periphery of the liquid crystal screen 32a. This shielding area 32b is the area hidden from the front by the periphery of the opening 3a of the game board 3 and the main cylindrical part 33a of the decorative frame 33 (see Figure 3), and is the area of ​​the liquid crystal screen 32a where visibility is impaired. A performance display area 32c is formed on this liquid crystal screen 32a. This performance display area 32c is the area of ​​the liquid crystal screen 32a remaining after the shielding area 32a, and is the internal area of ​​the main frame part 33a. This performance display area 32c corresponds to the comment display area.

[0104] As shown in Figure 21, the lightning image T consists of an image in which lightning is emitted horizontally from the right edge to the left edge within the occluded area 32b of the liquid crystal screen 32a, and appears as an image extending from an area that is difficult to see to an area that is easy to see from the player's perspective. This lightning image T consists of an image that, from the player's perspective, flies in from outside the performance display area 32c and crosses the performance display area 32c, and the shaded part of the lightning image T is the part that is not visible to the player. As shown in Figure 20, this lightning image T imitates the phenomenon of lightning being emitted from right to left and then gradually converging from left to right, and visually it gradually shortens before disappearing. This lightning image T corresponds to a notification symbol, and the image of the performance in which the lightning image T is emitted corresponds to the image of the flying performance. Note that the reference numeral 32d in Figure 21 is a semi-occluded area. This semi-obscured area 32d is an area where visibility is reduced by the main cylindrical portion 33a and decorative plate portion 33b of the decorative frame 33. Although it has better visibility than the obscured area 32b, it has worse visibility than the central part of the display area 32c.

[0105] In the preview sequence, a display area E3 is set, as shown in Figure 20(b). This display area E3 is set at the left edge of the longest state of the lightning image T, and one preview image is displayed within the display area E3. This preview image is displayed superimposed behind the lightning image T, and the entire image becomes visible as the lightning image T gradually shortens from its longest state. Figures 22(a) to (c) are a list of preview images displayed within the display area E3, and there are three types of preview images: preview images W1 to W3.

[0106] In the preview sequence, a frame image F is displayed, as shown in Figure 20(e). This frame image F is a rectangle enclosed by four straight lines and is visible to the player. This frame image F is displayed near the preview image after the lightning image T is erased, and one comment image is displayed within the frame image F. This comment image consists of multiple characters arranged in a horizontal line, and when the comment image is displayed, the speaker 40 outputs the same sound as the string of characters in the comment image, creating the effect that the preview image is speaking. As shown in Figures 22(d) to (f), there are three types of comment images: comment images CM1 to CM3. These comment images M1 to CM3 correspond to comments.

[0107] The pre-announcement effect informs the player of the probability of a winning combination of three rows of symbols by displaying a combination image between the pre-announcement image and a comment image. As shown in Figures 23(a) to (f), there are six types of combination images between the pre-announcement image and the comment image. The pre-announcement effect selection table in Figure 23(h) shows the selection probability of the combination image when special symbol variation patterns PO1 to PO4 for special reach effects are determined in response to a winning result, and the pre-announcement effect selection table in Figure 23(i) shows the selection probability of the combination image when special symbol variation patterns PH1 to PH4 for special reach effects are determined in response to a losing result. Figure 23(g) is a list of the reliability of the combination images, and the reliability of the six types of combination images increases in stages from CE1 to CE6 depending on the selection probability of the combination image in Figures 23(h) and 23(i).

[0108] Figure 24(a) shows the display timing of the pre-announcement effect when a special reach effect image is displayed during a game with special symbols. When a special reach effect image is displayed, the pre-announcement effect is displayed only once at display timing T0. This display timing T0 is set to the reach state where the scrolling display of the symbols in the right column has stopped, and the normal background image is set to the "modern cityscape" display state before it switches from "modern cityscape" to "ancient land." Therefore, from the player's perspective, the pre-announcement effect is displayed overlaid on the normal background image of "modern cityscape," after which the normal background image switches to "ancient land," and then develops into the battle background image.

[0109] FIG. 24(b) shows the display timing of a notice effect when an image of pseudo连续 effect 1 is displayed in effect symbol gaming, and for pseudo连续 effect 1, two display timings for the notice effect are set respectively for the first unit symbol game and the second unit symbol game. The display timing T11 is set to a ready state after the temporary stop of the effect symbols in the right column and before the temporary stop of the effect symbols in the middle column in the first unit symbol game, and the display timing T12 is set to a losing ready state after the temporary stop of the effect symbols in the middle column and before the scroll display of the three columns of effect symbols is resumed in the first unit symbol game. The display timing T13 is set before the occurrence of a ready state after the effect symbols in the left column stop and before the effect symbols in the right column stop in the second unit symbol game, and the display timing T14 is set to a ready state after the effect symbols in the right column stop and before the effect symbols in the middle column stop in the second unit symbol game. These display timings T11 to T14 correspond to notice timings.

[0110] Each of the display timing selection table 11 in FIG. 24(c) and the display timing selection table 12 in FIG. 24(d) is for selecting one from the two display timings of the notice effect in the first unit symbol game, and selecting one from the two display timings of the notice effect in the second unit symbol game. The display timing selection table 11 is used when "special figure variation pattern PO06" for pseudo连续 effect 1 is selected in response to a determination that it is a jackpot, and the display timing selection table 12 is used when "special figure variation pattern PH06" for pseudo连续 effect 1 is selected in response to a determination that it is a loss. In these display timing selection table 11 and display timing selection table 12, the selection probability of display timing is set such that the later the occurrence timing of the notice effect is, the higher the reliability of a jackpot becomes. When "special figure variation pattern PO06" for a jackpot is selected, a combination image to be displayed at each display timing is selected from the notice effect selection table in FIG. 23(h), and when "special figure variation pattern PH06" for a loss is selected, a combination image to be displayed at each display timing is selected from the notice effect selection table in FIG. 23(i).

[0111] Fig. 25(a) shows the display timings of the advance notice effect when an image of pseudo-continuous effect 2 is displayed in effect symbol gaming. For the pseudo-continuous effect 2, two display timings of the advance notice effect are set for each of the first unit symbol game, the second unit symbol game, and the third unit symbol game. The display timing T21 is set in a ready state after the effect symbol in the right column temporarily stops and before the effect symbol in the middle column temporarily stops in the first unit symbol game, and the display timing T22 is set in a losing ready state after the effect symbol in the middle column temporarily stops and before the scroll display of the three columns of effect symbols resumes in the first unit symbol game. The display timing T23 is set before the occurrence of a ready state after the effect symbol in the left column temporarily stops and before the effect symbol in the right column temporarily stops in the second unit symbol game, and the display timing T24 is set in a losing ready state after the effect symbol in the middle column temporarily stops and before the scroll display of the three columns of effect symbols resumes in the second unit symbol game. The display timing T25 is set before the occurrence of a ready state after the effect symbol in the left column stops and before the effect symbol in the right column stops in the third unit symbol game, and the display timing T26 is set in a ready state after the effect symbol in the right column stops and before the effect symbol in the middle column stops in the third unit symbol game. These display timings T21 to T26 correspond to advance notice timings.

[0112] Each of the display timing selection table 21 of FIG. 25(b) and the display timing selection table 22 of FIG. 25(c) is for selecting one of two display timings of the advance notice effect in the first unit symbol game, selecting one of two display timings of the advance notice effect in the second unit symbol game, and selecting one of two display timings of the advance notice effect in the third unit symbol game. The display timing selection table 11 is used when "special symbol fluctuation pattern PO07" for pseudo-continuous effect 1 is selected in response to determination that the game is a jackpot, and the display timing selection table 22 is used when "special symbol fluctuation pattern PH07" for pseudo-continuous effect 2 is selected in response to determination that the game is a loss. In these display timing selection table 21 and display timing selection table 22, the selection probability of display timing is set such that the later the occurrence timing of the advance notice effect is, the higher the reliability of a jackpot becomes. When "special symbol fluctuation pattern PO07" for a jackpot is selected, a combined image to be displayed at each display timing is selected from the advance notice effect selection table of FIG. 23(h), and when "special symbol fluctuation pattern PH07" for a loss is selected, a combined image to be displayed at each display timing is selected from the advance notice effect selection table of FIG. 23(i).

