Gaming machine

The gaming machine enhances entertainment by using determination and performance controls to display expectation images before and after symbol determination, addressing the lack of interestingness in conventional machines.

JP2026058940APending Publication Date: 2026-04-06SANSEI R&D KK
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Patent Information

Application Number
JP2024166802
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-25
Publication Date
2026-04-06

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient interestingness in their effects, necessitating an improvement in entertainment value.

Method used

A gaming machine that includes determination means for special games, symbol display control, and performance control to execute winning and losing notifications with expectation images displayed before and after symbol determination, enhancing anticipation and entertainment through repeated image displays.

Benefits of technology

The machine achieves highly engaging and entertaining performances by displaying expectation images before winning notifications, increasing player engagement and entertainment value through synergistic effects.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026058940000001_ABST
    Figure 2026058940000001_ABST
Patent Text Reader

Abstract

To provide a gaming machine capable of executing highly entertaining and engaging performances. [Solution] The gaming machine is equipped with a performance control means for controlling the performance. This performance control means, while the symbols are changing, can perform a winning notification performance to announce that a special game will be played, or a losing notification performance to announce that a special game will not be played, based on the result of a judgment made at the start of the symbol change display. It is possible to perform the first performance control and then the second performance control. Here, the first performance control displays an expectation image that makes the player expect a special game to be played for a predetermined time and then erases it while the symbols are changing, and the second performance control displays the expectation image again prior to the winning notification performance being played.
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Description

Technical Field

[0001] The present invention relates to a gaming machine provided with effect control means for controlling effects.

Background Art

[0002] For example, in a gaming machine such as a pachinko machine, when a game ball wins in a start port, it is determined whether to execute a special game advantageous to the player. After the special symbol display device variably displays a special symbol, the special symbol indicating the result of the determination is stopped and displayed. On the other hand, on the display screen provided in the gaming machine, various preview effects for notifying that a special game may be executed are executed along with the variable display of the special symbol (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, the effects performed by conventional gaming machines do not necessarily have sufficient interestingness, and there is room for improvement in terms of improving the interestingness.

[0005] Therefore, an object of the present invention is to provide a gaming machine capable of executing an effect with high interestingness.

Means for Solving the Problems

[0006] The gaming machine of the first invention for solving the above problems is determination means for determining whether to execute a special game advantageous to the player, symbol display control means for variably displaying a symbol on a predetermined symbol display means and then stopping and displaying the symbol indicating the result of the determination when the determination is made, When the special game is executed and a symbol indicating that the determination means has determined to execute the special game is stopped and displayed on the symbol display means, the special game execution means executes the special game, It comprises a performance control means for controlling the performance, The aforementioned performance control means is During the display of the aforementioned symbols, there are two possibilities: when a winning notification is performed to indicate that the special game will be played, based on the result of the determination made at the start of the display of the symbols; and when a losing notification is performed to indicate that the special game will not be played. It is possible to execute the first performance control and then the second performance control. The first performance control involves displaying an expectation image that suggests the special game will be performed for a predetermined time while the symbols are changing, and then erasing it. The second performance control is characterized in that it displays the expected image again prior to the execution of the winning notification performance.

[0007] According to the above-mentioned gaming machine, an expectation image that suggests a special game will be played is displayed again prior to the execution of the winning notification animation. Therefore, players can enjoy the game while anticipating the reappearance of the expectation image, and the synergistic effect of the display of the expectation image and its reappearance makes it possible to achieve a high level of entertainment value. [Effects of the Invention]

[0008] This invention makes it possible to perform highly entertaining and engaging performances. [Brief explanation of the drawing]

[0009] [Figure 1] Front view of gaming machine 1 [Figure 2] Front view of game board 2 [Figure 3] Enlarged view of the main display unit 40 in Figure 2. [Figure 4] Diagram illustrating the opening and closing control of the second main prize slot 28 and the V prize slot 287. [Figure 5] Block diagram showing a configuration example of the control device included in the gaming machine 1 [Figure 6] Explanatory diagram for explaining the jackpot random number and the symbol random number [Figure 7] Explanatory diagram for explaining the flow of the game in the gaming machine 1 [Figure 8] Explanatory diagram exemplifying the flow of various effects such as the reach effect [Figure 9] Explanatory diagram for explaining the variation pattern selection table used in the process of selecting the variation pattern of the special symbol in the normal game state [Figure 10] Screen diagram (Part 1) exemplifying the effect in the normal game state [Figure 11] Screen diagram (Part 2) exemplifying the effect in the normal game state [Figure 12] Screen diagram showing an example of the effect when a V-win is notified during the jackpot game [Figure 13] Screen diagram exemplifying the reach establishment exciting effect and the reach establishment success effect [Figure 14] Screen diagram exemplifying the reach establishment exciting effect and the reach establishment failure effect [Figure 15] Time chart exemplifying the flow of the effect when the reach establishment exciting effect is executed [Figure 16] Screen diagram showing a specific example of the SP reach mid-game notice when the losing notice effect is executed in the SP reach [Figure 17] Explanatory diagram for explaining the first suggestion image displayed during the SP reach [Figure 18] Screen diagram (Part 1) showing specific examples of the SP reach mid-game notice and the SPSP reach mid-game notice when developing from the SP reach to the SPSP reach [Figure 19] Screen diagram (Part 2) showing specific examples of the SP reach mid-game notice and the SPSP reach mid-game notice when developing from the SP reach to the SPSP reach [Figure 20] Explanatory diagram for explaining the relationship between the game and the effect mode after the jackpot game ends and the types of jackpots [Figure 21] Explanatory drawing for explaining various effects executed in the high base state [Figure 22] Screen diagram showing specific examples of the immediate miss notification variation effect and the win / loss notification agitation variation effect executed during Blast Speed RUSH [Figure 23] Screen diagram (part 1) showing the first specific example of the middle symbol change continuous variation effect executed during Blast Speed RUSH [Figure 24] Screen diagram (part 2) showing the first specific example of the middle symbol change continuous variation effect executed during Blast Speed RUSH [Figure 25] Screen diagram showing the second specific example of the middle symbol change continuous variation effect executed during Blast Speed RUSH [Figure 26] Screen diagram (part 1) showing the third specific example of the middle symbol change continuous variation effect executed during Blast Speed RUSH [Figure 27] Screen diagram (part 2) showing the third specific example of the middle symbol change continuous variation effect executed during Blast Speed RUSH [Figure 28] Screen diagram showing a specific example of the V symbol increase continuous variation effect executed during Blast Speed RUSH [Figure 29] Screen diagram showing specific examples of a series of effects until it develops into a co-battle battle SP reach in Intense Battle RUSH [Figure 30] Screen diagram (part 1) showing specific examples of a series of effects when it develops into a solo battle SP reach in Intense Battle RUSH [Figure 31] Screen diagram (part 2) showing specific examples of a series of effects when it develops into a solo battle SP reach in Intense Battle RUSH [Figure 32] Explanatory drawing for explaining the result screen displayed at the end of Blast Speed RUSH [Figure 33] Explanatory drawing for explaining the result screen displayed at the end of Intense Battle RUSH [Figure 34] Explanatory drawing for explaining the storage area of the main RAM 83 and the information stored in each storage area [Figure 35] Flowchart exemplifying the interrupt processing executed in the main control board 80 [Figure 36] Detailed flowchart of the sensor detection process in step S2, shown in Figure 35. [Figure 37] Detailed flowchart of the pre-determination process in steps S211 and S219 in Figure 36 [Figure 38] Detailed flowchart of special pattern processing in step S3 of Figure 35 [Figure 39] Detailed flowchart of the jackpot determination process in step S308 of Figure 38 [Figure 40] Detailed flowchart of the variation pattern selection process in step S309, Figure 38. [Figure 41] Detailed flowchart of the special effects stop processing in step S317 of Figure 38 [Figure 42] Detailed flowchart of the opening and closing control process for the grand prize slot in step S6 of Figure 35 (Part 1) [Figure 43] Detailed flowchart of the opening and closing control process for the grand prize slot in step S6 of Figure 35 (Part 2) [Figure 44] Detailed flowchart of the opening and closing control process for the grand prize slot in step S6 of Figure 35 (Part 3) [Figure 45] A flowchart illustrating the interrupt processing performed on the sub-control board 90. [Figure 46] Detailed flowchart of the command reception process in step S10, Figure 45. [Figure 47] Detailed flowchart of the pending command reception process in step S13, Figure 46 [Figure 48] Detailed flowchart of the process for setting the pre-announcement effect pattern during the high-speed RUSH in step S139 of Figure 47 [Figure 49] Detailed flowchart of the process for receiving the variation start command in step S16, as shown in Figure 46. [Figure 50] Detailed flowchart of the variable animation pattern setting process in step S163 of Figure 49 [Figure 51] Detailed flowchart of the preview animation pattern setting process in step S164 of Figure 49 [Figure 52] Detailed flowchart of the reach success high-chance notice effect pattern setting process in step S165 of FIG. 51 [Figure 53] Detailed flowchart of the SP reach / SPSP reach notice effect pattern setting process in step S166 of FIG. 51 [Figure 54] Flowchart exemplifying the interrupt process executed in the image and sound control board 100 [Figure 55] Detailed flowchart of the image display control process in step S71 of FIG. 54 [Figure 56] Explanatory diagram for explaining the relationship between the game and the effect mode after the jackpot game ends and the types of jackpots in the gaming machine 1 according to the second embodiment [Figure 57] Explanatory diagram exemplifying the flow of a series of effects in the three-stage RUSH [Figure 58] Explanatory diagram exemplifying the flow of a series of effects in the two-stage RUSH [Figure 59] Explanatory diagram exemplifying the flow of a series of effects in the one-stage RUSH [Figure 60] Screen diagram (part 1) showing a specific example of a series of effects in the three-stage RUSH [Figure 61] Screen diagram (part 2) showing a specific example of a series of effects in the three-stage RUSH [Figure 62] Screen diagram (part 3) showing a specific example of a series of effects in the three-stage RUSH [Figure 63] Screen diagram (part 1) showing a specific example of a series of effects in the two-stage RUSH [Figure 64] Screen diagram (part 2) showing a specific example of a series of effects in the two-stage RUSH [Figure 65] Screen diagram showing a specific example of a series of effects in the one-stage RUSH [Figure 66] Explanatory diagram exemplifying the characteristics of each stage of the RUSH [Figure 67] Explanatory diagram exemplifying the jackpot reliability of each stage of the RUSH [Figure 68]This diagram illustrates the flow of a series of effects in a variation effect, including the effect that suggests the start of the variation. [Figure 69] Screen diagram showing a specific example of a display indicating the start of a change. [Figure 70] Screen diagram showing a specific example of a presentation indicating the start of a re-variance. [Figure 71] Diagram explaining various indicators of the start of fluctuations [Figure 72] Detailed flowchart of the variable performance pattern setting process executed in the gaming machine 1 according to the second embodiment. [Figure 73] Detailed flowchart of the character animation pattern setting process for indicating the start of a variation, which is performed in the game machine 1 according to the second embodiment. [Figure 74] An explanatory diagram illustrating the unusual effect mode after the end of a jackpot game in the third embodiment of the gaming machine 1. [Figure 75] Screen diagrams illustrating specific examples of various types of unsettling effects. [Figure 76] An explanatory diagram describing the probability of winning a jackpot and the characteristics of various unusual effects. [Figure 77] A diagram illustrating the flow of a series of effects, including various elements designed to create a sense of unease. [Figure 78] Detailed flowchart of the miniature character display effect pattern setting process executed in the gaming machine 1 according to the third embodiment. [Figure 79] Detailed flowchart of the timer effect pattern setting process executed in the gaming machine 1 according to the third embodiment. [Modes for carrying out the invention]

[0010] [First Embodiment] Hereinafter, with reference to the drawings as appropriate, a game machine (pachinko game machine) 1 according to the first embodiment of the game machine of the present invention will be described.

[0011] [Example configuration of gaming machine 1] First, an example of the configuration of the gaming machine 1 will be described with reference to Figures 1 and 2. Here, Figure 1 is a front view of the gaming machine 1, and Figure 2 is a front view of the game board 2. As shown in Figures 1 and 2, the gaming machine 1 comprises a gaming machine frame 30 and a game board 2 mounted within the gaming machine frame 30. The gaming machine frame 30 is composed of a front frame 31 having a decorative surface, a main frame for mounting the game board 2, etc., and an outer frame for fixing the gaming machine 1 to the island equipment in the hall. The front frame 31 supports a glass plate that is arranged parallel to the game board 2 at a predetermined distance, and this glass plate and the game board 2 form a game area 3 through which game balls can flow.

[0012] As shown in Figure 1, the front frame 31 is provided with a launching handle 32 for launching game balls, an upper tray 33 for storing game balls supplied to a launching device (not shown), and a lower tray 34 for storing game balls that cannot be stored in the upper tray 33. When a player grips the launching handle 32 and rotates it clockwise, the game balls stored in the upper tray 33 are guided to the launching device and launched with a launching force corresponding to the rotation angle of the launching handle 32. The launched game balls move along the rail member 4 located on the left side of the game area 3, and are then guided to the upper position of the game area 3. There, they flow down the game area 3 along the game board 2, changing their direction of movement by coming into contact with game pins, windmills, etc., provided in the game area 3.

[0013] Furthermore, a ball return prevention piece 6 is provided at the end of the rail member 4, which prevents game balls that have entered the game area 3 from returning to the launching device. In addition, a stop button is provided in close proximity to the launching handle 32, allowing the player to temporarily stop the launch of game balls without having to return the launching handle 32 to its initial position by operating this stop button.

[0014] When a player rotates the launch handle 32 by a small angle ("left shot"), the game ball is launched with a relatively weak launch force, and this game ball flows down the left game area 3L. On the other hand, when a player rotates the launch handle 32 by a large angle ("right shot"), the game ball is launched with a relatively strong launch force, and this game ball moves along the rail member 4 located to the upper right of the center decorative body 10 before flowing down the right game area 3R.

[0015] In the left game area 3L, the path through which the game balls pass is provided with a first start opening 21, a second start opening 22, an opening / closing member 23, and three general prize openings 24 as mechanisms related to winning and determining the outcome (see Figure 2). In the right game area 3R, the path through which the game balls pass is provided with the above-mentioned second start opening 22, opening / closing member 23, one general prize opening 24, a gate 25, a first large prize opening 26, an opening / closing member 27, a second large prize opening 28, and an opening / closing member 29 as mechanisms related to winning and determining the outcome (see Figure 2).

[0016] When a game ball is launched from the launching device, it may enter one of the following locations along the game board 2 as it flows down the game area 3: the first starting opening 21, the second starting opening 22, the general prize opening 24, the first major prize opening 26, or the second major prize opening 28. In this case, a predetermined number of prize balls corresponding to the location where the ball entered are dispensed into the upper tray 33 or the lower tray 34. For example, one prize ball is dispensed for each game ball that enters the first starting opening 21, one prize ball is dispensed for each game ball that enters the second starting opening 22, and five prize balls are dispensed for each game ball that enters the general prize opening 24. Also, fifteen prize balls are dispensed for each game ball that enters the first major prize opening 26, and fifteen prize balls are dispensed for each game ball that enters the second major prize opening 28. Any game balls that do not win any prizes are discharged from the game area 3 through an outlet formed at the lower end of the game board 2.

[0017] A center ornament 10 is provided in the opening formed in the center of the game board 2. This center ornament 10 is composed of a stage section 11 having a game ball rolling surface on which game balls can roll, and a warp section 12 with a warp entrance and a warp exit at both ends. Game balls flowing down the left game area 3L may enter the warp section 12 from the warp entrance, and these game balls are discharged from the warp exit and guided to the stage section 11. Guide grooves are formed at the left and right center of the stage section 11 to guide game balls rolling on the stage section 11 toward the first start opening 21. For this reason, game balls guided to the stage section 11 via the warp section 12 are more likely to enter the first start opening 21 than game balls flowing down the left game area 3L without passing through the warp section 12.

[0018] The first start port 21 is a start area that is always open. The second start port 22 is a start area that is closed when the opening / closing member 23, which is a normal electric mechanism, is not operating, and is opened when the opening / closing member 23 operates. In the game machine 1, when a game ball enters the first start port 21 (or the second start port 22), it is determined whether or not to execute a special game that is advantageous to the player (for example, a jackpot game in which the player can win a large number of prize balls). Then, in the first special symbol display 41 (or the second special symbol display 42), which will be described later, symbols are displayed in a changing manner, and a symbol indicating the result of the above determination (jackpot symbol or losing symbol) is displayed in a stopped state. If a jackpot symbol (indicating that it has been determined to execute a jackpot game) is displayed in a stopped state, a jackpot game is executed that opens the first large prize port 26 and the second large prize port 28. A series of processes related to these games are executed and controlled by the main CPU 81.

[0019] In the following explanation, the judgment performed in response to a game ball entering the first starting opening 21 will be referred to as the "first special symbol judgment," the judgment performed in response to a game ball entering the second starting opening 22 will be referred to as the "second special symbol judgment," and these will be collectively referred to as the "special symbol judgment."

[0020] The first major prize opening 26 is a special prize area that is opened according to the result of the special symbol judgment. An opening / closing member 27, which is a plate that opens and closes the first major prize opening 26, is provided at the opening of the first major prize opening 26. Normally, the first major prize opening 26 is closed by the opening / closing member 27 because it maintains a closed position in which it forms the same plane as the game board 2. However, when the first special symbol (or the second special symbol) as the jackpot symbol is stopped and displayed on the first special symbol indicator 41 (or the second special symbol indicator 42), a jackpot game is executed in which the opening / closing member 27 is activated and the first major prize opening 26 is opened. During this jackpot game, a long-open round game is performed in which the opening / closing member 27 maintains an open position (see Figure 2) that opens the first major prize opening 26, and then returns to a closed position that closes the first major prize opening 26. The long-opening round game, in which the first large prize slot 26 is opened, continues until a predetermined number of game balls (for example, 10) enter the first large prize slot 26, or until a predetermined time (for example, 25 seconds) has elapsed since the first large prize slot 26 was opened (without the predetermined number of game balls entering it). In this way, the long-opening round game, in which the first large prize slot 26 is opened for an extended period, is played during a jackpot game. In one long-opening round game in which the first large prize slot 26 is opened for an extended period, 150 prize balls (= 10 balls x 15 counts) are dispensed when the player shoots to the right. Therefore, by shooting to the right during the long-opening round game in which the first large prize slot 26 is opened for an extended period, the player can obtain more prize balls than when a jackpot game is not being played.

[0021] The second large prize slot 28 is a special prize area that is opened according to the result of the special symbol judgment. An opening / closing member 29, which is a wing-type member that opens and closes the second large prize slot 28, is provided at the opening of the second large prize slot 28. The second large prize slot 28 is normally closed by this opening / closing member 29 (see Figure 4(A)). However, when the first special symbol (or the second special symbol) as the jackpot symbol is stopped and displayed on the first special symbol indicator 41 (or the second special symbol indicator 42), a jackpot game is executed in which the opening / closing member 29 is activated to open the second large prize slot 28. During this jackpot game, a round game is performed in which the opening / closing member 29 maintains an open position (see Figures 2, 4(B) and (C)) that opens the second large prize slot 28, and then returns to a closed position that closes the second large prize slot 28.

[0022] In the round game where the second large prize slot 28 is opened and closed, there are two types of round games: a long-opening round game where the second large prize slot 28 is opened for a long time so that a predetermined number of game balls (for example, 10 balls) can easily enter the second large prize slot 28, and a short-opening round game where the second large prize slot 28 is opened for a short time so that it is extremely difficult for game balls to enter the second large prize slot 28. In one long-opening round game where the second large prize slot 28 is opened for a long time, 150 prize balls (= 10 balls x 15 counts) are dispensed when the player shoots to the right. Therefore, by shooting to the right during a long-opening round game where the second large prize slot 28 is opened for a long time, the player can obtain more prize balls than when a jackpot game is not being played.

[0023] In the gaming machine 1 of this embodiment, when the main CPU 81 determines that a jackpot game should be executed, the operation of the opening / closing members 27 and 29 is controlled, and a jackpot game is executed in which the player can acquire game balls as the game medium.

[0024] On the other hand, in this embodiment, with regard to the short-opening round game in which the second large prize opening 28 is briefly opened, the opening time, which is the time that the opening / closing member 29 maintains the open position of the second large prize opening 28, is set to an extremely short time of 0.1 seconds. Therefore, even if the player shoots to the right during the short-opening round game of the second large prize opening 28, the game ball will basically not enter the second large prize opening 28, and no prize balls will be paid out.

[0025] For the sake of explanation, Figure 2 shows the state in which the opening and closing members 27 and 29 are in the open position, opening the large prize slots 26 and 28, when the performance symbols are being displayed in a changing manner on the display screen 70 of the image display device 7. However, in reality, the opening and closing members 27 and 29 are never in the open position while the performance symbols are being displayed in a changing manner. Also, in each round of a jackpot game, either the first large prize slot 26 or the second large prize slot 28 is used, so in reality, these large prize slots are never opened simultaneously as shown in Figure 2.

[0026] An opening / closing member 23 (see Figure 2) is positioned close to the second start port 22. This opening / closing member 23 can change its position between a closed position, where it closes the second start port 22, and an open position, where it opens the second start port 22 (see Figure 2).

[0027] The second starting opening 22 is normally closed by the opening / closing member 23. However, when a game ball shot by a player to the right passes through the gate 25, although no prize balls are dispensed, a decision is made as to whether or not to open the second starting opening 22. If it is decided to open the second starting opening 22, the opening / closing member 23 maintains an open position for a predetermined time and then returns to a closed position a predetermined number of times. In this way, the second starting opening 22 is difficult for game balls to pass through when the opening / closing member 23 is not operating, but becomes easy for game balls to pass through when the opening / closing member 23 is operating.

[0028] In the following explanation, the judgment performed when a game ball passes through gate 25 will be referred to as "normal symbol judgment".

[0029] The general prize slot 24 is always open, just like the first starting slot 21, and dispenses a predetermined number of prize balls (for example, 5 balls) when a game ball enters it. However, unlike the first starting slot 21, no judgment is made when a game ball enters the general prize slot 24.

[0030] [Example configuration of the main display unit 40] Figure 3 is an enlarged view of the main display unit 40 in Figure 2. As illustrated in Figure 3, the main display unit 40 is composed of a first special symbol display unit 41, a second special symbol display unit 42, a regular symbol display unit 43, a first special symbol hold display unit 44, a second special symbol hold display unit 45, a regular symbol hold display unit 46, a round display unit 47, a game status display unit 48, a launch direction display unit 49, and the like.

[0031] The first special symbol indicator 41 is composed of eight LEDs labeled "i" to "p". When a first special symbol determination is made, the indicator displays a changing symbol and then stops displaying the symbol indicating the determination result of the first special symbol determination. Specifically, for example, the changing symbol is displayed by sequentially lighting up the eight LEDs, and the stopped symbol is displayed by lighting up each LED for a predetermined set time (e.g., 0.5 seconds) in a combination corresponding to the determination result of the first special symbol determination.

[0032] The second special symbol indicator 42 is composed of eight LEDs labeled "a" to "h". When a second special symbol determination is made, the indicator displays a changing symbol and then stops the symbol indicating the determination result of the second special symbol determination. Specifically, for example, the changing symbol is displayed by sequentially lighting up the eight LEDs, and the stopped symbol is displayed by lighting up each LED for a predetermined set time (e.g., 0.5 seconds) in a combination corresponding to the determination result of the second special symbol determination.

[0033] The first special symbol indicator 41 (or the second special symbol indicator 42) displays either a "jackpot symbol" indicating a jackpot or a "losing symbol" indicating a loss, as symbols indicating the result of the first special symbol judgment (or second special symbol judgment). In the gaming machine 1, multiple jackpot symbols are prepared, each different from the other, depending on the type of jackpot. When a jackpot symbol is displayed, a jackpot game is played in which the first and second large prize pockets 26 and 28 are opened in an opening pattern corresponding to the type of jackpot symbol.

[0034] The normal symbol indicator 43 is composed of two LEDs indicated by "s" and "t". When a normal symbol is determined, the indicator displays a changing symbol and then stops the symbol indicating the result of the normal symbol determination, thereby notifying the player of the determination result. Specifically, for example, the two LEDs are lit alternately to display a changing symbol, and the symbol is stopped by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting pattern corresponding to the result of the normal symbol determination. If a winning symbol is displayed as stopped, an auxiliary game is performed in which the opening / closing member 23 is operated in an opening pattern corresponding to the current game state to open the second start opening 22.

[0035] In the following explanation, the symbols displayed on the first special symbol indicator 41 and the second special symbol indicator 42 will be referred to as "special symbols," and the symbols displayed on the regular symbol indicator 43 will be referred to as "regular symbols." In addition, the special symbols displayed on the first special symbol indicator 41 may be referred to as "first special symbols," and the special symbols displayed on the second special symbol indicator 42 may be referred to as "second special symbols" to distinguish between the two.

[0036] The first special symbol hold indicator 44 is composed of two LEDs labeled "u" and "v", and the lighting pattern of these LEDs indicates the number of holds for the first special symbol judgment. The second special symbol hold indicator 45 is composed of two LEDs labeled "w" and "x", and the lighting pattern of these LEDs indicates the number of holds for the second special symbol judgment. In this embodiment, the upper limit for the number of holds in each of these is set to "4". The regular symbol hold indicator 46 is composed of two LEDs labeled "q" and "r", and the lighting pattern of these LEDs indicates the number of holds for the regular symbol judgment.

[0037] The round indicator 47 displays the number of rounds in the jackpot game that will be played in accordance with the jackpot corresponding to the jackpot, when a jackpot symbol is stopped and displayed on the first special symbol indicator 41 or the second special symbol indicator 42. In the game machine 1 of this embodiment, there are cases in which a jackpot game including 3 rounds is played and cases in which a jackpot game including 10 rounds is played. For this reason, in this embodiment, the round indicator 47 is configured to have an LED for 3R and an LED for 10R, and the number of rounds is indicated by the lighting up of either of these LEDs.

[0038] The game state indicator 48 is composed of three LEDs labeled "a1 to a3", and the lighting pattern of these LEDs indicates the game state of the game machine 1. The launch direction indicator 49 is composed of two LEDs labeled "y to z", and the lighting pattern of these LEDs indicates the launch direction of the game ball. That is, it indicates whether the player should shoot to the left or to the right.

[0039] [Example of the configuration of the performance features included in gaming machine 1] As illustrated in Figures 1 and 2, the game board 2 and the front frame 31 are equipped with various elements for performing different effects, including decorative elements 13, movable decorative elements 14, frame lamps 37, speakers 38, effect indicators 125, first special effect symbol hold indicator 126, second special effect symbol hold indicator 127, etc. In addition, an image display device 7 is provided at the rear of the game board 2.

[0040] The decorative component 13 incorporates a panel lamp 5 (see Figure 5) which has multiple LEDs, and various light effects can be created by changing the lighting and flashing patterns of each LED or by changing the light color of each LED.

[0041] The movable decorative member 14 is positioned in front of the image display device 7 and behind the decorative member 13. The movable decorative member 14 has multiple LEDs built in, and the movable decorative member 14 performs a predetermined effect through both its own movement and / or light. In this embodiment, a predetermined space is provided between the game board 2 and the display screen 70 of the image display device 7 in which the movable decorative member 14 can operate, and the movable decorative member 14 is configured to move up and down along the display screen 70. Normally, the movable decorative member 14 is positioned in an initial position (see Figure 2) in which most of it is hidden behind the decorative member 13 and only the lower end of the movable decorative member 14 is visible. In contrast, when a preview effect with a relatively high probability of a jackpot is executed using the image display device 7 or speaker 38, the movable decorative member 14 lights up in a predetermined light emission pattern and drops to an operating position that covers most of the display screen 70.

[0042] The frame lamp 37 is composed of multiple LEDs built into various locations on the front frame 31, and various lighting effects are created by changing the lighting and flashing patterns of each LED, or by changing the light color of each LED.

[0043] The image display device 7 is a liquid crystal display device that displays performance images on its display screen 70, and the player can view the display screen 70 through an opening formed in the center of the game board 2. The display screen 70 displays performance images that include various display objects such as performance symbols that notify the result of the special symbol judgment, characters and items, hold images (hold icons) that are displayed in the same number as the number of holds for the first special symbol judgment (or second special symbol judgment), and variation indication images (the said icon) that indicate that the special symbol is currently changing. Note that the image display device 7 is not limited to a liquid crystal display device, but may be other image display devices such as an EL display device, as long as it is capable of displaying performance images.

[0044] The speaker 38 outputs sound effects such as music, voices, and sound effects in sync with or asynchronously with the display effects performed on the display screen 70 to create sound effects.

[0045] The performance indicator 125 is composed of two LEDs and displays changing symbols in accordance with the changing display of special symbols and performance symbols, and displays a stopped symbol indicating the result of the special symbol judgment in accordance with the stopping display of special symbols and performance symbols. The performance indicator 125 indicates the result of the special symbol judgment by the combination of lighting and extinguishing of each LED and the lighting color.

[0046] The first special symbol hold indicator 126 is composed of two LEDs, and the combination of lighting and extinguishing of each LED displays the same number of holds for the first special symbol judgment as displayed on the first special symbol hold indicator 44. The second special symbol hold indicator 127 is composed of two LEDs, and the combination of lighting and extinguishing of each LED displays the same number of holds for the second special symbol judgment as displayed on the second special symbol hold indicator 45.

[0047] [Example of the configuration of the input means provided by the gaming machine 1] As illustrated in Figure 1, the front frame 31 is provided with a first performance button 35 and a second performance button 36 as input means that can be used by the player. The first performance button 35 is a push button for inputting operation information by pressing it. The second performance button 36 is a push button for inputting operation information by grasping the gripping part of the second performance button 36 and pressing it down. In the gaming machine 1, performances may be displayed in response to the operation of the first performance button 35 or the second performance button 36.

[0048] It should be noted that the configuration of the input means is not limited to that exemplified in this embodiment, and other configurations are also possible. That is, for example, in this embodiment, the case in which the gaming machine 1 has two input means is described, but there may be one or three or more input means. Furthermore, the input means is not limited to push buttons, but may also be other input means such as a touch panel capable of detecting the player's touch operation, an optical sensor capable of detecting the player's hand held over the display screen 70, a joystick that can be moved forward, backward, left, and right to specify position and direction, or an operating means that the player can grasp and change the posture of.

[0049] [Example of the internal configuration of the second major prize winning slot 28] Figure 4 is an explanatory diagram illustrating the opening and closing control of the second large prize opening 28 and the V prize opening 287. An opening / closing member 29 for opening and closing the second large prize opening 28 is provided at the opening of the second large prize opening 28 (see Figures 1 and 4(A)). In addition, as illustrated in Figures 4(A) to (C), the second large prize opening sensor 281, the V prize opening sensor 283, the discharge port sensor 284, the sliding member 285, etc. are provided inside the second large prize opening 28.

[0050] The second large prize slot sensor 281 detects game balls that have entered the second large prize slot 28, and in this embodiment, 15 prize balls are dispensed each time a game ball passes through the second large prize slot sensor 281. The V prize slot sensor 283 detects the passage of game balls into the V prize slot 287 (an example of a special prize area) demarcated by the V prize slot sensor 283. The discharge port sensor 284 detects the passage of game balls into the discharge port demarcated by the discharge port sensor 284. The sliding member 285 guides the game balls that have passed through the second large prize slot sensor 281 to the V prize slot 287 or the discharge port, and is configured to slide in the left-right direction (width direction of the game machine 1) as shown in Figure 4. Figures 4(A) and (B) illustrate a state in which the slide member 285 is positioned to the right, closing the V-prize opening 287, while Figures 4(C) and (D) illustrate a state in which the slide member 285 is positioned to the left, opening the V-prize opening 287.

[0051] When a jackpot game is not being played, or during a long-open round game in which the first jackpot opening 26 is kept open for an extended period, the second jackpot opening 28 is closed by the opening / closing member 29, and the V-jackpot opening 287 is closed by the sliding member 285 (see Figure 4(A)). In contrast, during a round game in which the second jackpot opening 28 is opened and closed, the second jackpot opening 28 and the V-jackpot opening 287 may be in the following states.

[0052] Specifically, in round games where the second large prize opening 28 is opened and closed, as illustrated in Figures 4(A) and (B), the opening / closing member 29 may rotate while the sliding member 285 remains in the right position, resulting in the second large prize opening 28 being opened. In this case, although the second large prize opening 28 is open, the V prize opening 287 is still blocked by the sliding member 285. Therefore, even if a game ball enters the second large prize opening 28, it will not pass through the V prize opening 287, but will instead pass through the discharge sensor 284.

[0053] Furthermore, in round games where the second large prize opening 28 is opened and closed, as illustrated in Figures 4(B) and (C), the sliding member 285 may move from the right position to the left position while the second large prize opening 28 remains open, resulting in the V prize opening 287 also being opened. In this case, since both the second large prize opening 28 and the V prize opening 287 are open, any game ball that enters the second large prize opening 28 will pass through the V prize opening 287 (i.e., be detected by the V prize opening sensor 283).

[0054] The V-entry slot sensor 283 functions as a so-called probability change switch. As described above, if a game ball enters the V-entry slot (the game ball is detected by the V-entry slot sensor 283) while both the second large entry slot 28 and the V-entry slot 287 are open, the game will be controlled in the "probability change game state" described later after the jackpot game in which the V-entry occurred has ended. On the other hand, if a game ball does not enter the V-entry slot while both the second large entry slot 28 and the V-entry slot 287 are open, the game will be controlled in the "time-saving game state" described later after the jackpot game has ended.

[0055] Furthermore, in round games where the second large prize opening 28 is opened and closed, as illustrated in Figure 4(D), the second large prize opening 28 may be closed because the opening / closing member 29 is not operating, and the sliding member 285 may move from the right position to the left position, opening the V prize opening 287. In this case, although the V prize opening 287 is open, the second large prize opening 28 is difficult to enter, so no game balls will enter the second large prize opening 28.

[0056] Furthermore, in the transparent member located in a position corresponding to the area containing the second large prize slot sensor 281, the V prize slot sensor 283, the discharge port sensor 284, the sliding member 285, etc., the letter "V" is inscribed in a position corresponding to the V prize slot sensor 283 (see Figure 2). Therefore, players can easily identify the position of the V prize slot sensor 283 (the position of the V prize slot 287) by looking at this letter "V".

[0057] [Configuration of the control device provided by the gaming machine 1] Figure 5 is a block diagram showing an example of the configuration of the control device provided by the gaming machine 1. A control device for controlling the operation of the gaming machine 1 is provided on the back of the game board 2. As illustrated in Figure 5, the control device of the gaming machine 1 consists of a main control board 80 that controls the progress of the game using game balls, a sub-control board 90 that comprehensively controls the effects based on information from the main control board 80, an image and sound control board 100 that controls the effects using images and sounds, and a lamp control board 120 that controls the effects using various lamps and movable members. In this embodiment, the main control board 80 functions as a game control unit that controls the progress of the game, and the sub-control board 90, the image and sound control board 100, and the lamp control board 120 function as effect control units that control the effects. Note that the configuration of the control device is not limited to this, and for example, the sub-control board 90, the image and sound control board 100, and the lamp control board 120 may be configured on a single board.

[0058] <Example configuration of the main control board 80> The main control board 80 includes a main CPU 81, a main ROM 82, and a main RAM 83. The main CPU 81 performs various calculations related to judgment and the number of prize balls to be paid out based on the program stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used by the main CPU 81 when executing the above program, and as a work area for data processing, etc.

[0059] The main control board 80 is connected to the first start port sensor 211, the second start port sensor 221, the gate sensor 251, the first major prize port sensor 261, the second major prize port sensor 281, the V prize port sensor 283, the discharge port sensor 284, the general prize port sensor 241, the second start port solenoid 222, the first major prize port solenoid 262, the second major prize port solenoid 282, and the V prize port solenoid 286. In this embodiment, the game machine 1 is equipped with four general prize port sensors 241 corresponding to the four general prize ports 24, but in Figure 5, for the sake of explanation, only one general prize port sensor 241 is shown.

[0060] The first start port sensor 211 detects when a game ball enters the first start port 21 and outputs a detection signal to the main control board 80. The second start port sensor 221 detects when a game ball enters the second start port 22 and outputs a detection signal to the main control board 80. The gate sensor 251 detects when a game ball passes through gate 25 and outputs a detection signal to the main control board 80. The first large prize port sensor 261 detects when a game ball enters the first large prize port 26 and outputs a detection signal to the main control board 80. The second large prize port sensor 281 detects when a game ball enters the second large prize port 28 and outputs a detection signal to the main control board 80. The V prize port sensor 283 detects when a game ball passes through V prize port 287 and outputs a detection signal to the main control board 80. The discharge port sensor 284 detects when a game ball passes through the discharge port and outputs a detection signal to the main control board 80. The general prize entry port sensor 241 detects when a game ball enters the general prize entry port 24 and outputs a detection signal to the main control board 80.