[0113] 7. Processing Functions of Sub Control Circuit 81 7-1. Main Processing In response to power being turned on, the sub control circuit 81 detects a program for the main processing shown in FIG. 26 from ROM, sets permission for access to RAM in S101, and sets interrupt prohibition in S102. Then, the values of a plurality of random numbers in RAM are updated in the random number update processing of S103, after interrupts are permitted in S104, S102 to S104 are looped. During this interrupt permission, activation of the reception interrupt processing of S105 and the timer interrupt processing of S106 is allowed.

[0114] 7-2. Reception Interrupt Processing The sub-control circuit 81 activates the receive interrupt process S105 each time the STB signal from the main control circuit 51 is input to the INT terminal. This receive interrupt process takes precedence over the timer interrupt process S106, and the sub-control circuit 81 stores the commands and other information sent by the main control circuit 51 in the output process S11 in Figure 10 into the receive buffer in RAM using the receive interrupt process.

[0115] 7-3. Timer Interrupt Handling The sub-control circuit 81 activates the timer interrupt process S106 each time a timer interrupt signal is input at regular intervals. Figure 27 shows the timer interrupt process, in which the sub-control circuit 81 turns on and off the symbol game performance start processing flag (S112), the symbol game performance stop processing flag (S114), the jackpot game performance start processing flag (S116), and the jackpot game performance stop processing flag (S118) in the received command analysis processing S111. When the symbol game performance start processing flag is on, the symbol game performance start processing S113 is executed; when the symbol game performance stop processing flag is on, the symbol game performance stop processing S115 is executed; when the jackpot game performance start processing flag is on, the jackpot game performance start processing S117 is executed; and when the jackpot game performance stop processing flag is on, the jackpot game performance stop processing S119 is executed.

[0116] 7-3-1. Received command parsing process Figure 28 shows the received command analysis process in S111. In S131, the sub-control circuit 81 determines whether a variation start command 1 or variation start command 2 from the main control circuit 51 is stored in the receive buffer. If it determines that a variation start command 1 or variation start command 2 is stored, it turns on the symbol game performance start processing flag in S132. With this symbol game performance start processing flag turned on, the timer interrupt process transitions from S112 to S113, and the symbol game performance start processing is executed.

[0117] In the received command analysis process shown in Figure 28, the sub-control circuit 81 determines in S133 whether a variable stop command 1 or variable stop command 2 from the main control circuit 51 is stored in the receive buffer. If it determines that a variable stop command 1 or variable stop command 2 is stored, it turns on the symbol game performance stop processing flag in S134. With this symbol game performance stop processing flag turned on, the timer interrupt process transitions from S114 to S115, and the symbol game performance stop processing is executed.

[0118] In the received command analysis process shown in Figure 28, the sub-control circuit 81 determines in S135 whether a jackpot game start command from the main control circuit 51 is stored in the receive buffer. If it determines that a jackpot game start command is stored, it turns on the jackpot game performance start processing flag in S136. With this jackpot game performance start processing flag turned on, the timer interrupt process transitions from S116 to S117, and the jackpot game performance start processing is executed.

[0119] In the received command analysis process shown in Figure 28, the sub-control circuit 81 determines in S137 whether a jackpot game stop command from the main control circuit 51 is stored in the receive buffer. If it determines that a jackpot game stop command is stored, it turns on the jackpot game performance stop processing flag in S138. With this jackpot game performance stop processing flag turned on, the timer interrupt process transitions from S118 to S119, and the jackpot game performance stop processing is executed.

[0120] 7-3-2. Symbol Game Performance Start Processing Figure 29(a) shows the symbol game performance start process in S113. In S141, the sub-control circuit 81 detects the reception result of special symbol 1 game data (win / loss judgment result, jackpot type judgment result, and special symbol variation pattern judgment result) or special symbol 2 game data (win / loss judgment result, jackpot type judgment result, and special symbol variation pattern judgment result) from the reception buffer, and in S142, sets the combination of three rows of performance symbols. These three rows of performance symbols are set as the "jackpot combination" if the win / loss detection result is a jackpot, set as the "miss reach combination" if the special symbol variation pattern detection result is "PH01~PH07" for misses, and set as the "complete miss combination" if the special symbol variation pattern detection result is "PH08~PH09" for misses. Once the sub-control circuit 81 has set the combination of three rows of performance symbols, it transmits the combination setting result to the image control circuit 91.

[0121] In S142, the sub-control circuit 81 sets a combination of three rows of performance symbols, and in S143, sets a video data specification command according to the detection result of the special symbol variation pattern, and transmits the setting result of the video data specification command to the image control circuit 91. This video data specification command is for displaying images of the scrolling performance and background performance according to the detection result of the special symbol variation pattern. In response to receiving the video data specification command from the sub-control circuit 81, the image control circuit 91 detects video data corresponding to the video data specification command from the CGROM, and in response to playing back the detected video data, starts displaying images of the performance symbol game on the performance symbol display 32.

[0122] In S143, after the sub-control circuit 81 transmits the setting result of the video data designation command, in S144, the sub-control circuit 81 compares the detection result of the special symbol variation pattern with "PO01 to 04" and "PH01 to 04" for battle background images. If it is determined here that the detection result of the special symbol variation pattern is for a battle background image, the process proceeds to the notice effect processing 1 of S145; if it is determined that the detection result of the special symbol variation pattern is not for a battle background image, in S146, the detection result of the special symbol variation pattern is compared with "PO06 to 07" and "PH06 to 07" for pseudo-continuous effects. If it is determined here that the detection result of the special symbol variation pattern is for a pseudo-continuous effect, after the notice effect processing 2 of S147, the symbol game effect start processing flag is turned off in S148; if it is determined that the detection result of the special symbol variation pattern is not for a pseudo-continuous effect, the symbol game effect start processing flag is turned off in S148.

[0123] 7-3-3. Symbol Game Effect Stop Processing FIG. 29(b) shows the symbol game effect stop processing of S115. The sub-control circuit 81 transmits a fluctuation stop command to the image control circuit 91 in S151, and turns off the symbol game effect stop processing flag in S152. When the image control circuit 91 receives the fluctuation stop command, the image control circuit 91 definitely displays the three rows of effect symbols according to the combination setting result from the sub-control circuit 81.

[0124] 7-3-4. Jackpot Game Effect Start Processing FIG. 30(a) shows the jackpot game effect start processing of S117. The sub-control circuit 81 transmits a jackpot game effect start command to the image control circuit 91 in S201, and turns off the jackpot game effect start processing flag in S202. When the image control circuit 91 receives the jackpot game effect start command from the sub-control circuit 81, the image control circuit 91 detects video data corresponding to the reception result of the jackpot game effect start command from the CGROM, and starts displaying the image of the jackpot game effect on the effect symbol display 32 in response to reproducing the detected video data.

[0125] 7-3-5. Jackpot Game Effect Stop Processing FIG. 30(b) shows the jackpot game effect stopping process of S119, wherein the sub control circuit 81 transmits a jackpot game effect stop command to the image control circuit 91 in S211, and turns off the jackpot game effect stop processing flag in S212. When said image control circuit 91 receives the jackpot game stop command from the sub control circuit 81, it stops displaying the image of the jackpot game effect.

[0126] 7-3-6. Announcement Effect Processing 1 FIG. 31(a) shows the announcement effect processing 1 of S145, wherein the sub control circuit 81 detects a win / fail determination result from the reception result of special symbol 1 game data or special symbol 2 game data in S221. When the win / fail detection result is a jackpot, a combination between an announcement image and a comment image corresponding to the update result of a random number value is selected from the jackpot announcement effect selection table of FIG. 23(h); when the win / fail detection result is a loss, a combination between an announcement image and a comment image corresponding to the update result of a random number value is selected from the loss announcement effect selection table of FIG. 23(i). Said random number value is updated by the sub control circuit 81 in S103 of FIG. 26, and when the sub control circuit 81 has selected the combination between the announcement image and the comment image, the process proceeds to S222.

[0127] When the sub control circuit 81 proceeds to S222, the sub control circuit 81 selects an announcement effect command corresponding to the selection result of the combination between the announcement image and the comment image from the announcement effect command table of FIG. 31(b). Said announcement effect command table is stored in the ROM of the sub control circuit 81, and the sub control circuit 81 transmits the selection result of the announcement effect command to the image control circuit 91 in S223. Said announcement effect command specifies the announcement image to be displayed in the display area E3 of FIG. 20 and the comment image to be displayed in the frame image F in the announcement effect. When the image control circuit 91 receives the selection result of the announcement effect command, the image control circuit 91 starts displaying the image of the announcement effect on the liquid crystal screen 32a of the effect symbol display 32 at display timing T0 of FIG. 24(a), displays the announcement image specified by the announcement effect command in the display area E3, and displays the comment image specified by the announcement effect command in the frame image F.

[0128] 7-3-7. Announcement Effect Processing 2 Figure 32(a) shows the preview effect processing 2 in S147. In S231, the sub-control circuit 81 detects a special symbol variation pattern from the received special symbol 1 game data or special symbol 2 game data, and compares the detected special symbol variation pattern with "PO06" and "PH06" for pseudo-consecutive effect 1. If it is determined that the detected special symbol variation pattern is for pseudo-consecutive effect 1, in S232 one type is set as a temporary losing reach combination for the three rows of effect symbols, and in S233 the result of setting one type of temporary losing reach combination is transmitted to the image control circuit 91. When the image control circuit 91 receives the result of setting a temporary losing reach combination from the sub-control circuit 81, it temporarily stops the left, right, and middle rows of effect symbols in order so that the three rows of effect symbols become the received result of the temporary losing reach combination in the first unit symbol game of pseudo-consecutive effect 1.

[0129] If the detection result of the special symbol variation pattern is for pseudo-consecutive performance 2, the sub-control circuit 81 moves from S231 to S239, sets two types of temporary losing reach combinations for the three rows of performance symbols, and transmits the setting results of the two types of temporary losing reach combinations to the image control circuit 91 in S233. When the image control circuit 91 receives the setting results of the two types of temporary losing reach combinations from the sub-control circuit 81, it temporarily stops the performance symbols in the left, right, and middle rows in order so that the three rows of performance symbols become one of the two types of temporary losing reach combinations in the first unit symbol game of pseudo-consecutive performance 2, and then temporarily stops the performance symbols in the left, right, and middle rows in order so that the three rows of performance symbols become one of the other two types of temporary losing reach combinations in the second unit symbol game of pseudo-consecutive performance 2.

[0130] After the sub-control circuit 81 transmits the setting result of the temporary losing ready-to-win combination in S233, the sub-control circuit 81 selects the display timing of the advance notice effect in S234. When the detection result of the special figure fluctuation pattern is for pseudo-continuous effect 1, this process is performed by selecting a combination of display timings corresponding to the update result of the random number value from one of the display timing selection table 11 in Fig. 24(c) and the display timing selection table 12 in Fig. 24(d) that corresponds to the win / fail detection result; and when the detection result of the special figure fluctuation pattern is for pseudo-continuous effect 2, this process is performed by selecting a combination of display timings corresponding to the update result of the random number value from one of the display timing selection table 21 in Fig. 25(b) and the display timing selection table 22 in Fig. 25(c) that corresponds to the win / fail detection result. When the sub-control circuit 81 selects a combination of display timings in S234 of Fig. 32, the sub-control circuit 81 transmits the combination selection result of the display timings to the image control circuit 91 in S235.

[0131] After the sub-control circuit 81 transmits the selection result of the display timing combination in S235, the sub-control circuit 81 selects a combination between the advance notice image and the comment image in S237. This process is performed as follows: when the win / fail detection result is a jackpot, a combination corresponding to the update result of the random number value is selected from the advance notice effect selection table in Fig. 23(h); and when the win / fail detection result is a loss, a combination corresponding to the update result of the random number value is selected from the advance notice effect selection table in Fig. 23(i). The combination between the advance notice image and the comment image is performed for each individual display timing. That is, when the detection result of the special figure fluctuation pattern is for pseudo-continuous effect 1, a combination between the advance notice image and the comment image is selected for each of the display timing during the first unit symbol game and the display timing during the second unit symbol game; and when the detection result of the special figure fluctuation pattern is for pseudo-continuous effect 2, a combination between the advance notice image and the comment image is selected for each of the display timing during the first unit symbol game, the display timing during the second unit symbol game, and the display timing during the third unit symbol game.

[0132] When the sub-control circuit 81 selects a combination between the advance notice image and the comment image in S236, in S237 it selects an advance notice effect command for each combination of the advance notice image and the comment image from the advance notice effect command table in FIG. 31(b), and transmits the selection result of the advance notice effect command to the image control circuit 91 in S238 of FIG. 32. When the image control circuit 91 displays the image of the pseudo-continuous effect 1, it displays the image of the advance notice effect respectively in response to the reception result of the display timing for the first unit symbol game and the reception result of the display timing for the second unit symbol game, displays the advance notice image and the comment image corresponding to the advance notice effect command for the first unit symbol game in the first advance notice effect, and displays the advance notice image and the comment image corresponding to the advance notice effect command for the second unit symbol game in the second advance notice effect.

[0133] FIG. 33 is an image when the display timing combination "T12-T13" is selected for the pseudo-continuous effect 1, the combination "W2-CM1" of the advance notice image and the comment image is selected for the display timing T12, and the combination "W3-CM2" of the advance notice image and the comment image is selected for the display timing T13. In this case, the first advance notice effect is performed at the display timing T12 during the first unit symbol game, and as shown in FIGS. 33(a), (b) and (c), the advance notice image W2 and the comment image CM1 are displayed in the first advance notice effect. Next, the second advance notice effect is performed at the display timing T13 during the second unit symbol game, and as shown in FIGS. 33(d), (e) and (f), the advance notice image W3 and the comment image CM2 are displayed in the second advance notice effect.

[0134] When the image control circuit 91 displays an image of the pseudo-continuous effect 2, it displays an image of the advance notice effect respectively in accordance with the reception result of the display timing for the first unit symbol game, the reception result of the display timing for the second unit symbol game, and the reception result of the display timing for the third unit symbol game; displays the advance notice image and the comment image according to the advance notice effect command for the first unit symbol game in the first advance notice effect, displays the advance notice image and the comment image according to the advance notice effect command for the second unit symbol game in the second advance notice effect, and displays the advance notice image and the comment image according to the advance notice effect command for the third unit symbol game in the third advance notice effect.