[0061] The second start port solenoid 222 is an electric solenoid connected to the opening / closing member 23 so as to be able to transmit driving force, and operates the opening / closing member 23 based on a control signal from the main control board 80 to open and close the second start port 22. The first large prize port solenoid 262 is an electric solenoid connected to the opening / closing member 27 so as to be able to transmit driving force, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first large prize port 26. The second large prize port solenoid 282 is an electric solenoid connected to the opening / closing member 29 so as to be able to transmit driving force, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second large prize port 28. The V prize port solenoid 286 is an electric solenoid connected to the sliding member 285 so as to be able to transmit driving force, and operates the sliding member 285 based on a control signal from the main control board 80 to open and close the V prize port 287.

[0062] Although not shown in the diagram, the gaming machine 1 is equipped with a payout control board that controls a drive motor that sends game balls from a ball tank located on the back side of the game board 2 to supply game balls to the upper tray 33 or lower tray 34. When the main CPU 81 receives detection signals from the first start port sensor 211, the second start port sensor 221, the first large prize port sensor 261, the second large prize port sensor 281, or the general prize port sensor 241, it instructs the payout control board to pay out a predetermined number of prize balls corresponding to the location where the game ball has entered, and also manages the number of prize balls to be paid out based on the information from the payout control board.

[0063] Furthermore, the main CPU 81 acquires various random numbers as acquired information when a detection signal is input from the first start port sensor 211, and uses the acquired random numbers to perform a first special symbol determination. Also, the main CPU 81 acquires various random numbers as acquired information when a detection signal is input from the second start port sensor 221, and uses the acquired random numbers to perform a second special symbol determination. Here, the various random numbers specifically refer to the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number.

[0064] The jackpot random number is used to determine whether it is a jackpot or a miss. The symbol random number is used to determine the type of jackpot (such as the number of rounds in the jackpot game or the game state after the jackpot game ends) when it is determined to be a jackpot. The reach random number is used to determine whether a reach animation is performed or not when it is determined to be a miss. The variation pattern random number is used to determine the variation pattern of the special symbols when they are displayed in a variation state.

[0065] The main CPU 81 acquires these random numbers when a game ball enters the first starting slot 21 (or second starting slot 22), and first determines whether to execute a jackpot game based on whether the acquired jackpot random number matches a predetermined random number (winning value) stored in the main ROM 82. If it is determined to execute a jackpot game based on the fact that the jackpot random number matches a winning value, the type of jackpot is determined based on which of the predetermined random numbers (which are compared with the symbol random number) stored in the main ROM 82 matches the symbol random number acquired along with the jackpot random number.

[0066] On the other hand, if the main CPU 81 determines that it will not perform a jackpot game based on the fact that the acquired jackpot random number does not match the winning value, it decides whether to perform a reach animation or a no-reach animation based on whether the reach random number acquired along with the jackpot random number matches a predetermined random value stored in the main ROM 82 (which is compared with the reach random number). In addition, regardless of the result of the determination based on the jackpot random number, the main CPU 81 determines the variation pattern of the special symbols when displaying them based on the variation pattern random number acquired along with the jackpot random number. This determines the variation time of the special symbols.

[0067] When the main CPU 81 determines that it is time to execute a jackpot game and determines the type of jackpot, it controls the opening and closing of the first large prize slot 26 via the first large prize slot solenoid 262 (operation of the opening / closing member 27), the opening and closing of the second large prize slot 28 via the second large prize slot solenoid 282 (operation of the opening / closing member 29), and the opening and closing of the V prize slot 287 via the V prize slot solenoid 286 (operation of the sliding member 285), thereby executing a jackpot game according to the type of jackpot.

[0068] Furthermore, the main CPU 81 acquires a random number (normal symbol random number) at the timing when a detection signal is input from the gate sensor 251, and uses the acquired normal symbol random number to perform normal symbol determination. If the result of this normal symbol determination determines that the second start opening 22 should be opened, the CPU 81 controls the opening and closing of the second start opening 22 (operation of the opening / closing member 23) via the second start opening solenoid 222, thereby performing an auxiliary game to open the second start opening 22.

[0069] Furthermore, the main control board 80 is connected to a first special symbol indicator 41, a second special symbol indicator 42, a regular symbol indicator 43, a first special symbol hold indicator 44, a second special symbol hold indicator 45, a regular symbol hold indicator 46, a round indicator 47, a game status indicator 48, and a launch direction indicator 49.

[0070] The main CPU 81 controls these displays 41 to 49 that constitute the main display unit 40 to execute the display processing described above based on Figure 3.

[0071] <Example configuration of sub-control board 90> The sub-control board 90 includes a sub-CPU 91, a sub-ROM 92, a sub-RAM 93, and an RTC (real-time clock) 94. The sub-CPU 91 functions as a performance control means and performs calculations to control the performance based on the program stored in the sub-ROM 92. The sub-RAM 93 is used as a storage area to temporarily store various data used by the sub-CPU 91 when executing the above program, and as a work area for data processing, etc. The RTC 94 measures the current date and time.

[0072] The sub-control board 90 is connected to a first performance button detection sensor 96 and a second performance button detection sensor 97. The first performance button detection sensor 96 outputs operation information (operation signal) to the sub-control board 90 when the first performance button 35 (see Figure 1) is operated. The second performance button detection sensor 97 outputs operation information (operation signal) to the sub-control board 90 when the second performance button 36 (see Figure 1) is operated.

[0073] The sub-CPU 91 sets the performance content based on game information such as special symbol judgment, normal symbol judgment, and jackpot gameplay transmitted from the main control board 80. In doing so, it may also accept input of operation information from the first performance button 35 and the second performance button 36 and set the performance content according to that operation information. The sub-CPU 91 sends commands to the image and sound control board 100 and the lamp control board 120 to instruct them to execute the performance content that has been set.

[0074] <Example configuration of the image and sound control board 100> The image and sound control board 100 controls the image display by the image display device 7 and the output of sound effects by the speaker 38. In this embodiment, the image and sound control board 100 includes an image and sound control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.

[0075] The control ROM 102 is composed of a mask ROM and stores various tables, including the control program for the image and sound control CPU 101, a display list generation program for generating a display list, and a display list creation table used in the process of creating the display list. Here, the display list consists of a set of commands for instructing the execution of drawing on a frame-by-frame basis and includes various parameters such as the type of image to be drawn, the position (coordinates) where the image is drawn, the display priority, the display magnification, the rotation angle, and the transparency. The control RAM 103 is used as a storage area for temporarily storing various data used by the image and sound control CPU 101 when executing the above control program, and as a work area for data processing.

[0076] The image and sound control CPU 101 instructs the VDP 104 to display the image data stored in the CGROM 105 on the image display device 7, based on the control program, various tables such as the display list creation table, and commands received from the sub-control board 90. This instruction is mainly performed by outputting the display list. The image and sound control CPU 101 also instructs the sound DSP 107 to output the sound data stored in the sound ROM 108 from the speaker 38.

[0077] CGROM105 stores the necessary performance data for executing performances associated with the display of special symbols and performances associated with jackpot games. This CGROM105 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed sprite data (a single image file) consisting of a collection of pixel information for a predetermined range of pixels (e.g., 32x32 pixels), movie data consisting of a collection of multiple image files, etc. The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. In addition, CGROM105 stores uncompressed palette data, etc., in which color number information that specifies a color number is associated with display color information for actually displaying the color.

[0078] Furthermore, it is also possible to compress only a portion of the image data stored in CGROM105. Various known compression methods, such as MPEG4, can be used to compress the movie data.

[0079] VRAM106 is composed of SRAM that can write and read image data at high speed, and although not shown in the diagram, it is configured to include a display list memory area, an expanded memory area, a frame buffer, etc.

[0080] The display list storage area temporarily stores the display list output from the image and sound control CPU 101. The decompression storage area stores the image data that has been decompressed after being read from the CGROM 105. The frame buffer is a frame buffer used for both drawing and displaying the image data shown on the display screen 70.

[0081] The VDP104 decompresses the image data stored in the CGROM105 in a compressed state and stores the decompressed image data in the decompression storage area. The VDP104 also uses the image data stored in the decompression storage area to perform drawing processing on the frame buffer based on the display list stored in the display list storage area. The VDP104 also generates an RGB signal, which is a video signal indicating the color of the image, from the image data stored in the frame buffer and outputs the generated RGB signal to the image display device 7.

[0082] The audio DSP 107 is connected to an audio ROM 108, an SDRAM 109, and an amplifier 110. The audio ROM 108 stores various audio data related to music, voices, sound effects, warning sounds, etc. The SDRAM 109 is used as a workspace for data processing by the audio DSP 107. The audio DSP 107 reads audio data corresponding to instructions from the image and audio control CPU 101 from the audio ROM 108 to the SDRAM 109, performs data processing, and outputs the processed audio data to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume according to instructions regarding volume obtained from the image and audio control CPU 101 via the audio DSP 107 and outputs the audio data to the speaker 38.

[0083] In this embodiment, we describe a case where the VDP is responsible for rendering management and the audio DSP is responsible for sound management. However, in other embodiments, a configuration in which the VDP is responsible for both rendering management and sound management may be adopted. In this case, it is not necessary to provide a separate audio DSP.

[0084] <Example configuration of lamp control board 120> The lamp control board 120 includes a lamp CPU 121, a lamp ROM 122, and a lamp RAM 123, and is connected to the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance indicator 125, the first special feature hold indicator 126, and the second special feature hold indicator 127. The lamp ROM 122 stores the program executed by the lamp CPU 121, light emission pattern data, operation pattern data, etc. Here, the light emission pattern data is data indicating the light emission patterns of the LEDs built into the frame lamp 37, the panel lamp 5, and the movable decorative member 14. The operation pattern data is data indicating the operation patterns of the movable decorative member 14, etc.

[0085] The lamp CPU 121 performs calculations to control the operation of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance indicator 125, the first special feature hold indicator 126, the second special feature hold indicator 127, etc., based on the program stored in the lamp ROM 122.

[0086] The lamp CPU 121 reads light emission pattern data corresponding to a command received from the sub-control board 90 from the light emission pattern data stored in the lamp ROM 122 into the lamp RAM 123, and controls the illumination of the LEDs built into the frame lamp 37, the panel lamp 5, and the movable decorative member 14. In addition, the lamp CPU 121 reads operation pattern data corresponding to a command received from the sub-control board 90 from the operation pattern data stored in the lamp ROM 122 into the lamp RAM 123, and controls the drive of the motor that operates the movable decorative member 14.

[0087] Furthermore, the lamp CPU 121 controls the display of changing and stopping symbols on the performance indicator 125 based on commands from the sub-control board 90. The lamp CPU 121 also controls the display of the number of reserved symbols related to the first special symbol determination by the first special symbol reserved indicator 126 and the display of the number of reserved symbols related to the second special symbol determination by the second special symbol reserved indicator 127, based on commands from the sub-control board 90.

[0088] [Regarding the game state] Next, the game states of the gaming machine 1 will be described. In the gaming machine 1 of this embodiment, the game is controlled in one of three game states: "normal game state," "probability variation game state," and "time reduction game state."

[0089] The "normal game state" (low probability, low base state) is a game state in which special symbol judgment is performed in a low probability state where the probability of being determined to perform a jackpot game is relatively low, and support functions that support the entry of game balls into the second start port 22 (functions commonly called "electric support," etc.) are not provided. In the normal game state, the probability of being determined to perform a jackpot game by special symbol judgment is set to a relatively low probability (for example, 1 / 210) (see Figure 6(A)). In addition, the probability of being determined to open the second start port 22 by normal symbol judgment is set to a relatively low probability (for example, 1 / 11), the variation time of normal symbols is set to a relatively long time (for example, 20 seconds), and the opening time of the second start port 22 when it is determined to open is set to a relatively short time (for example, 0.1 seconds x 1 time).

[0090] The "high probability game state" (high probability high base state) is a game state in which special symbol judgment is performed in a high probability state where the probability of determining that a jackpot game will be executed is relatively high, and the above support functions are added. In other words, in the high probability game state, the probability of determining that a jackpot game will be executed by special symbol judgment is set to a relatively high probability (for example, 1 / 40) (see Figure 6(A)). In addition, the probability of determining that the second start gate 22 will be opened by normal symbol judgment is set to a relatively high probability (for example, 11 / 11), the variation time of the normal symbols is set to a relatively short time (for example, 1 second), and the opening time of the second start gate 22 when it is determined that the second start gate 22 will be opened is set to a relatively long time (for example, 1.5 seconds x 3 times).

[0091] The "Shortened Play State" (Low Probability High Base State) is a play state in which special symbol judgment is performed in the low probability state described above, and the electric reel support function is added. In other words, in the shortened play state, the probability of determining that a jackpot game will be executed by special symbol judgment is set to a relatively low probability (for example, 1 / 210) (see Figure 6(A)). Also, the probability of determining that the second start opening 12 will be opened by normal symbol judgment is set to a relatively high probability (for example, 11 / 11), the variation time of the normal symbols is set to a relatively short time (for example, 1 second), and the opening time of the second start opening 12 when it is determined that it will be opened is set to a relatively long time (for example, 1.5 seconds x 3 times).

[0092] When comparing these game states with respect to the variation time of special symbols, the variation time of special symbols in the "probability variation game state" and "time-saving game state" tends to be set to be relatively shorter compared to the variation time of special symbols in the "normal game state". It goes without saying that the probability of being judged to perform a special game (jackpot probability), the probability of being judged to open the second start port 22 (winning probability of normal symbol judgment), the variation time of normal symbols, and the opening time of the second start port 22, as shown in the description of each game state, are merely examples, and other probabilities and times may also be used.

[0093] In the following explanation, the state in which it is easy for game balls to enter the second starting port 22 due to the provision of the above support function will be referred to as the "high base state," and the state in which it is difficult for game balls to enter the second starting port 22 due to the lack of the support function will be referred to as the "low base state." In this embodiment, the "normal game state" corresponds to the low base state, and the "probability variation game state" and the "time reduction game state" correspond to the high base state.

[0094] [How to play the game] When a player shoots a game ball to the right, it may not enter the first starting opening 21 but may enter the second starting opening 22. However, in a low base state, the second starting opening 22 is less likely to open, and even if it does open, the opening time is short. For this reason, when the game is controlled in a low base state (which corresponds to the "normal game state" in this embodiment), the player will play by shooting to the left, aiming for the first starting opening 21.

[0095] When a game ball shot to the left during normal gameplay enters the first starting opening 21, the first special symbol judgment is performed. After the first special symbol is displayed in a rotating pattern, either a jackpot symbol or a losing symbol is displayed as the first special symbol indicating the judgment result of the first special symbol judgment.

[0096] If a losing symbol is displayed at the stop, the jackpot game will not be played, and the game state will not change. On the other hand, if a jackpot symbol is displayed as the first special symbol, a jackpot game will be played for a predetermined number of rounds corresponding to that jackpot symbol, and after the jackpot game ends, the game will be controlled in either a "probability variation game state" or a "time reduction game state".

[0097] Furthermore, when the game state transitions to a "probability variation game state" or a "time reduction game state" following the end of a big win, that is, when the game state transitions from a low base state to a high base state, the above-mentioned support function that facilitates the entry of game balls into the second start opening 22 makes it easier for game balls to enter the second start opening 22 than the first start opening 21. For this reason, when the game is controlled in a high base state, the player will play by shooting to the right, aiming for the second start opening 22. Also, if both the right to judge the first special symbol and the right to judge the second special symbol are reserved, the judgment of the second special symbol will be executed with priority over the judgment of the first special symbol. For this reason, when the game is controlled in a probability variation game state or a time reduction game state, the judgment of the second special symbol will basically be performed.

[0098] If a jackpot symbol stops and is displayed as the second special symbol during a probability variation game or a time-saving game, the game will generally be controlled in the probability variation game state after the jackpot game ends, although it may also be controlled in the time-saving game state. On the other hand, if a jackpot is not hit during a probability variation game or a time-saving game, the game state will return from the probability variation game state (or time-saving game state) to the normal game state.

[0099] [Regarding the use of random numbers for determining special symbols] Next, the determination process using the jackpot random number and the symbol random number will be explained with reference to Figure 6. Here, Figure 6 is an explanatory diagram for explaining the jackpot random number and the symbol random number. Note that in the explanatory diagrams for each random number exemplified from Figure 6 onward, the range of possible random numbers is set to a smaller range than the actual range in order to simplify the explanation. In the gaming machine 1, when a game ball passes through the first start opening 21 (or the second start opening 22), acquired information such as the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number is obtained.

[0100] <Processing based on jackpot random numbers> The jackpot random numbers illustrated in Figure 6(A) are random numbers used in the jackpot determination process (step S308 in Figure 38) to determine whether or not to execute a jackpot game. These random numbers are set individually for both the low-probability state, where the probability of determining that a jackpot game will be executed is relatively low, and the high-probability state, where the probability of determining that a jackpot game will be executed is relatively high.

[0101] In this embodiment, four winning values ​​for the low probability state are stored in the main ROM 82, and the main CPU 81 determines to execute a jackpot game when the acquired jackpot random number matches any of these four winning values ​​while the game is being controlled in the low probability state (in this embodiment, this corresponds to the "normal game state" and the "time-saving game state"). In addition, 21 winning values ​​for the high probability state (in this embodiment, this corresponds to the "probability variation game state") are stored in the main ROM 82, and the main CPU 81 determines to execute a jackpot game when the acquired jackpot random number matches any of these 21 winning values ​​while the game is being controlled in the high probability state.

[0102] In this embodiment, the jackpot random number can take on 840 values ​​from "0" to "839" in both the low probability state and the high probability state (see Figure 6(A)). Therefore, the jackpot probability in the low probability state is 1 / 210 (=4 / 840), and the jackpot probability in the high probability state is 1 / 40 (=21 / 840).

[0103] <Processing based on random numbers for the design> If the main CPU 81 determines to execute a jackpot game based on the acquired jackpot random number, it determines the type of jackpot based on which of the random numbers pre-set for each type of jackpot matches the symbol random number acquired along with the jackpot random number used in that determination. In other words, it selects the first special symbol (or second special symbol) to be stopped and displayed on the first special symbol display 41 (or second special symbol display 42) as the jackpot symbol.

[0104] (Types of jackpots related to the determination of the first special symbol) As illustrated in Figure 6(B), in this embodiment, there are two types of jackpots that can be won when a game ball enters the first starting opening 21 during normal gameplay: "3R probability variation" and "3R normal".