[0135] For example, in the pseudo-continuous effect 2, when the combination of display timings "T22-T24-T26" is selected, the combination of the advance notice image and the comment image "W2-CM1" is selected for the display timing T22, the combination of the advance notice image and the comment image "W3-CM2" is selected for the display timing T24, and the combination of the advance notice image and the comment image "W3-CM3" is selected for the display timing T26, as shown in FIGS. 33(a), 33(b) and 33(c), the first advance notice effect is performed at the display timing T22 during the first unit symbol game, and the advance notice image W2 and the comment image CM1 are displayed in the first advance notice effect. Next, as shown in FIGS. 33(d), 33(e) and 33(f), the second advance notice effect is performed at the display timing T24 during the second unit symbol game, and the advance notice image W3 and the comment image CM2 are displayed in the second advance notice effect. Finally, as shown in FIGS. 34(a), 34(b) and 34(c), the third advance notice effect is performed at the display timing T26 during the third unit symbol game, and the advance notice image W3 and the comment image CM3 are displayed in the third advance notice effect.

[0136] According to the first embodiment described above, the following effects are obtained. During effect symbol gaming where an effect symbol gaming image is displayed on the liquid crystal screen 32a of the effect symbol display device 32, an image of a dive-in effect in which a lightning image T dives into the effect display area 32c from the outside thereof is displayed, and after the lightning image T is displayed, a notice image and a comment image are displayed in the effect display area 32c. Therefore, the interestingness of the notice effect is improved compared to the conventional art in which only an image of a monotonous notice effect that merely causes a notice pattern to appear within the display area of the display device is displayed. The game board 3 is provided with an opening 3a that allows visual recognition of the liquid crystal screen 32a of the effect symbol display device 32 from the front, and the effect display area 32c of the effect symbol display device 32 is set in the inner region of the opening 3a when viewed from the front. Therefore, the inner peripheral surface of the opening 3a of the game board 3 becomes obstructive from the player's line of sight, and the visibility of the peripheral edge of the effect display area 32c is degraded, which makes it difficult to see the image of the lightning image T diving into the effect display area 32c from the outside. Accordingly, a visual impression that the lightning image T suddenly dives into the effect display area 32c from the outside can be given to the player, so the interestingness of the notice effect is further improved. Since the inner peripheral surface of the opening 3a of the game board 3 is covered by the main body frame portion 33a of the decorative frame 33, it is possible to improve the appearance of the inner peripheral surface of the opening 3a. One of the respective options of the comment images CM1 to CM3 and the notice images W1 to W3 is selectively displayed, and the high reliability of a jackpot is suggested to the player by the combination between the notice image and the comment image, so the interestingness of the notice effect is further improved.

[0137] [Embodiment 2] As shown in Figure 35(a), the decorative plate portion 33b of the decorative frame 33 is provided with an overlapping portion 33e. This overlapping portion 33e is the part that overlaps the edge of the performance display area 32c of the performance pattern display unit 32 from the front, and in the preview performance, one of the preview images W1 to W3 is displayed in a reduced size on the right side of the overlapping portion 33e on the liquid crystal screen 32a of the performance pattern display unit 32. This preview image is displayed moving from right to left, and as shown in Figures 35(b) and (c), as it moves from outside the performance display area 32c through the area behind the overlapping portion 33e to the center of the performance display area 32c, it is performed to appear as if it is flying in from outside the performance display area 32c to inside. The display size of this preview image is enlarged as the movement from right to left progresses. The moving display of this preview image stops in the center of the performance display area 32c. When the preview image stops in the center of the performance display area 32c, the frame image F is displayed, and depending on whether one of the comment images CM1 to CM3 is displayed within the frame image F, the preview images W1 to W3 will display comments within the performance display area 32c. These preview images W1 to W3 correspond to preview symbols.

[0138] The above Example 2 provides the following effects. During gameplay involving special effects symbols, images of the "jump-in" effect are displayed in the special effect display area 32c, where the pre-announcement images W1 to W3 appear to jump in from outside. After the display of pre-announcement images W1 to W3, a comment image is displayed within the special effect display area 32c. This improves the appeal of the pre-announcement effect compared to conventional methods that simply displayed images of pre-announcement symbols appearing within the display area of ​​the display unit. The preview images W1 to W3 were moved and displayed from outside the performance display area 32c, through the area behind the overlapping portion 33e within the performance display area 32c, to the center of the performance display area 32c. As a result, the player is given the visual impression that the preview images W1 to W3 are popping out from behind something and entering the performance display area 32c, thus further enhancing the appeal of the preview effect. Since the preview images W1 to W3 that fly in from outside the presentation display area 32c remain within the presentation display area 32c and display images of the presentation content that emit comments, the appeal of the preview presentation is further enhanced. By selectively displaying one of the preview images W1 to W3 and one of the comment images CM1 to CM3, and by suggesting to the player the high probability of a big win through the combination of preview images and comment images, the appeal of the preview effect is further enhanced. The appearance of preview images W1 to W3 was changed in accordance with the progress of their movement. As a result, a visual change is given to the images as preview images W1 to W3 jump from outside to inside the display area 32c, further enhancing the appeal of the preview effect. In changing the appearance of the preview images W1 to W3, the preview images W1 to W3 were changed from their initial size to a larger size compared to the initial size. As a result, as the movement of the preview images W1 to W3 progresses, their presence becomes more prominent, making it possible to concentrate the player's attention on the preview images W1 to W3.

[0139] [Example 3] As shown in Figure 36(a), the decorative plate portion 33b of the decorative frame 33 has a rectangular frame-shaped overlapping portion 36c that overlaps the periphery of the performance display area 32c of the performance pattern display unit 32 from the front. The preview performance starts by displaying a ray image L from outside the performance display area 32c, passing through the back of the overlapping portion 36c into the performance display area 32c. This ray image L mimics the way light is shone straight from the right edge to the left edge of the liquid crystal screen 32a, and in the preview performance, a star-shaped flash image Fl is displayed at the left edge of the ray image L. This flash image Fl mimics the way light rays hit an object and diffuse, and as shown in Figure 36(b), when the flash image FL is displayed, the ray image L is erased, and as shown in Figure 36(c), when the ray image L is erased, the flash image Fl is erased, and when the flash image Fl is erased, one of the preview images W1 to W3 is displayed in the area where the flash image Fl was displayed, along with one of the comment images CM1 to CM3. These preview images W1-W3 correspond to the preview symbols, and the light ray image L, flash image Fl, and preview images W1-W3 correspond to images that depict the preview symbols flying from outside the comment display area into the area.

[0140] [Example 4] The preview sequence begins with the display of a light ray image L, as shown in Figure 37(a). This light ray image L simulates light shining straight upwards from below, and is displayed starting near the first start port 15 on the liquid crystal screen 32a. This light ray image L is set to depict light flying from outside the presentation display area 32c, through the rear of the overlapping portion 36c, into the presentation display area 32c, and a flash image Fl is displayed at the upper end of the light ray image L. These light ray image L and flash image Fl are erased in that order, and as shown in Figures 37(b) and (c), when the flash image Fl is erased, one of the preview images W1 to W3 is displayed in the area where the flash image Fl was displayed, along with one of the comment images CM1 to CM3. According to the above embodiment 4, the following effects are achieved. Since the pre-announcement sequence starts near the first starting point 15, it is possible to suggest to the player that a pre-announcement sequence regarding the reliability of a big win is about to begin.

[0141] [Example 5] The preview sequence begins, as shown in Figure 38(a), by displaying a suggestive image S outside the presentation display area 32c of the liquid crystal screen 32a, and then moving the suggestive image S inside the presentation display area 32c through the back of the overlapping portion 33e. This suggestive image S has a colored, semi-transparent color, and its outline shape is obscured. As shown in Figure 38(b), this suggestive image S is displayed in an enlarged state as it moves from right to left, and as it enlarges, its outline shape changes towards one of the preview images W1 to W3. The movement of this suggestive image S stops in the center of the presentation display area 32c. When the movement of the suggestive image S stops, the suggestive image S is erased, and when the suggestive image S is erased, as shown in Figure 38(c), the preview image W1 to W3 that the suggestive image S was hinting at before being erased is displayed. Along with this, a frame image F is displayed, and one of the comment images CM1 to CM3 is displayed within the frame image F. These preview images W1-W3 correspond to preview symbols, and suggestive image S and preview images W1-W3 correspond to images of the "jump-in" effect where the preview symbols jump from outside the comment display area into the inside. According to the above embodiment 5, the following effects are achieved. The preview images W1-W3 were changed from the difficult-to-see suggestive image S to the easily visible original form. As a result, the player's interest in suggestive image S increases, making it possible to attract the player's attention to suggestive image S.