[0105] Here, "3R probability variation" (see Figure 6(B)) is a jackpot in which, in response to the jackpot symbol X1 stopping and being displayed on the first special symbol display 41, a jackpot game is executed consisting of a total of three long-opening round games, including one long-opening round game (the first round game) in which the second large prize slot 28 is opened for a long time, and two long-opening round games (the second and third round games) in which the first large prize slot 26 is opened for a long time.

[0106] If the "3R probability variation" is won, both the second large prize slot 28 and the V prize slot 287 will be opened wide during the first round of gameplay. As a result, the player can pass the game ball through the V prize slot 287 simply by shooting to the right, and if even one game ball is detected by the V prize slot sensor 283 during the first round of gameplay, the game will be controlled in "probability variation gameplay state" after the jackpot game ends.

[0107] In this embodiment, after a jackpot game related to "3R probability variation" ends, the number of times the second special symbol judgment (or first special symbol judgment) and the variation display of the second special symbol (or first special symbol) are performed in the "probability variation game state" (the number of STs in Figure 6(B)) is set to 55. If a jackpot is not determined along the way, the probability variation game state continues until 55 special symbol judgments have been performed. If all 55 of these special symbol judgments are misses, then 60 time-saving game rounds are granted. Here, "time-saving game rounds" refers to a game that includes the second special symbol judgment (or first special symbol judgment) performed in the "time-saving game state" and the variation display of the second special symbol (or first special symbol) performed according to that special symbol judgment.

[0108] On the other hand, "3R Normal" (see Figure 6(B)) is a jackpot that, in response to the jackpot symbol X2 stopping and being displayed on the first special symbol display 41, is executed in a total of three rounds of jackpot games: one short-opening round game (the first round game) in which the second large prize slot 28 is briefly opened, and two long-opening round games (the second and third rounds) in which the first large prize slot 26 is opened for a longer period. When "3R Normal" is won, in the first round of jackpot games, no game balls are paid out because the game balls do not basically enter the second large prize slot 28. For this reason, when "3R Normal" is won, the number of long-opening round games executed during the jackpot game is two, so "3R Normal" can be said to be a jackpot of effectively two rounds.

[0109] If the "3R Normal" is won, a short-opening round game is executed as the first round game, in which the second large prize slot 28 is briefly opened. For this reason, no game balls enter the V-slot during the jackpot game related to "3R Normal," and after the jackpot game related to "3R Normal" ends, the game is not controlled in a probability variation game state, but in a "time-saving game state." In the game machine 1 of this embodiment, the number of time-saving rounds for "3R Normal" is set to 70, and when a jackpot game is executed in response to the jackpot symbol X2 (which indicates that "3R Normal" has been won) being stopped and displayed on the first special symbol display 41, if a jackpot is not determined along the way, the game is controlled in a time-saving game state until 70 second special symbol judgments (or first special symbol judgments) are performed after the jackpot game ends.

[0110] Thus, "3R probability variation" is a jackpot where the number of ST rounds is "55" and the number of time-saving rounds (which are the number of time-saving game rounds) is "60", while "3R normal" is a jackpot where the number of ST rounds is "0" and the number of time-saving rounds is "70" (see Figure 6(B)).

[0111] By the way, even though the player has acquired the right to have the game controlled in a "probability variation game state" after the jackpot game ends by winning a "3R probability variation" game, it is conceivable that a situation may occur where, for example, a ball jam in the game area 3 causes the game ball not to be detected by the V-entry port sensor 283 during the first round of the game. For this reason, in the game machine 1 of this embodiment, even if such a situation occurs, in order to allow the player to easily aim for a jackpot after the jackpot game ends, if the game ball does not enter the V-entry port during the first round of the game related to "3R probability variation", 70 rounds of time-saving gameplay are granted after the jackpot game ends. In other words, the game control is performed in the same way as after the jackpot game related to "3R normal".

[0112] In this embodiment, when the result of the first special symbol judgment during normal gameplay is a jackpot, random values ​​for determining the type of jackpot are stored in the main ROM 82. Specifically, as illustrated in Figure 6(B), 50 random values ​​are stored for "3R probability variation" and 50 random values ​​are stored for "3R normal".

[0113] In this embodiment, the range of possible symbols for the random number is set to 100, from "0" to "99". When a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the first start opening 21, "3R probability variation" is selected as the type of jackpot related to the first special symbol determination at a rate of 50% (=50 / 100×100), and "3R normal" is selected at a rate of 50% (=50 / 100×100) (see Figure 6(B)).

[0114] Therefore, when the result of the first special symbol judgment is a jackpot, the probability that the jackpot symbol X1 indicating "3R probability variation" will stop and be displayed on the first special symbol display 41, and the probability that the jackpot symbol X2 indicating "3R normal" will stop and be displayed on the first special symbol display 41 are both 50%.

[0115] Thus, if the result of the first special symbol judgment during normal gameplay is either "3R probability change" or "3R normal," in either case, the game will enter a high base state after the jackpot game ends, so the player will play by shooting to the right, aiming for gate 25 and the second start opening 22.

[0116] (Types of jackpots related to the second special symbol determination) As illustrated in Figure 6(C), there is one type of jackpot available for the second special symbol determination, which is performed when a game ball enters the second starting opening 22: "10R probability variation".

[0117] Here, "10R probability variation" (see Figure 6(C)) is a jackpot in which, in response to the jackpot symbol Y being displayed on the second special symbol display 42, a jackpot game is executed consisting of a total of 10 long-opening round games, including one long-opening round game (the first round game) in which the second large prize slot 28 (and the V prize slot 287) are opened for a long time, and nine long-opening round games (the second to tenth round games) in which the first large prize slot 26 is opened for a long time.

[0118] Thus, if a "10R probability variation" is won, both the second large prize slot 28 and the V prize slot 287 will be opened wide during the first round of gameplay. Therefore, as long as the player is shooting to the right during the first round of gameplay related to the 10R probability variation jackpot, they can easily acquire the right to play in "probability variation gameplay state" after the jackpot game ends.

[0119] Regarding the 10R probability variation, which is a big win related to the second special symbol judgment, the ST (Special Time) rounds and time reduction rounds are set as follows. Specifically, for "10R probability variation," the ST rounds are set to "55" and the time reduction rounds are set to "60." Therefore, if you win "10R probability variation," after the big win game ends, the game will be controlled in probability variation game state until 55 second special symbol judgments (or first special symbol judgments) are performed. If all 55 of these special symbol judgments are misses, the game state will transition from "probability variation game state" to "time reduction game state," and 60 time reduction rounds will be played.

[0120] In this embodiment, when the result of the second special symbol judgment is a jackpot, a random value for determining the type of jackpot is stored in the main ROM 82. Specifically, as illustrated in Figure 6(C), 100 random values ​​are stored for "10 probability variation". In this embodiment, as described above, the range of possible values ​​for the symbol random number is set to 100, from "0" to "99". Therefore, when a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the second start opening 21, "10R probability variation" is selected as the type of jackpot related to the second special symbol judgment at a rate of 100% (=100 / 100×100) (see Figure 6(C)). In other words, when the result of the second special symbol judgment performed in a probability variation game state or a time reduction game state is a jackpot, 10R probability variation is always selected.

[0121] <Processing based on reach random numbers> If the main CPU 81 determines that it will not perform a jackpot game, it decides whether to perform a reach animation or a no-reach animation based on whether the reach animation obtained along with the jackpot random number used in that determination matches the random number corresponding to a reach animation or the random number corresponding to a no-reach animation.

[0122] Although not shown in the diagram, in this embodiment, the main ROM 82 stores 10 random values ​​for reach-inducing animations, and the main CPU 81 decides to perform a reach-inducing animation if the acquired reach-inducing random number matches any of these 10 random values. In addition, 90 random values ​​are stored for non-reach-inducing animations, and the main CPU 81 decides to perform a non-reach-inducing animation if the acquired reach-inducing random number matches any of these 90 random values. In this embodiment, the range of possible reach-inducing random numbers is set to "0" to "99", and when it is determined that a jackpot game will not be executed, the probability of a reach-inducing animation being performed is 10% (=10 / 100×100), and the probability of a reach-inducing animation not being performed (the probability of a non-reach-inducing animation being performed) is 90% (=90 / 100×100).

[0123] If the main CPU 81 decides to perform a reach-in-the-win animation, it selects a variation pattern for the special symbols that will be selected by the sub-control board 90 as the variation pattern for the animation symbols that will be involved in the reach-in-the-win animation. Conversely, if the main CPU 81 decides to perform a non-reach-in-the-win animation, it selects a variation pattern for the special symbols that will be selected by the sub-control board 90 as the variation pattern for the animation symbols that will not be involved in the reach-in-the-win animation.

[0124] [Regarding the flow of the game] Next, the flow of the game will be explained with reference to Figure 7. Here, Figure 7 is an explanatory diagram for explaining the flow of the game in the game machine 1. Due to the configuration of the game board 2, game balls launched into the left game area 3L can enter the first starting opening 21, while game balls launched into the right game area 3R cannot enter the first starting opening 21. Also, in the normal game state, the second starting opening 22 is unlikely to open, and even if it does open, the opening time of the second starting opening 22 is extremely short, making it very unlikely that a game ball will enter the second starting opening 22. For this reason, there is no advantage for the player to shoot to the right in the normal game state. As is clear from these points, the normal game state is a left-side advantageous state where it is easier to hit a jackpot (special symbol judgment is more likely to be performed) by launching the game ball into the left game area 3L than by launching it into the right game area 3R. For this reason, the player shoots to the left in the normal game state.

[0125] When a game ball shot to the left enters the first starting opening 21 during normal gameplay, the first special symbol judgment is performed. The first special symbol is then displayed on the first special symbol display 41, and after the first special symbol is displayed in a variable manner, the first special symbol indicating the result of the first special symbol judgment is displayed in a stopped position. If the result of the first special symbol judgment is "miss," the miss symbol is displayed as the first special symbol. On the other hand, if the result of the first special symbol judgment is "jackpot," one of the jackpot symbols X1 to X2 (see Figure 6(B)) is displayed as the jackpot symbol, and the jackpot game corresponding to the displayed jackpot symbol is executed. These jackpot games are as described above based on Figure 6(B).

[0126] When the result of the first special symbol judgment in normal gameplay is "jackpot", there are two possibilities: when the jackpot symbol that indicates a probability variation jackpot (jackpot symbol X1: see Figure 6(B)) stops and is displayed (see Figure 7(A)); and when the jackpot symbol that indicates a normal jackpot (jackpot symbol X2: see Figure 6(B)) stops and is displayed (see Figure 7(D)).

[0127] If the jackpot symbol X1, which signals a probability-increasing jackpot, is displayed at this point, the jackpot game described above will be executed based on Figure 6(B). If this jackpot game is executed, and the game ball enters the V-slot during the long-open round game (during the first round of the game) in which the second large prize slot 28 and the V-slot 287 are kept open for an extended period, the game will be controlled in a probability-increasing game state after the jackpot game ends (see Figure 7(B)). As described above, this probability-increasing game state will continue until 55 special symbol judgments (and special symbol variation displays) are performed, unless a jackpot is determined along the way. On the other hand, even if a jackpot game including the above-mentioned long-open round game is played, if the game ball does not enter the V-zone due to, for example, a ball jam in game area 3, the game is controlled in a time-saving game state after the jackpot game ends, which may continue until the second special symbol judgment (or first special symbol judgment) is performed 70 times (see Figure 7(C)).

[0128] In the probability variation game state, the probability of winning the normal symbol judgment, which is performed on the condition that the game ball passes through gate 25, is set to a relatively high probability (11 / 11 in this embodiment), and the opening time of the second start opening 22 when the normal symbol judgment is won is set to a relatively long time (1.5 seconds x 3 times in this embodiment). For this reason, the probability variation game state is a right-side advantageous state in which it is easier to hit a jackpot (special symbol judgment is more likely to be performed) by shooting the game ball into the right game area 3R than by shooting it into the left game area 3L. Therefore, when the game is controlled in the probability variation game state, the player shoots to the right. This is also true when the game is controlled in the time-saving game state, which is a high base state similar to the probability variation game state.

[0129] When a game ball shot to the right enters the second start opening 22 while the game is controlled in a probability variation state, a second special symbol judgment is performed, and the second special symbol is displayed in the second special symbol display 42, and then the second special symbol indicating the result of the second special symbol judgment is displayed in a stopped position. If the result of the second special symbol judgment is "miss", the miss symbol is displayed as the second special symbol. On the other hand, if the result of the second special symbol judgment is "jackpot", the jackpot symbol Y (see Figure 6(C)) is displayed as the jackpot symbol for a probability variation jackpot (see Figure 7(F)), and the jackpot game corresponding to the displayed jackpot symbol (a jackpot game consisting of 10 long-open round games) is executed. Here, if the game ball enters the V-zone during the first round of a jackpot game, the game will be controlled again in a probability variation state after the jackpot game ends (see Figure 7(B)). If the game ball does not enter the V-zone during the first round of a jackpot game, the game will be controlled in a time-saving state after the jackpot game ends (see Figure 7(C)).

[0130] Furthermore, when the game is controlled in the time-saving game state and a game ball shot to the right enters the second start opening 22, a second special symbol judgment is performed, and the second special symbol is displayed in the second special symbol display 42, and then the second special symbol indicating the result of the second special symbol judgment is displayed in a stopped position. If the result of the second special symbol judgment is "miss", the miss symbol is displayed as the second special symbol. On the other hand, if the result of the second special symbol judgment is "jackpot", the jackpot symbol Y (see Figure 6(C)) is displayed as the jackpot symbol for a probability-changing jackpot (see Figure 7(J)), and the jackpot game corresponding to the displayed jackpot symbol (a jackpot game consisting of 10 long-open round games) is executed. Here, if the game ball enters the V-zone during a jackpot game (during the first round of gameplay), the game will be controlled in a probability variation state after the jackpot game ends (see Figure 7(K)). If the game ball does not enter the V-zone during a jackpot game, the game will be controlled again in a time-saving state after the jackpot game ends (see Figure 7(L)).

[0131] Furthermore, if a jackpot is not determined even once during the time-saving game state, which continues until 60 or 70 special symbol judgments (and special symbol variation displays) have been made (see Figures 6(B) and (C)), the game state will be returned from the time-saving game state to the normal game state (see Figure 7(M)).

[0132] Furthermore, as described above based on Figure 6(C), a "10R probability variation" jackpot related to the second special symbol judgment is granted 60 time-saving game rounds after 55 probability variation game rounds. Therefore, if the game transitions to the probability variation game state upon the end of a jackpot game related to a "10R probability variation," and no jackpot is determined until 55 special symbol judgments (and special symbol variation displays) are performed, the game will transition to a time-saving game state that continues until 60 time-saving game rounds are performed (see Figure 7(G)). If the result of the second special symbol judgment is a jackpot before the 60 time-saving game rounds are completed, that jackpot will always be a "10R probability variation" (see Figure 7(H)), and after the jackpot game ends, the game will basically be controlled in the probability variation game state. On the other hand, if the result of the second special symbol judgment is not a jackpot by the end of the 60 rounds of shortened play, that is, if all 60 results of the second special symbol judgment (or first special symbol judgment) are losses, the game state will return from shortened play state to normal play state when the 60th round of shortened play ends (see Figure 7(I)).

[0133] [About the variable animations] In the gaming machine 1 of this embodiment, various effects are displayed on the display screen 70 as the first special symbol (or second special symbol) is displayed in a variable state and then stopped. Here, we will explain the variable effects that are displayed on the display screen 70 in conjunction with the variable display of the first special symbol during normal gameplay.

[0134] In the gaming machine 1, during normal gameplay, when a game ball enters the first start port 21 and the first special symbol judgment is performed, the first special symbol is displayed in a variable manner on the first special symbol display unit 41, and then the first special symbol indicating the judgment result of the first special symbol judgment is displayed in a stopped manner. The display screen 70 is provided with a performance symbol display area 73 (see Figure 2) where a performance symbol that notifies the judgment result of the first special symbol judgment is displayed during normal gameplay. On the display screen 70, a variable performance is performed, including the variable display of the performance symbol, in conjunction with the variable display of the first special symbol (see Figure 2). Then, when the first special symbol is displayed in a variable manner for a variable time corresponding to the variable pattern selected when the first special symbol judgment was performed, the first special symbol is displayed in a stopped manner, and the performance symbol indicating the judgment result of the first special symbol judgment is displayed in a stopped manner.

[0135] During the display of these changing symbols, a so-called "reach" effect may occur. Specifically, in the display area 73 of the display screen 70, for example, a portion of the symbol rows of the symbols, in which the numbers 1 to 9 are written vertically in a continuous sequence from bottom to top, are displayed horizontally in three columns. When the changing display of the first special symbol begins, these symbol rows are displayed in a scrolling manner from top to bottom. In contrast, when a reach effect occurs, before all the symbols are displayed to stop, for example, the symbols in the left column (left symbols) and the symbols in the right column (right symbols) are pseudo-stopped sequentially or simultaneously, without stopping completely. Figure 2 illustrates a state in which three symbols are pseudo-stopped as the left symbols, and three symbols are pseudo-stopped as the right symbols, while the middle column of symbols continues to scroll. In addition, a pseudo-stop is a type of animation where the symbols are swayed in place without moving them much. In the following explanation, the term "pseudo-stop" may be used to distinguish it from a true stop (sometimes simply called a "stop display"), which completely freezes the symbols.

[0136] When the same special effect symbols appear to stop on the active payline as the left and right symbols, a reach is established, and a reach animation is performed that makes the player expect three identical special effect symbols to line up. In this reach animation, with the reach symbols (left and right symbols) appearing to stop, the special effect symbols (middle symbols) that make up the middle row of symbols are scrolled slowly so that the player can identify them, and finally, the win or loss is announced by stopping a middle symbol that is the same as the reach symbols, or a middle symbol that is different from the reach symbols, on the active payline.

[0137] While a detailed explanation will be omitted, these reach-out sequences utilize other display objects such as characters and items in addition to the symbols used in the sequence. Furthermore, in the following explanation, the sequences that occur before a reach is achieved in a spinning sequence where a reach-out sequence is performed may be referred to as "pre-reach sequences."