[0142] [Example 6] The performance symbol display unit 32 has a rectangular liquid crystal screen 32a, and as shown in Figure 39, a performance frame 37 is provided in front of the liquid crystal screen 32a. This performance frame 37 is rectangular and ring-shaped, dividing the liquid crystal screen 32a into a left performance area 37L, a central performance area 37C, and a right performance area 37R. The central performance area 37C is the area inside the performance frame 37 when viewed from the front. This central performance area 37C is the area where the image of the performance symbol game is displayed and corresponds to the comment display area. The left performance area 37L and the right performance area 37R are areas where images that enhance the image of the performance symbol game in the central performance area 37C are displayed, and the cloud image C is displayed in the central performance area 37C. This performance frame 37 corresponds to a frame member.

[0143] The preview sequence begins, as shown in Figure 39(a), by displaying one of the preview images W1 to W3 in the right-hand presentation area 37R, along with displaying a frame image F with one of the comment images CM1 to CM3 attached. As shown in Figure 39(b), the preview image in the right-hand presentation area 37R is then removed from the right-hand presentation area 37R. When the preview image is removed, a flash image Fl is displayed at the right end of the central presentation area 37C. When the flash image Fl is displayed in the central presentation area 37C, as shown in Figure 39(c), the frame image F moves from the right-hand presentation area 37R to the central presentation area 37C along with the comment image, creating the effect of the image flying into the central presentation area 37C.

[0144] As shown in FIG. 39(c), the flash image Fl is moved and displayed from the right end portion of the central effect area 37C toward the central portion, and the frame image F is moved and displayed in the same direction together with the comment image. The flash image Fl is erased in response to reaching the central portion of the central effect area 37C, and the frame image F is stopped and displayed in response to the flash image Fl being erased. When the flash image Fl is erased, as shown in FIG. 39(d), any one of the notice images W1 to W3 is displayed in the area that was displayed immediately before the flash image Fl is erased. This notice image is displayed in the right effect area 37R at the start of the notice effect, and from the player's perspective, the notice image and the comment image give an impression that they have warped from the inside of the right effect area 37R into the inside of the central effect area 37C. The notice images W1 to W3 correspond to notice patterns, and the flash image Fl and the notice images W1 to W3 correspond to effect images in which the notice pattern jumps into the comment display area from the outside thereof.

[0145] According to the sixth embodiment described above, the following effects are obtained. In response to providing the effect frame 37 in front of the liquid crystal screen 32a of the effect symbol display 32, the central effect area 37C and the right effect area 37R are partitioned and formed in the liquid crystal screen 32a, so it becomes possible to form a stage-like central effect area 37C in the liquid crystal screen 32a. Furthermore, an effect image in which the notice images W1 to W3 jump from the right effect area 37R into the central effect area 37C is displayed. Therefore, it becomes possible to produce an effect as if a performer entered the stage from the outside of the stage, which further improves the interest of the notice effect.

[0146] [Embodiment 7] As shown in FIG. 40(a), the decorative plate portion 33b of the decorative frame 33 is provided with a holding frame 33f. This holding frame 33f is arranged at the lower left portion of the liquid crystal screen 32a and overlaps the liquid crystal screen 32a from the front. The holding frame 33f partitions and forms a holding display area 32g on the liquid crystal screen 32a, and a number of cloud images C corresponding to the number of special diagram 1 holdings or the number of special diagram 2 holdings are displayed in the holding display area 32g. The holding display area 32g corresponds to a comment display area. The holding frame 33f corresponds to a frame member.

[0147] The preview sequence begins by displaying one of the preview images W1 to W3 on the hold frame 33f, as shown in Figure 40(b). As shown in Figure 40(c), this preview image is displayed as if it is flying into the hold display area 32g as it moves from outside to inside the hold display area 32g, and the preview image is erased as it is displayed inside the hold display area 32g. When this preview image is erased, as shown in Figure 40(d), the frame image F is displayed inside the hold display area 32g with one of the comment images CM1 to CM3 attached, and the preview image is displayed outside the hold display area 32g. This preview image is the one of the preview images W1 to W3 that was erased from inside the hold display area 32g, and is displayed in a larger, enlarged state compared to when it was displayed inside the hold display area 32g. The above embodiment 7 produces the following effects. A reserve display area 32g, enclosed by a reserve display frame 33f, is formed on the liquid crystal screen 32a of the performance symbol display unit 32, and an image of a preview image flying in from outside the reserve display area 32g is displayed. This clearly communicates to the player that the preview effect is related to a jackpot, thus improving the appeal of the preview effect.

[0148] [Example 8] The preview animation begins by displaying one of the preview images W1 to W3 at the left edge of the liquid crystal screen 32a of the animation symbol display unit 32. This preview image moves from outside the animation display area 32c through the rear of the overlapping section 36c and into the animation display area 32c. It is erased when it reaches the center of the animation display area 32c. When the preview image is erased, a frame image F is displayed, as shown in Figure 41(c), and one of the comment images CM1 to CM3 is displayed within the frame image F. Figure 41(d) is a suggestion image S1 that suggests preview image W1 to the player, Figure 41(e) is a suggestion image S2 that suggests preview image W2 to the player, and Figure 41(f) is a suggestion image S3 that suggests preview image W3 to the player. As shown in Figure 41(c), when a comment image is displayed, the type of the previous preview image is suggested to the player by displaying one of the suggestion images S1 to S3 that corresponds to the previous preview image that was displayed before the comment image was displayed.

[0149] The above embodiment 8 produces the following effects. The preview image is erased within the display area 32c and replaced with a comment image, making the comment image easier for the player to see. Furthermore, a suggestive image hinting at the preview image is attached to the comment image. As a result, even after the preview image is erased, the player can understand the combination between the comment image and the preview image, and thus recognize the reliability of the preview effect.

[0150] In the above embodiments 1 to 8, the sub-control circuit 81 may be configured to determine whether or not to perform a pre-announcement effect when it receives a special symbol variation pattern for a special reach effect and a special symbol variation pattern for a pseudo-consecutive effect, and to perform the pre-announcement effect if it determines that it should be performed. That is, a first pattern in which a pre-announcement effect is performed and a second pattern in which no pre-announcement effect is performed may be set for each of the images for the special reach effect and the pseudo-consecutive effect. In the above embodiments 1 to 8, a pre-announcement effect may be performed to definitively predict the occurrence of a jackpot. In the above embodiments 1 to 8, when the sub-control circuit 81 receives a special symbol variation pattern for pseudo-consecutive performance 1 and a special symbol variation pattern for pseudo-consecutive performance 2, it may be configured to determine whether or not to perform a notification performance for each unit symbol game, and to perform the notification performance only for unit symbol games for which it has been determined that a notification performance should be performed. In the above embodiments 1 to 8, the main frame portion 33a may be removed from the decorative frame 33, and the area surrounded by the inner circumferential surface of the opening 3a of the game board 3 when viewed from the front may be used as the performance display area 32c. In the above embodiments 1 to 8, the image of the frame may be displayed on the liquid crystal screen 32a of the performance symbol display unit 32, and the area enclosed by the image of the frame may be designated as the performance display area 32c.