[0138] The types of reach animations will be explained in detail later, but if the result of the first special symbol judgment is "miss," three animation symbols indicating a reach miss (for example, "323") will pseudo-stop to notify the player of the miss, and these three animation symbols will then actually stop as the miss symbol is displayed as the first special symbol. On the other hand, if no reach animation is performed, three animation symbols indicating a scattered combination (for example, "629") will pseudo-stop to notify the player of the miss, and these three animation symbols will then actually stop as the miss symbol is displayed as the first special symbol. In this way, if it is determined that a jackpot game will not be played, a miss notification animation is performed in which three animation symbols indicating a reach miss or scattered combination will pseudo-stop before actually stopping to notify the player of the miss (that a jackpot game will not be played).

[0139] If this losing notification animation is executed, the jackpot game will not be played. If the right to determine the first special symbol is reserved, the first special symbol and the animation symbols will be displayed for a predetermined confirmation time (for example, 0.5 seconds) before the reserved determination of the first special symbol is performed, and the next display of the first special symbol corresponding to this determination will begin.

[0140] On the other hand, if the result of the first special symbol judgment is "jackpot," a reach animation is usually performed while the first special symbol is being displayed, and three special symbols showing matching numbers (for example, "333") are pseudo-stopped to announce the jackpot. Then, as the jackpot symbol is displayed as the first special symbol, these three special symbols actually stop. In this way, if it is determined that a jackpot game will be played, a win notification animation is performed in which the three special symbols are pseudo-stopped in a manner indicating a jackpot, and then actually stopped to announce the jackpot (that a jackpot game will be played). When this win notification animation is performed, the jackpot game is played.

[0141] [Screen configuration of display screen 70] Figure 2 illustrates the screen configuration of the display screen 70 in normal gameplay. When the game is controlled in normal gameplay, a hold icon display area 71, the icon display area 72, and the performance symbol display area 73 are formed on the display screen 70, as illustrated in Figure 2. The performance symbol display area 73 is a display area in which the left symbol constituting the left column of symbols, the middle symbol constituting the middle column of symbols, and the right symbol constituting the right column of symbols are displayed, as described above.

[0142] <Hold icon display area 71> The hold icon display area 71 is a display area where a hold icon is displayed to indicate that the first special symbol judgment is pending. In the gaming machine 1, if a game ball enters the first start port 21 in a situation where the special symbol judgment and the special symbol fluctuation display cannot be started immediately, such as when the special symbol fluctuation display is in progress or during a jackpot game, the right to judge the first special symbol is pending up to a predetermined number (four in this embodiment).

[0143] Thus, when the right to determine the first special symbol is reserved, the number of reserved icons in the reserved icon display area 71 is the same as the number of reserved first special symbol determinations indicated by the first special symbol reserved indicator 44. Figure 2 shows an example where two reserved icons are displayed in the reserved icon display area 71 to indicate that the number of reserved first special symbol determinations is "2".

[0144] Furthermore, if a reserve icon is displayed in the reserve icon display area 71 while a highly reliable reach animation, such as the SPSP reach described later, is being performed, it not only limits the display area used for the reach animation, but the display of the reserve icon may also reduce the excitement of the reach animation. For this reason, in the gaming machine 1 of this embodiment, the display objects (in this embodiment, the base of the reserve icon) and the reserve icon that make up the reserve icon display area 71 are displayed during normal reaches and SP reaches, while as the reach animation progresses from a normal reach or SP reach to an SPSP reach, the display objects and the reserve icon that make up the reserve icon display area 71 are removed from the display screen 70, and after the SPSP reach ends, the display objects and the reserve icon that make up the reserve icon display area 71 are displayed again.

[0145] Furthermore, when the game is controlled in the normal game state, the game ball will not enter the second start port 22 in principle. For this reason, in the normal game state, the right to judge the second special symbol is not reserved in principle, and the reserved icon related to the judgment of the second special symbol is not displayed on the display screen 70, nor is a display area for displaying this reserved icon formed.

[0146] <Icon display area 72> The icon display area 72 is a display area that displays the icon as a variation suggestion image that indicates that the first special symbol is being displayed in a variation state. The icon is displayed in the icon display area 72 when the variation state of the first special symbol begins, and is removed from the icon display area 72 when, for example, the first special symbol is displayed in a stopped state. However, the timing of the removal of the icon is not limited to this, and the icon may be removed while the variation state of the first special symbol is being displayed, for example, when the SPSP reach develops or in the middle of the SPSP reach, as described later.

[0147] Incidentally, if a game ball enters the first start opening 21 while the special symbol variation display is not being performed and the right to determine the special symbol is not reserved, the icon will be displayed in the icon display area 72 as the variation display of the first special symbol begins. On the other hand, if a reserved icon is displayed in the reserved icon display area 71, and the variation display of the symbol corresponding to the icon displayed in the icon display area 72 ends, the first special symbol determination corresponding to the earliest reserved icon displayed in the reserved icon display area 71 (the reserved icon displayed in the position closest to the icon display area 72) will be performed. Then, as the variation display of the first special symbol begins in response to the execution of this first special symbol determination, the earliest reserved icon will shift from the reserved icon display area 71 to the icon display area 72 and be displayed as the new icon. In this way, the reserved icon that has shifted to the icon display area 72 (in this case, the icon) will be displayed larger than when it was displayed in the reserved icon display area 71 (see Figure 2). Therefore, it is possible to make the player pay more attention to the icon displayed in the icon display area 72 than to the hold icon displayed in the hold icon display area 71.

[0148] Furthermore, if a different hold icon from the first hold icon mentioned above is displayed in the hold icon display area 71, as the first hold icon shifts to the icon display area 72, the other hold icons in the hold icon display area 71 will shift toward the icon display area 72. As is clear from the above explanation, in the gaming machine 1, the icon corresponding to the hold icon that was displayed in the hold icon display area 71 may be displayed in the icon display area 72. Therefore, in the following explanation, when there is no distinction between the hold icon and the icon in question, they may be collectively referred to simply as "icons."

[0149] (Regarding the icon change animation) By the way, the hold icon is usually displayed as a white hold icon (the default hold icon). However, when a hold icon is displayed in the hold icon display area 71, an icon change animation may occur in which the color of the hold icon changes. When this icon change animation occurs, the white hold icon changes to a hold icon of a color that suggests the probability of a big win, such as blue, green, or red. The colors that suggest the probability of a big win, as exemplified here, are listed in order from the lowest probability of a big win to the highest probability of a big win. Red is more likely to be selected when the result of the first special symbol judgment corresponding to that red hold icon is a "big win," or when it is a "miss" but the special symbol's variation time is set to a relatively long time. Green is more likely to be selected when it is a "big win," or when it is a "miss" but the special symbol's variation time is set to a medium time. Blue is more likely to be selected when it is a "miss," or when it is a "miss" and the special symbol's variation time is set to a relatively short time. In this embodiment, the probability of hitting the jackpot is set to approximately 1% for white hold icons, approximately 3% for blue hold icons, approximately 15% for green hold icons, and approximately 45% for red hold icons.

[0150] In this explanation, we have described an example where an icon change effect occurs in which the display color of a hold icon changes only once when it is displayed in the hold icon display area 71. However, in the gaming machine 1 of this embodiment, other icon change effects may also occur. That is, for example, when a white hold icon is displayed in the hold icon display area 71, it may change to a blue hold icon, and then to a green hold icon, so an icon change effect may occur in which the display color of a single hold icon changes multiple times. In addition, when a white hold icon that has shifted from the hold icon display area 71 to the icon display area 72 is displayed as that icon, an icon change effect may occur in which its display color changes.

[0151] In addition, there are cases where the display color of the icon changes in both the hold icon display area 71 and the icon display area 72, such as when the display color of the hold icon displayed in the hold icon display area 71 changes, and then the display color of that hold icon changes when it shifts to the icon display area 72 and is displayed as that icon. There are also cases where the hold icon is displayed in a color other than white from the beginning (for example, blue), or where the display color of a hold icon whose initial color is other than white is changed.

[0152] As described above, the gaming machine 1 of this embodiment displays reserved information on the display screen 70 indicating that the right to determine a special symbol is reserved, and the display manner of the reserved information can be changed. In the following description, reserved icons that are displayed in a color other than white, or such icons, may be referred to as "special icons" to distinguish them from normal reserved icons that are displayed in white, or such icons.

[0153] [Variations on display control of pending information] The display control of the pending information is not limited to the example given in this embodiment, but may also be as follows. That is, in this embodiment, for the sake of explanation, the display colors of the icons (pending icon and the icon in question) are described as being four colors: white, blue, green, and red. However, in other embodiments, other colors may be available, such as gold, which suggests an even higher probability of a jackpot than red, or rainbow colors, which are selected only when a "jackpot" is achieved.

[0154] Furthermore, in this embodiment, the example described is an icon change effect that changes the display color of an icon (such as a hold icon or the icon itself). However, the icon change effect is not limited to the effect exemplified in this embodiment, as long as it changes the display manner of the icon. It may also be an icon change effect that changes the shape or size of the icon, or an icon change effect that changes the display color in addition to the shape or size of the icon, etc.

[0155] Furthermore, in this embodiment, we will describe a case in which, in addition to an icon change animation targeting the hold icon displayed in the hold icon display area 71, an icon change animation targeting the same icon displayed in the icon display area 72 can be performed. However, in other embodiments, a configuration may be adopted in which only the former icon change animation can be performed without providing the icon display area 72 (without displaying the icon).

[0156] Furthermore, in this embodiment, a case is described as one in which a hold icon as hold information is displayed on the display screen 70 and the display color of the hold icon is changed. In contrast, in other embodiments, for example, four color LEDs whose emission color can be changed may be provided, and the same number of LEDs as the number of holds in the first special symbol judgment may be lit, and the display manner of the hold information may be changed by changing the emission color of any of the LEDs.

[0157] [Flow of the effects accompanying the display of the first special symbol] Figure 8 is an explanatory diagram illustrating the flow of various effects, such as reach effects. When the first special symbol judgment is performed in the normal game state, the first special symbol is displayed in a variable state and then stopped to show the result of the first special symbol judgment. In response to this, on the display screen 70, as the variable display of the first special symbol begins, the scrolling display of the three symbol rows in the effect symbol display area 73 begins (see Figure 8(A)).

[0158] Here, if the result of the first special symbol judgment is "miss," for example, different performance symbols may pseudo-stop on the active line as the left and right symbols, and a non-reach performance (see Figure 8(B)) may be performed in which only the middle row of symbols is scrolled in this non-reach manner. When this non-reach performance (a variation performance that does not include a reach performance) is performed, three performance symbols indicating scattered symbols will pseudo-stop at the end of the variation display of the first special symbol, and a miss notification performance (see Figure 8(C)) will be performed in which these three performance symbols will actually stop as the losing symbol is displayed as the first special symbol.

[0159] On the other hand, if the result of the first special symbol judgment is a "jackpot," or if it is a "miss" but it is decided to perform a reach-enabled animation (a variation animation including a reach animation), a pre-reach animation (see Figure 8(D)) is performed during the variation display of the first special symbol, for example, by pseudo-stopping a predetermined left symbol on the active line of the animation symbol display area 73, and then moving the right symbol, which is the same animation symbol as the left symbol, onto the active line. When the same left and right symbols pseudo-stop on the active line, a reach is established (see Figure 8(E)). When a reach is established in this way, a predetermined reach animation is performed that makes the player expect the middle symbol, which is the same animation symbol as the reach symbols (left and right symbols), to stop on the active line and result in a matching symbol.

[0160] In this embodiment, three types of reach sequences are provided that can be executed in conjunction with the display of the first special symbol: a normal reach, an SP reach, and an SPSP reach (see Figure 8).

[0161] Normal reach (see Figure 8(F)) is a reach animation with a relatively low probability of winning the jackpot (for example, probability of winning the jackpot: approximately 2%). When a reach is established, a normal reach is performed first, and during the normal reach, the scrolling speed of the middle row of symbols, which was displayed at high speed between the two reach symbols (left symbol and right symbol), gradually decreases.

[0162] Here, if the result of the first special symbol judgment is "miss," and for example, if variation pattern E (see Figure 9(B)) with a variation time of 30 seconds is selected at the start of the variation display of the first special symbol, a middle symbol different from the reach symbol will be pseudo-stopped on the active line to display the effect symbols for a reach miss (for example, "434"), and a miss notification effect (see Figure 8(G)) will be performed in which these effect symbols will be actually stopped.

[0163] On the other hand, if the result of the first special symbol judgment is "jackpot," and for example, if variation pattern A (see Figure 9(A)) with a variation time of 30 seconds is selected at the start of the variation display of the first special symbol, a winning notification effect (see Figure 8(G)) is performed in which the same middle symbol as the reach symbol is pseudo-stopped on the active line to display a matching number (for example, "444"), and these effect symbols are then actually stopped.

[0164] Furthermore, if a variation pattern with a relatively long variation time for the first special symbol is selected, in a normal reach, no win notification or loss notification animation will be performed. Instead, the middle symbol, which is the same animation symbol as the reach symbol, will pass over the active line, and then the scrolling speed of the middle row of symbols will increase, leading to an SP reach (see Figure 8(H)) or an SPSP reach (see Figure 8(I)).

[0165] Although not shown in the diagram, when the game progresses to a high-reliability reach sequence such as an SP reach or SPSP reach (which has a higher probability of winning than a normal reach), the left symbol, which was previously stopped in a pseudo-state, shrinks and moves to the upper left position on the display screen 70, while the right symbol, which was previously stopped in a pseudo-state, shrinks and moves to the upper right position on the display screen 70. These left and right symbols then pseudo-stop at their new positions, and the middle row of symbols remains hidden until the end of the high-reliability reach sequence (see, for example, Figures 11(A) to (H)). The display objects and hold icons that form the hold icon display area 71 also become hidden (see, for example, Figures 11(C) to (H)). As a result, it becomes possible to perform the high-reliability reach sequence in a display area wider than the performance symbol display area 73, thereby improving the entertainment value of the high-reliability reach sequence.

[0166] SP Reach and SPSP Reach are structured as battle sequences where your character fights an enemy character. SP Reach represents the first half of the battle, and SPSP Reach represents the second half. The enemy character fought is the same in both the first and second halves of the battle. For example, if a battle sequence against enemy character A takes place in an SP Reach (first half of the battle), and then progresses to an SPSP Reach (second half of the battle), the battle sequence against enemy character A will also take place in the SPSP Reach.

[0167] When comparing these SP Reach and SPSP Reach, SPSP Reach (for example, jackpot reliability: approximately 35%) has a higher jackpot reliability than SP Reach (for example, jackpot reliability: approximately 15%), and when it develops to SPSP Reach, the jackpot notification animation is more likely to be executed compared to when it only develops to SP Reach.

[0168] In game machine 1, a normal reach (see Figure 8(F)) can progress to an SP reach in the first half of the battle (see Figure 8(H)), and in this SP reach, a win notification or loss notification animation as shown in Figure 8(G) may occur. In addition, there are cases where a normal reach progresses to an SPSP reach via an SP reach (see Figures 8(F), (H), and (I)), and cases where a normal reach progresses directly to an SPSP reach without going through an SP reach (see Figures 8(F) and (I)). In these cases, a win notification or loss notification animation will occur towards the end of this SPSP reach (see Figures 8(I) and (G)).

[0169] In the gaming machine 1 of this embodiment, a rapid-fire button press prompting animation (see Figure 8(N)) may be executed at the end of the SP Reach illustrated in Figure 8(H), prompting the player to repeatedly press the first performance button 35. When this rapid-fire button press prompting animation is executed, the result may be that the SP Reach does not develop into an SPSP Reach and a losing notification animation is executed (see Figures 8(N) and (G)), or that the SP Reach develops into an SPSP Reach (see Figures 8(H), (N), and (I)). A series of animations including this rapid-fire button press prompting animation will be described in detail later based on Figures 16 to 19.

[0170] Furthermore, in the gaming machine 1 of this embodiment, during the execution of the pre-reach animation (see Figure 8(D)) which is performed when a reach has not been established by the performance symbols, a reach establishment prompting animation (see Figure 8(J)) may be performed to make the player expect a reach to be established. When this reach establishment prompting animation is performed, a single-press prompting animation (see Figure 8(K)) is then performed to prompt the player to press the first performance button 35, and depending on the player's operation of the first performance button 35, a reach establishment success animation (see Figure 8(M)) or a reach establishment failure animation (see Figure 8(L)) is performed.

[0171] If the reach formation success animation is executed here, the game will proceed directly to the SPSP reach without going through the normal reach or SP reach (see Figures 8(M) and (I)). On the other hand, if the reach formation failure animation is executed, the game will proceed directly to the loss notification animation without the reach being formed (see Figures 8(L) and (C)). These sequences of animations, including the reach formation prompting animation and the single-press prompt animation, will be described in detail later based on Figures 13 to 15.

[0172] The types of reach animations and their development shown in Figure 8 are merely examples, and other types of reach animations and their development may also be used.

[0173] [Selection table for variation patterns used in normal gameplay] Next, with reference to Figure 9, we will explain the process of selecting the variation pattern of special symbols in the normal game state. Here, Figure 9 is an explanatory diagram for explaining the variation pattern selection table used in the process of selecting the variation pattern of special symbols in the normal game state.

[0174] The main ROM 82 stores the following variable pattern selection tables, which are referenced when selecting the variable pattern of the special symbol (in this case, the first special symbol) during normal gameplay: a variable pattern selection table for big wins (see Figure 9(A)), a variable pattern selection table for missed reach (see Figure 9(B)), and a variable pattern selection table for no reach misses (see Figure 9(C)). The variable pattern selection table for big wins is referenced to select the variable pattern of the first special symbol when the result of the first special symbol judgment during normal gameplay is a "big win". The variable pattern selection table for missed reach is referenced to select the variable pattern of the first special symbol when the result of the first special symbol judgment during normal gameplay is a "miss", and it is decided to perform a reach-enabled animation (based on the reach random number). The table for selecting the variation pattern for non-reach misses is a table that is referenced to select the variation pattern for the first special symbol when the result of the first special symbol judgment in the normal game state is "miss" and it is decided to perform a non-reach animation (based on the reach random number).

[0175] (Selection table for jackpot variation patterns) In the jackpot variation pattern selection table (see Figure 9(A)), the variation patterns of the first special symbol are associated with random values ​​that are compared with the variation pattern random numbers. For the sake of explanation, Figure 9 also shows, in addition to the variation patterns and the number of random values ​​associated with each variation pattern, the variation time of the first special symbol, the type of variation effect pattern selected by the sub-CPU 91 for each variation pattern, the specific effect content of the variation effect pattern (and some of the effect patterns for the pre-announcement effect), the range of possible values ​​for the variation pattern random numbers, and the percentage of each variation pattern that is selected.

[0176] When the main CPU 81 determines to execute a jackpot game based on a jackpot random number obtained in response to a game ball entering the first start opening 21 during normal gameplay, it selects a variation pattern for the first special symbol by reading a variation pattern from the jackpot variation pattern selection table (see Figure 9(A)) that has the same random value as the variation pattern random number obtained along with the jackpot random number.

[0177] As illustrated in Figures 9(A) and (B), the range of possible values ​​for the random number used to select the variation pattern of the first special symbol is set to "0" to "99" in this embodiment. In the variation pattern selection table for big wins, as illustrated in Figure 9(A), two random values ​​are associated with variation pattern A, fifteen random values ​​are associated with variation pattern B, twenty-two random values ​​are associated with variation pattern C, twenty-six random values ​​are associated with variation pattern D, and thirty-five random values ​​are associated with variation pattern E.

[0178] Therefore, if the result of the first special symbol judgment is "jackpot", there is a 2% (=2 / 100×100) chance that variation pattern A will be selected, a 15% (=15 / 100×100) chance that variation pattern B will be selected, a 22% (=22 / 100×100) chance that variation pattern C will be selected, a 26% (=26 / 100×100) chance that variation pattern D will be selected, and a 35% (=35 / 100×100) chance that variation pattern E will be selected. For example, if variation pattern A is selected, the sub-CPU 91 will select variation animation pattern A, and a variation animation will be performed that shows a jackpot notification in a normal reach. Also, for example, if variation pattern C is selected, the sub-CPU 91 will select variation animation pattern C, and after the reach establishment prompt animation (see Figure 8(J)), the reach establishment success animation (see Figure 8(M)) will be executed, and then a variation animation will be performed that shows a jackpot notification in the SPSP reach that develops directly afterwards. Furthermore, if, for example, variation pattern D is selected, the sub-CPU 91 will select variation performance pattern E, and a variation performance will be performed in which a winning notification is displayed during an SPSP reach that develops from a normal reach through an SP reach.

[0179] (Selection table for variation patterns when a reach fails) If the main CPU 81 determines in the first special symbol determination that a jackpot game will not be executed, it decides whether or not to perform a reach animation based on the reach random number obtained together with the jackpot random number, symbol random number, and variation pattern random number. Specifically, it decides whether to select one of the variation patterns that will result in a reach animation (see Figure 9(B)) or one of the variation patterns that will not result in a reach animation (see Figure 9(C)). If it decides to perform a reach animation, it refers to the variation pattern selection table for reach failures and selects the variation pattern for the first special symbol.

[0180] In the variable pattern selection table for missed reach (see Figure 9(B)), the variable patterns of the first special symbol are associated with random values ​​that are compared with the variable pattern random numbers. In the normal game state, if the main CPU 81 determines that it will not execute a jackpot game based on the jackpot random number obtained when a game ball enters the first start opening 21, and decides to perform a reach-enabled animation based on the reach random number obtained together with the jackpot random number, it selects the variable pattern of the first special symbol by reading a variable pattern from the variable pattern selection table for missed reach (see Figure 9(B)) that is associated with the same random value as the variable pattern random number obtained together with these random numbers.

[0181] In the selection table for variation patterns for failed reach, as illustrated in Figure 9(B), 30 random values ​​are associated with variation pattern F, 25 random values ​​are associated with variation pattern G, 20 random values ​​are associated with variation pattern H, 15 random values ​​are associated with variation pattern I, and 10 random values ​​are associated with variation pattern J.

[0182] Therefore, if the result of the first special symbol judgment is "miss" and it is decided to perform a reach-inducing animation, there is a 30% (=30 / 100×100) chance that variation pattern F will be selected, a 25% (=25 / 100×100) chance that variation pattern G will be selected, a 20% (=20 / 100×100) chance that variation pattern H will be selected, a 15% (=15 / 100×100) chance that variation pattern I will be selected, and a 10% (=10 / 100×100) chance that variation pattern J will be selected. For example, if variation pattern G is selected, the sub-CPU 91 will select variation animation pattern G, and a variation animation will be performed that shows a miss notification animation in an SP reach that has developed from a normal reach. Furthermore, if, for example, variation pattern H is selected, the sub-CPU 91 will select variation animation pattern H, and a variation animation will be performed in which a reach establishment prompting animation (see Figure 8(J)) is followed by a reach establishment success animation (see Figure 8(M)), and then a loss notification animation will be performed in the SPSP reach that develops directly afterwards. Furthermore, if, for example, variation pattern J is selected, the sub-CPU 91 will select variation animation pattern J, and a variation animation will be performed in which a loss notification animation will be performed in the SPSP reach that develops from a normal reach via an SP reach.

[0183] (Selection table for variation patterns for losing without a reach) If the main CPU 81 determines that it will not perform a jackpot game based on the jackpot random number, and decides to perform a no-reach animation based on the reach random number obtained along with the jackpot random number, it refers to the no-reach miss animation pattern selection table and selects the animation pattern for the first special symbol.

[0184] In the selection table for variation patterns for misses without a reach (see Figure 9(C)), the variation patterns of the special symbols are associated with the number of reserved symbols for the first special symbol judgment when the variation display of the first special symbol begins.

[0185] The main CPU 81 selects either variation pattern K or variation pattern L, where the variation time for the first special symbol is 13 seconds, if the number of pending judgments for the first special symbol becomes "0" or "1" when the variation display of the first special symbol begins. Here, the choice between variation pattern K and variation pattern L can be determined by, for example, storing the random values ​​associated with each of these variation patterns in the main ROM 82 and deciding which variation pattern to select based on which variation pattern the acquired reach random number matches the random value associated with that pattern. Also, if the number of pending judgments for the first special symbol becomes "2", the main CPU 81 selects variation pattern M, where the variation time for the first special symbol is 8 seconds. Furthermore, if the number of pending judgments for the first special symbol reaches the upper limit of "4" during the variation display of the first special symbol, and the number of pending judgments for the first special symbol becomes "3" when the variation display of the first special symbol begins, the main CPU 81 selects variation pattern N, where the variation time for the first special symbol is 4 seconds.

[0186] Thus, in the gaming machine 1 of this embodiment, if it is determined that a jackpot game will not be performed and it is decided that a no-reach performance will be performed, if the number of reserved rights for the first special symbol judgment is relatively large, a variation pattern of the first special symbol with a relatively short variation time is selected so that new reserved rights for the first special symbol judgment can be accumulated in response to new game balls entering the first start port 21. On the other hand, if the number of reserved rights is relatively small, a variation pattern of the first special symbol with a relatively long variation time is selected to prevent the game from stopping due to the first special symbol and performance symbols ceasing to change.

[0187] For example, if variation pattern L is selected, the sub-CPU 91 will select variation animation pattern L, and a variation animation will be performed in which a reach establishment prompting animation (see Figure 8(J)) is followed by a reach establishment failure animation (see Figure 8(L)), and then a loss notification animation (see Figure 8(C)) is performed without a reach being established.

[0188] From the explanation of the two variation pattern selection tables illustrated in Figures 9(A) and (B), the following can be said: When the result of the first special symbol judgment is "jackpot," there is a tendency for a variation pattern with a long variation time to be selected, and conversely, a variation pattern with a short variation time to be selected (see Figure 9(A)). Also, when the result of the first special symbol judgment is "miss" and a reach animation is performed, there is a tendency for a variation pattern with a long variation time to be selected, and conversely, a variation pattern with a short variation time to be selected (see Figure 9(B)).

[0189] From these observations, it can be said that the longer the first special symbol's reel spin time, the more likely a win notification animation is to be performed, and conversely, the shorter the first special symbol's reel spin time, the more likely a loss notification animation is to be performed. In other words, when a reach animation takes a relatively long time to perform, such as progressing from a normal reach to an SP reach and then to an SPSP reach, a win notification animation is more likely to be performed, while when the time required for a reach animation that only involves a normal reach is relatively short, a loss notification animation is more likely to be performed. That is to say, rather than the win or loss being announced during a normal reach animation, it can be said that the reliability of a big win is higher when a normal reach progresses to an SP reach or SPSP reach, or when a normal reach progresses to an SP reach (or directly to an SPSP reach without going through an SP reach).

[0190] [Regarding pre-determination processing] In the gaming machine 1 of this embodiment, if the right to determine the first special symbol is reserved, a pre-determination process may be performed to determine whether or not to execute a jackpot game before the first special symbol determination is made for that right. Specifically, the main CPU 81 acquires a jackpot random number in response to a game ball entering the first start port 21, and based on the acquired jackpot random number, performs a similar jackpot determination process prior to the jackpot determination process in the first special symbol determination that is performed when the variation display of the first special symbol begins (see step S308 in Figure 38), and determines in advance whether or not it will be determined to be a "jackpot" when the first special symbol determination is performed. In addition, based on the variation pattern random number acquired together with the jackpot random number, the same process as the variation pattern selection process described above (see step S309 in Figure 38) is performed based on Figures 9(A) and (B), and determines in advance which variation pattern will be selected when the first special symbol determination is performed.

[0191] In this manner, when the main CPU 81 performs a pre-determination process in response to the right to determine the first special symbol being reserved, it sends a reserved command to the sub-control board 90 that includes pre-determination information indicating the result of the pre-determination. In response, the sub-CPU 91 decides whether or not to execute the icon change animation described above based on the pre-determination information included in the reserved command. If it decides to execute the icon change animation, it decides what kind of change pattern to use to change the display manner (in this embodiment, the color of the icon) of the icon (reserved icon or the icon in question), and causes the image and sound control board 100 to execute the icon change animation based on the result of that decision.

[0192] [Specific examples of effects that are performed during normal gameplay] Next, we will explain specific examples of effects in normal gameplay, referring to Figures 10 and 11. Figures 10 and 11 are screen diagrams illustrating effects in normal gameplay. Here, we will explain the effects that are executed when variation pattern D (see Figure 9(A)), which is the variation pattern of the first special symbol in normal gameplay and results in a win notification effect in an SPSP reach that develops from a normal reach, is selected. Furthermore, here we will explain using as an example the case in which four types of notification effects—the first notification, the second notification, the third notification, and the fourth notification—are executed as notification effects (different from reach effects) that foreshadow the possibility of a big win (i.e., the possibility of a win notification effect) occurring while the variation of the first special symbol is displayed in normal gameplay, prior to the execution of the win notification effect (or loss notification effect).

[0193] Figure 10(A) illustrates a state in the display screen 70 where, with one hold icon (for example, a red hold icon) displayed in the hold icon display area 71, the losing symbol is displayed as the first special symbol to indicate that the result of the first special symbol judgment corresponding to the icon displayed in the icon display area 72 is a "miss." At the same time, the symbol showing the scattered numbers "526" is displayed. In this way, after a predetermined confirmation time (0.5 seconds in this embodiment) has elapsed since the losing symbol was displayed as the first special symbol, the first special symbol judgment corresponding to the earliest hold icon displayed in the hold icon display area 71 (in this case, a red hold icon) is performed. If the result of this first special symbol judgment is a "jackpot," and variation pattern D is selected as the variation pattern of the first special symbol, the following effect is performed.

[0194] That is, in response to the execution of the first special symbol determination corresponding to the first hold icon, as the variable display of the first special symbol is started, the first hold icon displayed in the hold icon display area 71 shifts to the icon display area 72, and the scroll display of the three symbol columns is started (see FIGS. 10(A) and (B)). When a predetermined time elapses after the start of the scroll display of the three symbol columns, a first notice may be executed (see FIG. 10(C)). For example, as the first notice, a step-up notice that gradually changes the display mode of the production image (first notice production image) related to the step-up notice displayed in the central area of the display screen 70 and outputs the production sound related to the step-up notice from the speaker 38 is executed.

[0195] Following the above first notice, a pseudo consecutive production may be executed (see FIG. 10(D)). Here, the pseudo consecutive production is a production that makes it appear as if the production symbols displayed in the production symbol display area 73 are variably displayed a plurality of times during the variable display of one special symbol (here, the first special symbol). Regarding this pseudo consecutive production, the following production display is performed.

[0196] That is, the scroll speed of the symbol column on the left decreases and the left symbol (for example, 6 symbols) pseudo stops. Subsequently, the scroll speed of the symbol column on the right decreases and the right symbol (for example, 4 symbols, different from the left symbol that pseudo stopped earlier) pseudo stops. Then, the scroll speed of the symbol column in the middle decreases, and the 7 symbols as the middle symbol notifying the execution of the pseudo consecutive production pseudo stop (see FIG. 10(D)).

[0197] In this way, after different production symbols as the left symbol and the right symbol pseudo stop, when the 7 symbols pseudo stop in the middle column, the variable production of the second pseudo consecutive production following the first pseudo consecutive production variable production is started. Specifically, after the character "×2" suggesting the start of the second pseudo consecutive production variable production is largely displayed in the central area of the display screen 70, this character "×2" is small displayed in the upper left area of the display screen 70, and accordingly, the scroll display of the three symbol columns in the production symbol display area 73 is restarted (see FIGS. 10(D) and (E)).

[0198] When this pseudo-second consecutive variation effect is being performed, as a second notice, for example, a dialogue notice is executed. Specifically, as illustrated in FIG. 10(F), a production image (second notice production image) representing a predetermined character uttering a dialogue is displayed in the central region of the display screen 70, and a production sound (e.g., the voice of the character) related to the dialogue notice is output from the speaker 38.

[0199] As described above, when a dialogue notice is executed as the second notice during the pseudo-second consecutive variation effect, the second pseudo-consecutive effect during the current variation display of the first special symbol is executed (see FIG. 10(G)). Specifically, as illustrated in FIG. 10(G), the scroll speed of the symbol column in the left column decreases and the left symbol (e.g., the 2 symbol) pseudo-stops, and then the scroll speed of the symbol column in the right column decreases and the right symbol (e.g., the 5 symbol) pseudo-stops, and thereafter, the scroll speed of the symbol column in the middle column decreases and the 7 symbol as the middle symbol pseudo-stops.

[0200] When the second pseudo-consecutive effect during the variation display of the first special symbol is executed, a pseudo-third consecutive variation effect following the pseudo-second consecutive variation effect is started. Specifically, after the character "×3" indicating the start of the pseudo-third consecutive variation effect is largely displayed in the central region of the display screen 70, this character "×3" is then small displayed in the upper left region of the display screen 70, and accordingly, the scroll display of the three symbol columns in the production symbol display area 73 is restarted (see FIGS. 10(G) and (H)).

[0201] And when a predetermined time elapses after the pseudo-third consecutive variation effect is started in this way, the scroll speed of the symbol column in the left column decreases and the left symbol (e.g., the 3 symbol) pseudo-stops, and then the scroll speed of the symbol column in the right column decreases and the right symbol (the same as the left symbol, here the 3 symbol) pseudo-stops and a reach is established (see FIG. 10(I)).

[0202] In this explanation, we have used the example of a "pre-reach pseudo-consecutive display" where the scrolling display of each symbol row is resumed before a reach is achieved. However, there are also cases where a "post-reach pseudo-consecutive display" is performed, where the scrolling display of each symbol row is resumed after a reach is achieved.

[0203] As described above, when the same symbols appear to stop as the left and right symbols, resulting in a reach, a normal reach is performed (see Figure 11(A)). Specifically, after a reach is achieved, the scrolling speed of the middle row of symbols gradually decreases, and a visual effect is displayed showing the middle symbols (in this case, the middle 3 symbols) that are the same as the reach symbols (in this case, the left 3 symbols and the right 3 symbols) approaching the valid line defined by the reach symbols.

[0204] When a normal reach progresses to an SPSP reach, the following animation is displayed. Specifically, while the middle row of symbols is scrolling, the same middle symbol (in this case, the 3 symbol) as the reach symbol passes over the active line, and consequently, the scrolling speed of the middle row of symbols increases, making it difficult to identify the middle symbol, and an animation is displayed that suggests the progress will be to an SPSP reach (see Figure 11(B)). Specifically, as illustrated in Figure 11(B), the left 3 symbols shrink as they move to the upper left area of ​​the display screen 70, rotating 1 clockwise with the scrolling direction as the axis before moving to the upper left area, and simultaneously, the right 3 symbols shrink as they move to the upper right area of ​​the display screen 70, rotating 1 clockwise with the scrolling direction as the axis before moving to the upper right area. Subsequently, until the end of the variation display of the first special symbol, the three symbols on the left are displayed as pseudo-stops in the upper left area, and the three symbols on the right are displayed as pseudo-stops in the upper right area (see Figures 11(C)~(H)).

[0205] Next, when a development effect (see Fig. 11(B)) suggesting the development to SPSP reach as described above is performed, a fade-out effect is performed to make the player expect the occurrence of the above-described third notice (see Fig. 11(D)) (see Fig. 11(C)). Specifically, until a predetermined time (for example, 3 seconds) elapses after the development effect is performed, as illustrated in Fig. 11(C), only the reach symbol (here, the left three symbols and the right three symbols) and the icon are superimposed on the black background image, and other effect images are made non-displayed for an effect display.

[0206] Following this fade-out effect, as a third notice, for example, a group notice may be performed (see Fig. 11(D)). Specifically, as illustrated in Fig. 11(D), an effect display representing a state where a number of characters are moving from the right to the left on the display screen 70 is performed.

[0207] Note that such a third notice is not necessarily executed if a fade-out effect is performed. There are cases where the SPSP reach starts after the third notice is executed following the fade-out effect, and cases where the SPSP reach starts without the third notice being executed following the fade-out effect. The former case has a higher jackpot reliability compared to the latter case.

[0208]

[0209] Thus, when the SPSP reach starts, an SPSP reach effect image, which is an effect image related to the SPSP reach, is displayed on the display screen 70 (see Fig. 11(E)). Thereby, for example, an effect display representing a state where the player's character and the enemy character are engaged in an attack and defense is performed. Then, when approaching the end stage of the SPSP reach, a first effect button operation promotion effect for prompting the player to operate the first effect button 35 is performed (see Fig. 11(F)). Specifically, a first effect button image imitating the first effect button 35 and an effective period gauge indicating the remaining time of the effective period during which the operation of the first effect button 35 is valid are displayed. In this first performance button operation promotion performance, when the first performance button 35 is operated during its validity period, or when the validity period ends without the first performance button 35 being operated, a fourth pre-announcement is performed, for example, by superimposing a predetermined cut-in image onto the performance image (other than the reach symbol) displayed on the display screen 70 (see Figure 11(G)). This cut-in is a performance that indicates the likelihood of a big win, and there are cases where a green cut-in is superimposed with a green cut-in image, a red cut-in is superimposed with a red cut-in image, and a gold cut-in is superimposed with a gold cut-in image. If these cut-ins are arranged in order from the lowest to the highest likelihood of a big win, the order is green cut-in, red cut-in, and gold cut-in.