[0151] [Example 9] When the game is played using the image of either the pseudo-consecutive-win animation 1 or pseudo-consecutive-win animation 2, a hold notification animation is performed instead of a regular notification animation. This hold notification animation changes the color of the cloud image C in the hold display area E2 based on the display timing selection result from the display timing selection table. The sub-control circuit 81 determines that if it receives the special symbol variation pattern PO06 for the pseudo-consecutive-win animation 1 for a big win or the special symbol variation pattern PO07 for the pseudo-consecutive-win animation 2 for a big win, it will perform the hold notification animation with a high probability of less than "100%". If it receives the special symbol variation pattern PH06 for the pseudo-consecutive-win animation 1 for a loss or the special symbol variation pattern PH07 for the pseudo-consecutive-win animation 2 for a loss, it determines that it will perform the hold notification animation with a low probability of more than "0%". In other words, each of the images for pseudo-consecutive-win animation 1 and pseudo-consecutive-win animation 2 has a first pattern in which the hold notification animation is performed and a second pattern in which the hold notification animation is not performed.

[0152] As shown in Figure 42(a), there are five different colors for the cloud image C in the hold display area E2. The "white" color is the normal color, and the cloud image C is displayed in "white" in the hold display area E2 before the start of the hold notification effect. This "white" cloud image C does not indicate to the player the likelihood of a big win. The likelihood of a big win is set in the order of "green" → "red" → "gold" → "rainbow" for the cloud image C.

[0153] The change pattern selection table 1 in Figure 42(b) and the change pattern selection table 2 in Figure 42(c) are stored in the ROM of the sub-control circuit 81. When the sub-control circuit 81 receives the special symbol variation pattern PO06 for the pseudo-consecutive win animation 1, it selects one of the change patterns 1A to 1C from the "Big Win" column of the change pattern selection table 1 in Figure 42(b). When it receives the special symbol variation pattern PH06 for the pseudo-consecutive win animation 1, it selects one of the change patterns 1A to 1C from the "Loss" column of the change pattern selection table 1 in Figure 42(b), and changes the color of the cloud image C in the hold display area E2 twice according to the selection result of the display timing to the color corresponding to the change pattern selection result. This change pattern selection process is performed based on the update result of the random number value.

[0154] When the sub-control circuit 81 receives the special symbol variation pattern PO07 for the pseudo-consecutive win animation 2, it selects one of the variation patterns 2A to 2B from the "Winning" column of the variation pattern selection table 2 in Figure 42(c). When it receives the special symbol variation pattern PH07 for the pseudo-consecutive win animation 2, it selects one of the variation patterns 2A to 2B from the "Losing" column of the variation pattern selection table 2 in Figure 42(c). The sub-control circuit 81 changes the color of the cloud image C in the hold display area E2 three times according to the selected color of the variation pattern and the selected display timing. Each of these variation patterns 1A to 1C and 2A to 2B changes the color of the cloud image C toward one with a higher probability of winning, and from the player's perspective, the expectation of winning increases each time the color of the cloud image C changes.

[0155] The above embodiment 9 produces the following effects. In the first unit symbol game of the pseudo-consecutive-win sequence 1, the display timing T11-T12 for the hold notification sequence is set to show 1 or more symbols, and in the second unit symbol game, the display timing T13-T14 for the hold notification sequence is set to show 1 or more symbols. Therefore, from the player's perspective, the hold notification sequence is performed in response to the first unit symbol game, and then again in response to the second unit symbol game. Consequently, even though it is pseudo-consecutive-win sequence 1, from the player's perspective, it is possible to expect that the three rows of symbols in each of the first and second unit symbol game games will result in a winning combination, thus improving the appeal of the hold notification sequence. The same effect applies to pseudo-consecutive-win sequence 2. When the images for the pseudo-consecutive win animation 1 and pseudo-consecutive win animation 2 are displayed, the cloud image C remains displayed in the hold display area E2, and the hold notification animation is performed in accordance with the change in the color of the cloud image C in the hold display area E2 corresponding to pseudo-consecutive win animation 1 or 2, making it easier for the player to understand that the notification animation corresponds to the currently ongoing pseudo-consecutive win animation 1 or 2.

[0156] In the pseudo-consecutive win animations 1 and 2, the color of the cloud image C has been changed to one that indicates high reliability, thus increasing the player's anticipation for the occurrence of the reserve animation. If special symbol variation pattern PO06 or PH06 for pseudo-consecutive performance 1 is selected, two display timings for the hold notification performance are selected. If special symbol variation pattern PO07 or PH07 for pseudo-consecutive performance 2 is selected, three display timings for the hold notification performance are selected. Therefore, in the case of images for pseudo-consecutive performance 1, which have a short display time, two hold notification performances are performed, and in the case of images for pseudo-consecutive performance 2, which have a long display time, three notification performances are performed (see Figure 7), thus preventing players from experiencing visual boredom.

[0157] [Example 10] When the sub-control circuit 81 receives a special symbol variation pattern for the pseudo-consecutive effect 1, it determines whether or not to perform a hold notification effect for the first unit symbol game and the second unit symbol game. For unit symbol games where it is determined that a hold notification effect should be performed, the hold notification effect changes the color of the cloud image C after displaying an image of the suggestive effect based on the display timing selection result. For unit symbol games where it is determined that a hold notification effect should not be performed, the cloud image C remains in its current color after displaying an image of the suggestive effect based on the display timing selection result. In other words, the hold notification effect has a first effect pattern in which the display pattern of the hold symbol changes after displaying an image of the suggestive effect, and a second effect pattern in which the display pattern of the hold symbol does not change after displaying an image of the suggestive effect.

[0158] Figure 43 shows an image of the suggestive effect. This suggestive effect begins with an image of a preview image W2 flying into the effect display area 32c from outside the effect display area 32c, passing behind the overlapping area 33e, as shown in Figure 43(a). The preview image W2 moves from right to left within the effect display area 32c and stops on the right side of the hold display area E2, as shown in Figure 43(b). When this preview image W2 stops, the comment image CM4 that says "Please, change." is displayed. If it is determined that the preview effect should be performed, the color of the cloud image C is changed according to the selected change pattern, as shown in Figure 43(c). If it is determined that the preview effect should not be performed, the color of the cloud image C remains at its current color, as shown in Figure 43(d). The above embodiment 10 produces the following effects. In the first presentation pattern, the color of the cloud image C in the hold display area E2 changes after the suggestive image is displayed, while in the second presentation pattern, the color of the cloud image C remains at its current color after the suggestive image is displayed. Therefore, players begin to expect a change in the color of the cloud image C as soon as the suggestive image is displayed. Consequently, players have more opportunities to expect a change in the color of the cloud image C, thus improving the appeal of the hold notification presentation.

[0159] In the above embodiments 9 to 10, the appearance of the cloud image C may be changed in accordance with the change in the shape and size of the cloud image C in the hold display area E2 during the hold notification effect, or the appearance of the cloud image C may be changed in accordance with the attachment of another pattern to the cloud image C. In particular, when attaching another pattern to the cloud image C, it is preferable to attach a unit number of other patterns each time the hold notification effect occurs, and to increase the number of attached other patterns to suggest a high level of reliability to the player. In the above embodiments 9 to 10, the sub-control circuit 81 may be configured to perform both a pre-announcement and a hold pre-announcement when it receives a special symbol variation pattern for pseudo-consecutive wins. In this case, it is preferable to perform the hold pre-announcement before the pre-announcement in each unit symbol game. In the above embodiments 9 to 10, when the image of pseudo-consecutive performance 1 or the image of pseudo-consecutive performance 2 is displayed, the cloud image C may not be erased from the hold display area E1, and a hold notification performance may be performed in which the color of the cloud image C in the hold display area E1 that corresponds to the image of pseudo-consecutive performance 1 or pseudo-consecutive performance 2 is changed. In this case, it is preferable not to display the cloud image C in the hold display area E2.