[0210] When a cut-in occurs and the SPSP reach reaches its final stages, a second-stage button operation prompting animation is performed to encourage the player to operate the second-stage button 36 (see Figure 11(H)). Specifically, as illustrated in Figure 11(H), during the effective period of the second-stage button operation prompting animation, an image of the second-stage button 36, the words "Press!" indicating the operation of the second-stage button 36, and an effective period gauge showing the remaining time are displayed.

[0211] If the second performance button 36 is pressed during the effective period of this second performance button operation promotion performance, a winning notification performance will be performed in which three performance symbols indicating matching numbers are pseudo-stopped before being permanently stopped as an operation-response performance corresponding to that operation (see Figure 11(I)).

[0212] In this case, since variation pattern D (see Figure 9(A)) is selected when the variation display of the first special symbol begins, a win notification effect is performed as an action response to the user's input. However, if, for example, any of variation patterns H to J shown in Figure 9(B) is selected as the variation pattern of the first special symbol, a loss notification effect is performed as an action response to the user's input, in which three effect symbols indicating a missed reach are pseudo-stopped before being actually stopped.

[0213] [Regarding the special effects that occur during jackpot gameplay] As described above, if the result of the first special symbol judgment in the normal game state is "jackpot", one of the jackpot symbols X1 to X2 (see Figure 6(B)) will be stopped and displayed on the first special symbol display 41. Accordingly, three performance symbols showing repeating numbers, such as "222", will be stopped on the display screen 70. Here, in the game machine 1 of this embodiment, the repeating numbers "777" and "333" are performance symbols that definitively notify that the game will be controlled in a probability variation game state after the jackpot game ends. In some cases when a 3R probability variation is selected as the type of jackpot related to the first special symbol judgment (when the jackpot symbol X1 is stopped and displayed), one of these repeating numbers will be stopped on the display screen 70 as a performance symbol that notifies a probability variation jackpot.

[0214] Thus, when the jackpot symbol X1 stops and the three special symbols indicating either "777" or "333", which definitively announce a probability variation jackpot, stop, a jackpot game including a long-opening round game is executed, as described above based on Figure 6(B), in which the second jackpot opening 28 and the V-entry opening 287 are opened for an extended period. For this reason, during this long-opening round game, a launch-prompt animation (see Figures 12(B) and (C)) is executed as an in-round animation to encourage the player to launch the game balls aiming for the V-entry opening 287. When a game ball passes through the V-entry opening 287 during this long-opening round game, the launch-prompt animation ends and a V-entry notification animation (see Figure 12(D)) is executed to announce that the game ball has entered the V-entry opening.

[0215] On one hand, as the type of jackpot related to the first special symbol determination, when 3R sure change is selected, a part of it, and when 3R normal (refer to Fig. 6(B)) is selected, any one of the seven types of symbol combinations of "111", "222", "444", "555", "666", "888", and "999" (excluding the symbol combinations of "777" and "333") will come to a stop on the display screen 70. Here, when the three performance symbols indicating the symbol combination of "777" or "333" come to a stop, a sure change confirmation notification performance that definitely notifies that it is a sure change jackpot during the opening period of the jackpot game is carried out. On the other hand, when the three performance symbols indicating any one of the above seven types of symbol combinations come to a stop, during the opening period of the jackpot game, for example, an operation promotion performance that prompts the player to operate the first performance button 35 is carried out, and according to the operation of the first performance button 35, a success performance (a performance that notifies that it is a sure change jackpot) or a failure performance (a performance that notifies that it is a normal jackpot) is carried out. Specifically, when the type of jackpot is 3R sure change, a success performance is executed according to the operation of the first performance button 35, and when the type of jackpot is 3R normal, a failure performance is executed according to the operation of the first performance button 35.

[0216] In this way, when the above-mentioned sure change confirmation notification performance or (success performance according to the operation of the first performance button 35) is executed during the opening period of the jackpot game (when winning the 3R sure change), a three-round long opening round game including a long opening round game in which the second big winning port 28 and the V winning port 287 are opened for a long time is executed. This three-round long opening round game is as described above based on Fig. 6(B) and the like. On the other hand, when the above-mentioned failure performance is executed during the opening period of the jackpot game (when winning the 3R normal), as described above based on Fig. 6(B), a one-round round game in which the second big winning port 28 is opened briefly and two long opening round games in which the first big winning port 26 is opened for a long time are executed.

[0217] <When V winning is notified> Figure 12 is a screen diagram showing an example of the presentation when a V-win is announced during a jackpot game. When the result of the first special symbol judgment in the normal game state is "jackpot", and the jackpot symbol X1 (see Figure 6(B)) indicating a 3R probability variation is stopped and displayed on the first special symbol display 41, three performance symbols indicating, for example, "777" may stop on the display screen 70. In this case, the following presentation will be performed during the jackpot game related to the 3R probability variation.

[0218] First, during the opening period of a jackpot game related to a 3R probability variation, a predetermined opening sequence is performed (see Figure 12(A)). Specifically, as illustrated in Figure 12(A), the words "RUSH Bonus," which announce the type of jackpot, are displayed in the central area of ​​the display screen 70, and the words "Right Shot" and a right-pointing arrow, which prompt the player to shoot to the right, are displayed in the upper right area of ​​the display screen 70. The words "RUSH Bonus" definitively announce that the game will be controlled in a probability variation state after the jackpot game ends, and the sequence that displays the words "RUSH Bonus" functions as the aforementioned probability variation confirmation sequence.

[0219] Following the opening period of the jackpot game related to the 3R probability variation, in which such an opening performance takes place, the first round of the game is a long-opening round game in which the second large prize slot 28 and the V prize slot 287 are kept open for an extended period, and predetermined in-round performances are executed (see Figures 12(B) and (C)). Specifically, as illustrated in Figures 12(B) and (C), three arrows pointing to the V prize slot 287 (with the words "Shoot Right") and the large words "Aim for V" are displayed on the display screen 70, and a shooting promotion performance is executed in which the voice "Aim for V" is output from the speaker 38. In addition, the three "777" performance symbols that stopped before the start of this jackpot game are displayed in small size in the upper left area of ​​the display screen 70.

[0220] In the first round of the game, a shooting promotion feature is implemented to encourage the player to shoot game balls towards the V-prize opening 287. As described above, the second large prize opening 28 is opened for an extended period, and 1.5 seconds after the second large prize opening 28 begins to open, the V-prize opening 287 also begins to open for an extended period. This extended opening of the V-prize opening 287 continues until the 10th game ball enters the second large prize opening 28, or until the opening time of the V-prize opening 287 reaches 10 seconds. Therefore, as long as the player shoots to the right in accordance with the shooting promotion feature, it is possible to easily get game balls into the V-prize opening 287. In this embodiment, the shooting promotion feature is explained as starting at the beginning of the first round of the game, but in other embodiments, the shooting promotion feature may start in the middle of the opening period or from the beginning of the opening period.

[0221] Next, when a game ball passes through the V-entry slot 287 during the first round of gameplay, a predetermined V-entry notification animation is performed to indicate that the game ball has entered the V-entry slot (see Figure 12(D)). Specifically, for example, an animation is displayed showing two characters happily holding up a star-shaped emblem containing the letter "V," and a predetermined V-entry notification sound is output from speaker 38.

[0222] In this way, when a V winning notification effect that notifies that the game ball has won a V prize during the first-round game is executed, a predetermined interval period is entered. During the subsequent second-round game (the long-opening game of the first big winning port 26), the above star emblem is displayed small in the lower left area of the display screen 70 (see Fig. 12(E)). Although not shown in Fig. 12, in the third-round game, the same effect as during the second-round game is performed. Then, when it enters the ending period of the jackpot game following the third-round game, in order to notify that the production in the production mode named "Explosive Speed RUSH" that definitely notifies that it is in the "probability variable game state" is started, the characters "Explosive Speed RUSH Invasion!" are displayed large in the central area of the display screen 70, and at the same time, the voice of "Explosive Speed RUSH Invasion!" is output from the speaker 38.

[0223] In the gaming machine 1 of this embodiment, when the game is controlled in the probability variable game state after the jackpot game ends, first, the production of Explosive Speed RUSH is executed. From the middle of the probability variable game state, the production of Fierce Battle RUSH, which is different from Explosive Speed RUSH, is executed. However, these production modes and the productions executed in each production mode will be described in detail later based on the drawings after Fig. 20.

[0224] [Regarding the effects after the reach establishment exciting effect] Next, referring to Figs. 13 to 15, the effects after the reach establishment exciting effect (an example of the first effect) will be described. Here, Fig. 13 is a screen diagram illustrating the reach establishment exciting effect and the reach establishment success effect (an example of the second effect). Fig. 14 is a screen diagram illustrating the reach establishment exciting effect and the reach establishment failure effect. Fig. 15 is a time chart illustrating the flow of the effect when the reach establishment exciting effect is executed.

[0225] As described above with reference to Figure 8, in the gaming machine 1 of this embodiment, when the first special symbol is being displayed in a normal game state and a pre-reach performance (see Figure 8(D)) is being performed, a reach-establishment prompting performance (see Figure 8(J)) may be executed to make the player expect a reach to be established. When this reach-establishment prompting performance is executed, a single-press promotion performance (see Figure 8(K)) is executed following the reach-establishment prompting performance (prompting the player to press the first performance button 35 once), and in response to the single press of the first performance button 35 performed in response to this single-press promotion performance, a reach-establishment success performance (see Figure 8(M)) or a reach-establishment failure performance (see Figure 8(L)) is executed. In other words, depending on the operation (single press) of the first performance button 35 during the effective period related to the single-press promotion performance, there are cases in which a reach-establishment success performance is executed without a reach-establishment failure performance being executed, and cases in which a reach-establishment failure performance is executed without a reach-establishment success performance being executed.

[0226] <Specific examples of animations that build anticipation for a reach and animations that show a successful reach> Here, first, while referring to FIG. 13, a specific example of a series of effects when the effects proceed in the order of reach establishment encouragement effect, single-press promotion effect, and reach establishment success effect will be described. In FIG. 13(A), with two hold icons (for example, a red hold icon and a white hold icon) displayed in the hold icon display area 71, in order to notify that the determination result of the first special symbol determination corresponding to the icon displayed in the icon display area 72 is "loss", as the losing symbol is stopped and displayed as the first special symbol, a state where an effect symbol showing a "157" scatter pattern is stopped and displayed is illustrated. Thus, when a predetermined confirmation time (in this embodiment, 0.5 seconds) elapses after the losing symbol is stopped and displayed as the first special symbol, the first special symbol determination corresponding to the earliest hold icon (here, the red hold icon) displayed in the hold icon display area 71 is executed. And when the determination result of this first special symbol determination is "big win" and variation pattern C (see FIG. 9(A)) is selected as the variation pattern of the first special symbol, or when the determination result of the first special symbol determination is "loss" and variation pattern H (see FIG. 9(B)) is selected as the variation pattern of the first special symbol, the following effects may be performed.

[0227] That is, when the first special symbol determination corresponding to the earliest hold icon (here, the red hold icon) is executed and variation pattern C (or variation pattern H) is selected, in accordance with the execution of this first special symbol determination, as the variation display of the first special symbol is started, the red hold icon shifts from the hold icon display area 71 to the icon display area 72, and at the same time, the scroll display of the three symbol columns is started (see FIGS. 13(A) and (B)). Note that FIG. 13(B) illustrates the state immediately after the number of hold icons displayed in the hold icon display area 71 changes from two to one with the start of the symbol variation corresponding to the red hold icon.

[0228] Thus, once a predetermined amount of time has elapsed since the symbol change corresponding to the red hold icon began, a reach-establishment prompting animation (see Figure 8(J)) is initiated (see Figure 13(C)). In this embodiment, this reach-establishment prompting animation consists of a character dialogue animation (see Figure 13(C)) and a reach symbol appearance animation that follows the character dialogue animation (see Figure 13(D)).

[0229] In the character dialogue sequence, as illustrated in Figure 13(C), a predetermined character appears on the display screen 70, and an image is displayed on the display screen 70 showing the character uttering the line, "A big chance if a reach is achieved!?". Along with this, audio with the same content as the line is output from the speaker 35. This character dialogue sequence is performed before the symbols that could become reach symbols are displayed in a visible manner, and in this embodiment, it is performed while the scrolling display of the three symbol rows continues (see Figure 13(C)).

[0230] In the reach symbol appearance animation, as illustrated in Figure 13(D), an animation is displayed showing one animation symbol constituting the left column of symbols (in this case, the left 3 symbols) and one animation symbol constituting the right column of symbols (in this case, the right 3 symbols) slowly descending simultaneously. When the two common animation symbols descend to their predetermined positions through the reach symbol appearance animation, the single-press prompt animation begins (see Figure 13(E)). This single-press prompt animation is performed during the valid period in which the operation of the first animation button 35 is valid. In this single-press prompt animation, an image of the first animation button 35 is displayed, along with the words "Press!" indicating the operation to be performed on the first animation button 35, and a validity period gauge indicating the remaining time during which the operation of the first animation button 35 is valid.

[0231] If the player operates the first performance button 35 during the valid period related to this single-press promotion performance, the valid period ends and the reach success performance (see Figure 8(M)) is executed (see Figure 13(F)). This reach success performance is a performance that notifies that a reach has been successfully achieved, and in this embodiment, as illustrated in Figure 13(F), the two performance symbols (here, the left 3 symbols and the right 3 symbols) that had descended to a predetermined position are further lowered to the valid line and made to pseudo-stop on the valid line, and a linear image extending across these performance symbols is displayed, and further, an image is displayed showing the character that appeared in the character dialogue performance saying the line "You did it!!".

[0232] This successful reach animation is performed when the first animation button 35 is operated during the validity period of the single-press promotion animation, or when the validity period of the single-press promotion animation ends without the first animation button 35 being operated.

[0233] When the reach is successfully established in this manner, the development and blackout sequences are executed as described above based on Figures 11(B) and (C) (see Figures 13(G) and (H)), and the game proceeds directly to an SPSP reach without going through a normal reach or SP reach (see Figure 13(I)). Figures 13(G) to (I) illustrate how the game proceeds directly to an SPSP reach via the development sequence and blackout sequence, but as illustrated in Figures 11(B) to (E), there are also sequences that proceed directly to an SPSP reach via the development sequence, blackout sequence, and group announcement.

[0234] Regarding the effects after the SPSP reach, they are as described above based on Figures 11(E) to (I), so a detailed explanation is omitted here. Here, referring to Figure 13, we have explained the case in which the sequence of effects proceeds in the order of reach establishment prompting effect, single press promotion effect, reach establishment success effect, and SPSP reach while the first special symbol corresponding to the red reserve icon is displayed in rotation. However, there are also cases where the sequence of effects proceeds while the first special symbol corresponding to the default white reserve icon is displayed in rotation, or while the first special symbol corresponding to a special icon other than red is displayed in rotation.

[0235] Furthermore, in this embodiment, the explanation will be given using the example of a case where the reach-establishment prompting effect consists of character dialogue effects and reach symbol appearance effects as exemplified in Figures 13(C) and (D). However, other effects may be used for the reach-establishment prompting effect as long as they can make the player anticipate that a reach will be established. For example, the character dialogue effect may be omitted, and the reach symbol appearance effect may be executed as the reach-establishment prompting effect.

[0236] <Specific examples of animations that build anticipation for a winning combination and animations that show a failed winning combination> Next, referring to Figure 14, we will explain a specific example of a series of animations that proceed in the order of a reach formation prompting animation, a single-press prompting animation, and a reach formation failure animation. If the result of the first special symbol judgment performed during normal gameplay is "miss" and variation pattern L (see Figure 9(C)) is selected as the variation pattern for the first special symbol, the following animation will be performed when the first special symbol is displayed in variation pattern L.

[0237] When the first special symbol is displayed in variation pattern L, a reach-establishment prompting effect consisting of character dialogue and reach symbol appearance is performed, as described above based on Figures 13(C) and (D) (see Figures 14(A) and (B)). Figure 14(A) illustrates a situation where one hold icon is displayed in the hold icon display area 71, and the three symbol rows corresponding to that icon (in this case, the white icon) displayed in the icon display area 72 are scrolling, while the same character dialogue effect as in Figure 13(C) is performed. Figure 14(B) illustrates a situation where one effect symbol constituting the left column of symbols (in this case, the left 4 symbols) and one effect symbol constituting the right column of symbols (in this case, the right 4 symbols) are descending slowly at the same time, as the same reach symbol appearance effect as described above based on Figure 13(D).

[0238] When two common symbols appear in this reach symbol appearance animation and descend to a predetermined position, a single-press promotion animation similar to the single-press promotion animation exemplified in Figure 13(E) is initiated (see Figure 14(C)). If the player operates the first animation button 35 during the effective period of this single-press promotion animation, a reach formation failure animation (see Figure 8(L)) is executed (see Figures 14(D) to (G)). This reach formation failure animation is an animation that notifies the player that they have failed to form a reach. In the reach formation failure animation in this embodiment, first, the left symbol (here, the left 4 symbols) of the two symbols that had descended to a predetermined position (here, the left 4 symbols and the right 4 symbols) descends further to the effective line and pseudo-stops on the effective line, but a sliding animation occurs in which the right symbol (here, the right 4 symbols) passes over the effective line and the scrolling display of the right column of symbols resumes (see Figure 14(D)). Then, the right symbol (in this case, the right 5 symbol), which represents a number "1" greater than the left symbol that is pseudo-stopped on the active line, descends, and an animation is displayed showing the right symbol pseudo-stopping on the active line (see Figures 14(E) and (F)). At the same time, an animation is displayed showing the character who appeared in the character dialogue animation (see Figure 14(A)) saying a line such as "Too bad..."

[0239] In this way, when the left symbol and the right symbol, which represents a number "1" greater than the left symbol, pseudo-stop on the active line, a visual effect is displayed showing the middle symbol, which represents the same number as the right symbol, descending (see Figure 14(G)). Then, towards the end of the first special symbol, the left symbol, the middle symbol, which represents a number "1" greater than the left symbol, and the right symbol, which also represents a number "1" greater than the left symbol, pseudo-stop, and as the losing symbol is displayed as the first special symbol, a losing notification effect is executed in which these three visual symbols actually stop (see Figures 8(C) and 14(H)~(I)).

[0240] The above-mentioned failed reach animation is executed when the first animation button 35 is operated during the validity period of the single-press promotion animation, or when the validity period of the single-press promotion animation ends without the first animation button 35 being operated.