[0160] In the above embodiments 9 to 10, a pre-announcement effect may be performed at each of the two display timings for one or more unit symbols in the pseudo-consecutive effect 1 and pseudo-consecutive effect 2. In this case, a hold pre-announcement effect may be performed at one of the two display timings, and a different pre-announcement effect may be performed at the other, or a hold pre-announcement effect may be performed at both of the two display timings, or a different effect may be performed at both of the two display timings. In the above embodiments 1 to 10, after the Nth unit symbol game of the pseudo-consecutive wins, the combination of three rows of winning symbols may be set to an even number, and then the (N+1)th unit symbol game may be set to an odd number of winning symbols.

[0161] In the above examples 1 to 10, the present invention may be applied to one, two, or three types of pachinko gaming machines. The present invention is not limited to the above-described examples 1 to 10, and is not limited to the wording of each claim, as long as it does not deviate from the scope described in each claim, and extends to a scope that can be easily substituted by a person skilled in the art, and improvements based on the knowledge ordinarily possessed by a person skilled in the art can be added as appropriate.

[0162] Examples 1 to 10 described above include, in addition to the inventions described in the claims, the following reference inventions [1-1] to [1-7] and [2-1]. Some gaming machines have a configuration that determines whether a game ball has been successfully entered into a predetermined entry area, and indicates the result of the determination to the player by displaying an image of a symbol game (see Japanese Patent Publication No. 2016-158689). In this conventional gaming machine, the result of the determination is indicated to the player by displaying an image of a pre-announcement effect before the result of the determination is indicated to the player by the image of the symbol game. However, this pre-announcement effect only involves making a pre-announcement symbol appear within the display area of ​​the display unit, which has the problem of lacking in entertainment value. The present invention has been made in view of the above circumstances, and its purpose is to provide a gaming machine that can enhance the entertainment value of the pre-announcement effect.

[0163] Reference invention [1-1] A determination means for determining whether or not to grant a bonus when a game ball successfully enters a predetermined ball entry area, A symbol game means that displays an image of a symbol game on a predetermined display device to indicate the determination result of the determination means to the player, The system includes a preview effect that performs a preview effect that provides a non-deterministic or definitive preview of the result of the determination means before the result of the determination means is suggested to the player by the image of the aforementioned symbol game, The aforementioned preview effect means, as the preview effect, A gaming machine characterized in that, after displaying an image of a surprise animation in which a prediction image moves from outside to inside a predetermined comment display area of ​​the display unit, a comment is displayed inside the comment display area. According to the above means, during a symbol game in which an image of the symbol game is displayed within the display area of a display device, an image of a jump-in effect in which a notice symbol jumps from outside a comment display area into the comment display area within the display area is displayed, and when the image of the jump-in effect is displayed, a comment is displayed within the comment display area. For this reason, the interestingness of the notice effect is improved compared to the conventional art that only displays a monotonous notice effect image that only causes the notice symbol to appear within the display area of the display device.

[0164] Reference Invention [1-2] The display device is provided on a rear surface side of a game board, The game board is provided with an opening that allows the display area of the display device to be viewed from the front, The gaming machine according to Reference Invention [1-1], wherein the comment display area of the display device is an area positioned inside the opening when viewed from the front. According to the above means, the inner circumferential surface of the opening of the game board obstructs the player's line of sight, which deteriorates the visibility of the peripheral edge of the comment display area, making it difficult for the player to see the image of the notice symbol jumping from outside into the comment display area. For this reason, a visual impression that the notice image suddenly jumps from outside into the comment display area can be given to the player, so the interestingness of the notice effect is further improved.

[0165] Reference Invention [1-3] comprising a cylindrical member fitted to an inner circumferential surface of the opening of the game board, The gaming machine according to Reference Invention [1-2], wherein the comment display area of the display device is an area positioned inside the cylindrical member when viewed from the front. According to the above means, since the inner circumferential surface of the opening of the game board is covered by the cylindrical member, it becomes possible to improve the appearance of the inner circumferential surface.

[0166] Reference Invention [1-4] comprising a plate member provided on the cylindrical member and having an overlapping portion that overlaps an edge of the comment display area of the display device from the front, The gaming machine according to Reference Invention [1-3], wherein the advance notice effect means movingly displays the advance notice pattern in an image of the jump-in effect from the outside of the comment display area to the central portion of the comment display area through a region behind the overlapping portion within the comment display area. According to the above means, it can give a player the visual impression that the advance notice pattern jumps out from behind an object and enters the comment display area, so that the interest of the advance notice effect is further improved.

[0167] Reference Invention [1-5] The gaming machine according to any one of Reference Inventions [1-1] to [1-4], wherein the advance notice effect means displays, as the image of the advance notice effect, an image of effect content in which the advance notice pattern makes the comment inside the comment display area after the jump-in effect. According to the above means, an image of effect content in which the advance notice pattern that has jumped into the comment display area stays in the comment display area and makes a comment is displayed, so that the interest of the advance notice effect is further improved.

[0168] Reference Invention [1-6] The gaming machine according to any one of Reference Inventions [1-1] to [1-5], wherein the advance notice effect means selectively displays one of a plurality of patterns as the advance notice pattern, and selectively displays one of a plurality of comments as the comment, and suggests to a player the high degree of reliability that a privilege will be granted by a combination of the one advance notice pattern and the one comment. According to the above means, the high degree of reliability for granting a privilege is suggested to the player by a combination between the advance notice pattern and the comment, so that the interest of the advance notice effect is further improved.

[0169] Reference Invention [1-7] The gaming machine according to any one of Reference Inventions [1-1] to [1-6], wherein the advance notice effect means changes the mode of the advance notice pattern in accordance with the progress of the movement of the advance notice pattern in the image of the jump-in effect. According to the above method, a visual change is given to the image as the preview image jumps in from outside the comment display area, thus further enhancing the appeal of the preview effect.

[0170] Reference invention [2-1] A determination means for determining whether a game ball is successful or not when it enters a predetermined ball entry area, A symbol game means for displaying an image of a symbol game on a predetermined display device to inform the player of the determination result of the determination means, A frame member provided in front of the display area of ​​the display unit, forming a comment display area enclosed by a frame within the display area of ​​the display unit, The game includes a notification effect that performs a notification effect that suggests the probability of the image of the symbol game indicating a win, before the result of the determination means is notified to the player using the image of the symbol game. The aforementioned preview effect means, as the preview effect, A gaming machine characterized in that, after displaying an image of a surprise animation in which a prediction image moves from outside to inside the comment display area of ​​the display unit, a comment is displayed inside the comment display area. According to the above method, during a game where an image of a symbol game is displayed within the display area of ​​the display unit, an image of a surprise symbol flying in from outside the comment display area is displayed within the display area. When the image of the surprise symbol flying in is displayed, a comment is displayed within the comment display area. Therefore, the appeal of the surprise effect is improved compared to the conventional method, which simply displayed an image of a surprise effect that made a surprise symbol appear within the display area of ​​the display unit.

[0171] Examples 1 to 10 described above include, in addition to the inventions described in the claims, the following reference inventions [3-1] to [3-5] and [4-1]. Some gaming machines are configured to determine whether a game ball has been successfully entered into a predetermined entry area, and to inform the player of the result of the determination using an image of a symbol game. In the case of these gaming machines, some are configured to display an image of a pseudo-consecutive win animation as the image of the symbol game. This pseudo-consecutive win animation consists of multiple unit symbol games in which the identification symbol is displayed sequentially in a variable state and a variable-stop state. From the player's perspective, if the identification symbol does not appear in a winning state in the current unit symbol game, it is possible to expect that the identification symbol will appear in a winning state in the next unit symbol game (see Japanese Patent Publication No. 2016-158689). In the case of conventional gaming machines, the image of the first unit symbol game of the pseudo-consecutive win animation shows a preview animation between the start of the variable display of the identification symbol and before the identification symbol is set to the variable-stop state. Depending on the preview animation, the player is notified that the identification symbol will appear in a winning state in the final unit symbol game, but this lacks the appeal of a unique preview animation.

[0172] Reference invention [3-1] A determination means for determining whether a game ball is successful or not when it enters a predetermined ball entry area, A display unit that shows images of the symbol game to inform the player of the determination result of the determination means, The display unit includes a symbol game means for displaying images of the symbol game, The game includes a preview animation that provides a preview to the player indicative of the result of the determination means before the result of the determination means is notified to the player using an image of the aforementioned symbol game, The symbol game means is capable of displaying an image of a pseudo-consecutive performance consisting of two or more unit symbol games, including a first unit symbol game and a second unit symbol game, in which the identification symbols are displayed in a variable state and a variable stop state in that order, as an image of the symbol game. A gaming machine characterized in that each of the first unit symbol game and the second unit symbol game is set to have one or more notification timings in which the notification performance means can perform the notification performance. According to the above method, one or more notification timings are set for each of the first unit symbol game and the second unit symbol game. Therefore, from the player's perspective, a notification effect is performed in response to the first unit symbol game, and then another notification effect is performed in response to the second unit symbol game. Consequently, despite being a pseudo-consecutive win effect, the player can expect the identification symbols to be in a winning state in both the first and second unit symbol games, thus improving the appeal of the notification effect.

[0173] Reference invention [3-2] The display unit is equipped with a symbol display means for displaying reserved symbols in the state in which the image of the pseudo-consecutive performance is displayed. The aforementioned pattern display means shall display the reserved pattern when the image of the pseudo-consecutive effect is started to be displayed. The game machine according to Reference Invention [3-1], characterized in that the aforementioned notification performance means performs the notification performance in accordance with changing the display manner of the reserved symbols corresponding to the pseudo-consecutive performance. According to the above method, in the pseudo-consecutive win sequence, the appearance of the reserved symbols changes during the pre-announcement sequence, making it easier for the player to understand that the pre-announcement sequence is corresponding to the currently ongoing pseudo-consecutive win sequence.

[0174] Reference invention [3-3] The aforementioned notification performance means is characterized in that the display mode of the reserved symbols in the notification performance changes to one that indicates a high probability of winning, as described in the reference invention [3-2]. According to the above method, in the pseudo-consecutive win animation, the appearance of the reserved symbols changes to one that indicates high reliability during the pre-announcement animation, thus increasing the player's anticipation for the occurrence of the pre-announcement animation.

[0175] Reference inventions [3-4] The aforementioned notification performance means is capable of displaying an image of a suggestive performance on the display device that suggests to the player that the appearance of the reserved symbols will change, and is characterized in that it has a first performance pattern in which the display appearance of the reserved symbols changes after the image of the suggestive performance is displayed, and a second performance pattern in which the display appearance of the reserved symbols does not change after the image of the suggestive performance is displayed, as described in Reference Invention [3-2] or [3-3]. According to the above method, in the first presentation pattern, the appearance of the reserved symbols changes after the suggestive image is displayed, while in the second presentation pattern, the appearance of the reserved symbols does not change despite the suggestive image being displayed. Therefore, players begin to expect a change in the appearance of the reserved symbols as soon as the suggestive image is displayed. Consequently, players have more opportunities to expect a change in the appearance of the reserved symbols, further enhancing the appeal of the pre-announcement presentation.

[0176] Reference inventions [3-5] The system includes a variation pattern selection means for selecting a variation pattern when a game ball successfully enters the ball entry area. The aforementioned symbol game means displays the image of the pseudo-consecutive performance at a time corresponding to the selection result of the variation pattern. The aforementioned notification performance means is characterized by selecting the number of times the notification performance is performed according to the selection result of the variation pattern, as described in any one of the reference inventions [3-1] to [3-4]. According to the above method, if the display time of the pseudo-consecutive-win animation image is short, a small number of preview animations can be performed, and if the display time of the pseudo-consecutive-win animation image is long, a large number of preview animations can be performed, thereby preventing players from becoming bored.

[0177] Reference invention [4-1] A determination means for determining whether a game ball is successful or not when it enters a predetermined ball entry area, A display unit that shows images of the symbol game to inform the player of the determination result of the determination means, The display unit is used to display an image of the symbol game, and the symbol game means is capable of displaying an image of a pseudo-consecutive performance consisting of multiple unit symbol games in which identification symbols are sequentially displayed in a variable state and a variable stop state, The display unit has a symbol display means for displaying the reserved symbols while the image of the pseudo-consecutive effect is displayed on the display unit, The aforementioned pseudo-consecutive-effect image is used to show a preview effect related to the result of the determination means before the result of the determination means is notified to the player, and the preview effect includes a preview effect means that changes the appearance of the reserved symbols. The aforementioned pseudo-consecutive performance is characterized in that two or more notification timings in which the notification performance means can perform the notification performance are set to correspond to two or more of the multiple unit symbol games. According to the above method, multiple notification timings are set for each of the two or more unit symbol games. Therefore, from the player's perspective, the notification effect is performed at a variable timing corresponding to the current unit symbol game, and then again at a variable timing corresponding to the next unit symbol game. Consequently, despite being a pseudo-consecutive win effect, the player can expect the identification symbol to be in a winning state in each of the two or more unit symbol games, thus improving the appeal of the notification effect. [Explanation of Symbols]

[0178] 3 is the game board (frame member), 3a is the opening, 15 is the first start opening (ball entry area), 16 is the second variable start opening (ball entry area), 32 is the performance symbol display unit (display unit), 32a is the liquid crystal screen (display area), 32c is the performance display area (comment display area), 32g is the hold display area (comment display area), 33a is the main body frame part (cylindrical member, frame member), 33b is the decorative plate part (plate member), 33e is the overlapping part, 36c is In the overlapping section, 37 is the performance frame (frame member), 37f is the hold frame (frame member), 37C is the central performance area (comment display area), 51 is the main control circuit (judgment means, variation pattern selection means), 91 is the image control circuit (preview performance means, pattern display means), C is the cloud image (hold pattern), T is the lightning image (preview pattern), CM1 to CM3 are comment images (comments), and W1 to W3 are preview images (preview patterns).

Claims

[Claim 1] A determination means for determining whether a game ball is successful or not when it enters a predetermined ball entry area, A display device that shows an identification symbol for informing the player of the determination result of the determination means, It comprises a performance control means for controlling the performance, The aforementioned performance control means is After displaying the identification symbols in a variable manner, it is possible to execute a symbol game performance in which the identification symbols are finalized and displayed in a manner that notifies the judgment result. As a symbol gameplay effect, it is possible to perform a pseudo-consecutive display in which the identification symbol is shown changing multiple times before the identification symbol is confirmed. The display unit is capable of displaying the reserved symbols corresponding to the symbol game performance when the symbol game performance is in progress. The aforementioned performance control means is In the aforementioned symbol game performance, it is possible to execute a pre-announcement performance related to the symbol game performance, As a pre-announcement effect, it is possible to perform a first pre-announcement effect that displays a predetermined image on the display unit, and a second pre-announcement effect that changes the display pattern of the reserved image displayed on the display unit. The aforementioned pseudo-consecutive effect includes multiple notification timings that allow the execution of the first notification effect or the second notification effect. The gaming machine is characterized in that the aforementioned multiple notification timings include notification timings set during each of the multiple fluctuation displays in the pseudo-consecutive display performance, and notification timings set within the period from when the previous fluctuation display stops until before the next fluctuation display starts.

Citation Information

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