[0241] Up to this point, with reference to Figures 13 and 14, we have explained specific examples of the sequence of events when a reach formation prompting animation (and a single-press prompting animation) is followed by a reach formation success animation (or reach formation failure animation). The reach formation prompting animation is an animation that can trigger the execution of the SPSP reach, which is a reach animation with high reliability. Therefore, by executing the reach formation prompting animation, it is possible to effectively increase the player's expectation of a big win.

[0242] Furthermore, in the gaming machine 1 of this embodiment, the following configuration is adopted in relation to the display of icons (hold icons and the icons in question). Specifically, in the gaming machine 1 of this embodiment, a reach animation may or may not be performed when the first special symbol corresponding to a white or blue icon is displayed in a variation state. On the other hand, a reach animation is always performed when the first special symbol corresponding to a green or red icon, which has a higher probability of winning a jackpot, is displayed in a variation state. And, as described above, if a reach establishment success animation is performed after a reach establishment prompt animation, it will proceed directly to an SPSP reach without going through a normal reach or SP reach.

[0243] In the gaming machine 1 of this embodiment, since such a configuration is adopted, for example, by performing a reach-establishment prompting animation when the green icon (or red icon) is displayed, the player can be made aware at that point that it will develop into an SPSP reach, and it is possible to effectively increase the player's expectation of a big win at an even earlier stage than when the reach-establishment success animation is performed. Furthermore, even when the reach-establishment prompting animation is performed when the white icon (or blue icon) is displayed, it may then directly develop into an SPSP reach, so it is possible to create a sense of surprise for players who were not expecting a big win based on the display color of the icon, and as a result, a high level of performance effect can be obtained.

[0244] <Playback Control of Performance Sound When Reach Success Inciting Performance is Executed> Next, while referring to FIG. 15, the playback control of the performance sound when the reach success inciting performance is executed will be described. Here, FIG. 15 is a time chart illustrating the flow of the performance when the reach success inciting performance is executed. FIG. 15(A) illustrates the flow of the performance when the reach success failure performance is executed after the reach success inciting performance, and FIG. 15(B) illustrates the flow of the performance when the reach success success performance is executed after the reach success inciting performance.

[0245] In the gaming machine 1 of the present embodiment, along with the start of the variable display of the first special symbol in the normal gaming state, the sub CPU 91 transmits a variable performance start command for instructing the start of the variable performance in the variable performance pattern set in the process of step S163 (see FIG. 49) and the execution of the preview performance in the preview performance pattern set in the process of step S164 (see FIG. 49) to the image and sound control board 100 (and the lamp control board 120). On the other hand, the image and sound control CPU 101 of the image and sound control board 100 instructs the VDP 104 to execute the process of displaying the image data stored in the CGROM 105 on the image display device 7 based on the received variable performance start command, and instructs the audio DSP 107 to execute the process of outputting the audio data stored in the audio ROM 108 from the speaker 38. As a result, the variable performance (and the preview performance) in the performance pattern set by the sub CPU 91 is realized using the image display device 7, the speaker 38, etc.

[0246] ] (When the reach success failure performance is executed) As described above, when the first special symbol is variably displayed in the variable pattern L (see FIG. 9(C)) in the normal game state, the reach establishment encouragement effect (see FIG. 8(J)), the single-push promotion effect (see FIG. 8(K)), the reach establishment failure effect (see FIG. 8(L)), and the losing notification effect (see FIG. 8(C)) may proceed in this order. Specific examples of these series of effects are as described above based on FIG. 14. During the variable display of the first special symbol in which these series of effects are performed, the following effect sounds are reproduced using the speaker 38.

[0247] That is, as illustrated in FIG. 15(A), from the start of the variable display of the first special symbol in the variable pattern L until the start of the character voice effect (see FIG. 14(A)) that constitutes the reach establishment encouragement effect, a predetermined variable effect sound is reproduced. And during the execution period of the character voice effect as the reach establishment encouragement effect and the reach symbol appearance effect (see FIG. 14(B)) on the display screen 70, a predetermined exclusive song for the encouragement effect that enhances the player's expectation for reach establishment is reproduced (see FIG. 15(A)). This exclusive song for the encouragement effect is an exclusive song for the reach establishment encouragement effect that is reproduced only during the execution period of the reach establishment encouragement effect, and the reproduction of the exclusive song for the encouragement effect ends with the start of the effective period related to the single-push promotion effect (see FIG. 14(C)), and during this effective period, it becomes a silent period in which no effect sound is reproduced.

[0248] Thus, by the character voice effect and the reach symbol appearance effect, and the reproduction of the exclusive song for the encouragement effect, after enhancing the player's expectation for reach establishment, it transitions to the above-mentioned silent period, so the player can expect reach establishment and concentrate on operating the first effect button 35.

[0249] The validity period (and silent period) related to the single-press promotion effect ends when the first effect button 35 is operated during the validity period, or when the predetermined time from the start to the end of the validity period has elapsed without the first effect button 35 being operated during the validity period. As the validity period related to the single-press promotion effect ends, a reach failure effect (see Figures 14(D)~(G)) is performed on the display screen 70. During the execution period of this reach failure effect, a predetermined failure effect-specific song is played to effectively notify that a reach has not been achieved (see Figure 15(A)). Then, as the miss notification effect following the reach failure effect begins, the playback of the failure effect-specific song ends and the playback of a predetermined variation effect sound begins.

[0250] Here, the music specifically for the failure sequence is a song that is played only during the execution period of the failed reach sequence. The playback of the music specifically for the failure sequence begins when the validity period related to the single-press promotion sequence (see Figure 14(C)) ends and ends when the miss notification sequence begins.

[0251] (If the animation for successfully achieving a winning combination is played) As described above, when the first special symbol is displayed in variation pattern C (see Figure 9(A)) or variation pattern H (see Figure 9(B)) during normal gameplay, the following effects may occur in order: reach establishment prompting effect (see Figure 8(J)), single-press encouragement effect (see Figure 8(K)), reach establishment success effect (see Figure 8(M)), and SPSP reach (see Figure 8(I)). Specific examples of these effects are as described above based on Figure 13. During the variation display of the first special symbol in which these effects occur, the following sound effects are played using speaker 38.

[0252] In other words, as illustrated in Figure 15(B), a predetermined variation sound is played from the time the variation display of the first special symbol in variation pattern C (or variation pattern H) begins until the character dialogue sequence that constitutes the reach-establishment prompt sequence (see Figure 13(C)) begins. During the execution period of the character dialogue sequence and the reach symbol appearance sequence as reach-establishment prompt sequences on the display screen 70 (see Figure 13(D)), a predetermined prompt sequence-specific song is played, as described above based on Figure 15(A) (see Figure 15(B)). The playback of this prompt sequence-specific song ends with the start of the effective period related to the single-press promotion sequence (see Figure 13(E)), and during this effective period, there is a silent period in which no sound is played.

[0253] The flow of the effects and the control of the sound playback until the effective period for this single-press promotion effect ends are the same as described above based on Figure 15(A). However, if variation pattern C (or variation pattern H) is selected, a successful reach effect (see Figure 13(F)) is performed on the display screen 70 when the effective period for the single-press promotion effect ends. During the execution period of this successful reach effect, a predetermined song specifically for the success effect is played to effectively notify that a reach has been successfully achieved (see Figure 15(B)). Then, during the period when the development effect (and blackout effect) is executed following the successful reach effect, there is a silent period, similar to the effective period for the single-press promotion effect. After that, if it develops into an SPSP reach, the playback of the SPSP-specific song begins (see Figure 15(B)).

[0254] Here, the song dedicated to the success animation is a song specifically for the success animation that is played only during the execution period of the successful reach animation. The playback of the song dedicated to the success animation begins when the validity period related to the single-press promotion animation (see Figure 13(E)) ends and ends when the development animation begins (see Figure 15(B)).

[0255] (Regarding audio data) The sound ROM 108 (see Figure 5) stores SPSP direct development sound data and failure sound data as sound data for playing dedicated music corresponding to the reach establishment prompting effect, the reach establishment success effect, and the reach establishment failure effect, respectively. Here, the SPSP direct development sound data is sound data for playing dedicated music for the prompting effect and dedicated music for the success effect, and in this embodiment, it is configured to have a prompting part and a success part (see Figures 15(A) and (B)). On the other hand, the failure sound data is sound data for playing dedicated music for the failure effect, and in this embodiment, it is configured to have a failure part (see Figure 15(A)).

[0256] As illustrated in Figure 15(B), when a reach-establishment prompting prompt is followed by a reach-establishment success prompt, the sound DSP 107 reads the SPSP direct development sound data from the sound ROM 108 into the SDRAM 109 and performs data processing based on instructions from the image sound control CPU 101. During the execution period of the reach-establishment prompting prompt, the prompting part of the processed SPSP direct development sound data is output to the speaker 38 via the amplifier 110. During the execution period of the single-press promotion prompt, the output of the processed SPSP direct development sound data is interrupted, and with the start of the reach-establishment success prompt, the output of the SPSP direct development sound data is resumed from the success part of the processed SPSP direct development sound data. As a result, during the execution period of the reach-establishment prompting prompt, the prompting part is output, playing a song specifically for the prompting prompt, and during the execution period of the reach-establishment success prompt, the success part is output, playing a song specifically for the success prompt (see Figure 15(B)).

[0257] On the other hand, as illustrated in Figure 15(A), when a reach-establishment-teasing

[0258] (Regarding the musical style) Furthermore, the music played during the build-up animation for a reach is a first-style piece of music designed to heighten the player's anticipation of a reach (see Figures 15(A) and (B)). In contrast, the music played during the successful reach animation, which may occur after the build-up animation, is a second-style piece of music with a different melody from the first, designed to effectively announce the successful reach (see Figure 15(B)).

[0259] In this embodiment of the gaming machine 1, the playback of a song specifically for the build-up effect and the playback of a song specifically for the success effect are both realized by a single sound data called SPSP direct development sound data (see Figure 15(B)). For this reason, the SPSP direct development sound data is configured as sound data for playing a song with a first musical style in the build-up part, and as sound data for playing a song with a second musical style in the success part. In other words, when the build-up part and the success part are output consecutively, the SPSP direct development sound data is configured so that the musical style of the song being played changes midway through at the start of the success part's output.

[0260] Furthermore, in the gaming machine 1 of this embodiment, the playback of a song specifically for failure sequences is realized by failure sound data (see Figure 15(A)), and this failure sound data is configured as sound data for playing a song with a third musical style that is different from both the first and second musical styles.

[0261] Thus, in this embodiment, the melodies of the music used for the build-up effect, the music used for the success effect, and the music used for the failure effect are all different from each other. Therefore, when a successful reach (or unsuccessful reach) effect is performed after a build-up effect for a reach, it is easy to determine which effect is being performed based on the melodies of the music output from speaker 38. The synergistic effect between the successful reach (or unsuccessful reach) effect being performed on the display screen 70 and the music output from speaker 38 makes it possible to obtain a high level of performance effect.

[0262] (Regarding gaming machine 1 that can perform animations to build anticipation for a reach or animations to show when a reach is achieved) Up to this point, we have described the effects such as the reach formation prompting effect, the reach formation success effect, and the reach formation failure effect that are performed in the gaming machine 1 of this embodiment. However, such a gaming machine 1 can be understood as the following type of gaming machine.

[0263] A determination means (for example, the main CPU 81 that executes the jackpot determination process in step S308 of Figure 38, which will be described later: see Figure 5) that determines whether or not to execute a special game that is advantageous to the player (for example, a jackpot game), If the determination means determines that the special game should be executed, the special game execution means (for example, the main CPU 81 that executes the opening and closing control process of the big prize slot in step S6 of Figure 35) executes the special game, It includes a performance control means (for example, a sub-CPU 91: see Figure 5) for controlling the performance, The aforementioned performance control means is Based on the result of the aforementioned determination (for example, the result of the determination of the first special symbol in the normal game state), a first performance (for example, a reach-establishment prompting performance: see Figures 13(C)~(D), 14(A)~(B), and 15) and a second performance that may be performed after the first performance (for example, a reach-establishment success performance: see Figures 13(F) and 15) can be executed. During the execution of the first and second effects, predetermined effect music (for example, the music specifically for the hype effect and the music specifically for the success effect, as exemplified in Figure 15(B)) that is not output when these effects are not being performed is played. The aforementioned performance control means is A gaming machine characterized by controlling the playback of the performance music such that a performance music of a first musical style is played during the execution of the first performance, and a performance music of a second musical style different from the first musical style is played during the execution of the second performance (see Figure 15(B)).

[0264] According to this gaming machine, during the execution of the first and second performance sequences, predetermined performance music is played that is not output when these sequences are not being performed. Different performance music with different musical styles (for example, a music track specifically for the build-up sequence and a music track specifically for the success sequence) is played during the execution of the first and second performance sequences (see, for example, Figure 15(B)). As a result, players can easily recognize that the first or second performance sequence is in progress based on the music being played, and can easily determine which of the two sequences is being performed based on the musical style of the music being played. This makes it easy to prevent problems such as players not noticing that the sequence has transitioned from the first to the second, and the synergistic effect of the execution of the first and second performance sequences and the playback of the performance music makes it possible to achieve a high level of performance effect.

[0265] (Other configurations related to the animations that build anticipation for a reach, the animation for a successful reach, and the animation for a failed reach) The following configuration may be adopted for the animations that build anticipation for a reach, the animation that shows a successful reach, and the animation that shows a failed reach.

[0266] In other words, in this embodiment, a single-press prompting animation is performed to encourage the player to press the first animation button 35 once during the period from the end of the reach formation prompting animation until the start of the reach formation success animation (or reach formation failure animation), and the reach formation success animation (or reach formation failure animation) is performed in response to the single presses of the first animation button 35 during the effective period of this single-press prompting animation. In contrast, in other embodiments, instead of a single-press prompting animation that encourages the player to press the first animation button 35 once, for example, a rapid-press prompting animation that encourages the player to press the first animation button 35 repeatedly may be performed, and the reach formation success animation (or reach formation failure animation) may be performed on the condition that the number of operations of the first animation button 35 during the effective period of this rapid-press prompting animation reaches a predetermined number of times. Furthermore, for example, a configuration may be adopted in which a long-press prompting animation is performed to encourage the player to long-press the first animation button 35, and a reach success animation (or reach failure animation) is performed on the condition that the operation time of the first animation button 35 during the effective period related to this long-press prompting animation reaches a predetermined time.

[0267] Furthermore, the operating means operated by the player in response to the single-press prompting effect in this embodiment (see Figure 15) and the rapid-press prompting effect in the other embodiments described above is not limited to the first effect button 35, but may also be the second effect button 36. That is, following the reach establishment prompting effect, a single-press prompting effect (or rapid-press prompting effect) may be executed to prompt the player to press (or repeatedly press) the second effect button 36, and a reach establishment success effect (or reach establishment failure effect) may be executed in response to the single-press (or intermittent operation: rapid-press) of the second effect button 36 during the effective period related to the single-press prompting effect (or rapid-press prompting effect).

[0268] Furthermore, it is also possible to adopt a configuration in which, following the reach formation prompting animation, a first single-press prompting animation is performed to encourage the player to press the first animation button 35, and a second single-press prompting animation is performed to encourage the player to press the second animation button 36. Depending on whether the first animation button 35 (or the second animation button 36) is pressed during the validity period of either of these two single-press prompting animations, a reach formation success animation (or reach formation failure animation) is performed.

[0269] When adopting a configuration in which one of these two single-press promotion effects is executed following the reach formation prompt, it is conceivable to also adopt a configuration in which, for example, when the second single-press promotion effect is executed, the reach formation success effect is more likely to be executed (i.e., it is more likely to directly develop into an SPSP reach) compared to when the first single-press promotion effect is executed.

[0270] Furthermore, for example, if a reach formation prompt is followed by a successful reach formation prompt (i.e., it directly develops into an SPSP reach), there may be cases where the first single-press prompt prompt is executed, and cases where the second single-press prompt prompt is executed. On the other hand, if a reach formation prompt is followed by a failed reach formation prompt, the first single-press prompt prompt is always executed, and there may be cases where the second single-press prompt prompt is never executed.

[0271] When this configuration is adopted, if the second single-press prompting animation is executed following the reach formation prompting animation, the reach formation failure animation will not be executed in response to a single press of the first animation button 35, and the reach formation success animation will always be executed. Therefore, when the second single-press prompting animation begins, the player can recognize that the reach formation success animation will be executed later (i.e., that it will directly develop into an SPSP reach), and it is possible to effectively increase the player's expectation of winning a jackpot even before the player takes any action, and to provide the player with a strong motivation to operate the second animation button 36.

[0272] Furthermore, in this embodiment, when a successful reach is achieved, the game proceeds directly to an SPSP reach without going through a normal reach or an SP reach. For this reason, instead of the playback control (see Figure 15(B)) that plays a success-only song different from the SPSP-only song when the successful reach is achieved, other playback controls may be implemented, such as playing a part of the SPSP-only song as the success-only song. When adopting such a configuration of implementing other playback controls, for example, it is conceivable to also adopt a configuration in which playback of the SPSP-only song starts when the successful reach is achieved, playback of the SPSP-only song is interrupted when the successful reach is achieved, and then playback of the SPSP-only song is resumed when the SPSP reach starts.

[0273] Furthermore, in this embodiment, the example is given where the effective period for the single-press promotion effect (see Figures 15(A) and (B)), the execution period for the development effect (see Figure 15(B)), and the execution period for the blackout effect (see Figure 15(B)) are all silent periods. However, at least one of these three periods may be designated as an effect sound playback period during which effect sounds are played. However, if the effective period for the single-press promotion effect is designated as the effect sound playback period, it is preferable to play effect sounds during the effective period that have a different melody from the music dedicated to the hype effect, different melody from the music dedicated to the success effect, and different melody from the music dedicated to the failure effect. Also, if the execution period for the development effect is designated as the effect sound playback period, it is preferable to play effect sounds that have a different melody from the music dedicated to the success effect, and if the execution period for the blackout effect is designated as the effect sound playback period, it is preferable to play effect sounds that have a different melody from the music dedicated to SPSP.

[0274] Furthermore, in this embodiment, when the SPSP direct development sound data exemplified in Figure 15 is played continuously, the SPSP direct development sound data is configured such that the melody changes with the start of the success part. The SPSP direct development sound data is configured such that the playback time required to play the excitement part from beginning to end matches the time from the start to the end of the reach establishment excitement performance. In contrast, in other embodiments, the playback time required to play the excitement part from beginning to end may be made longer than the time from the start to the end of the reach establishment excitement performance, and the music control may be performed such that the playback of the excitement part is interrupted in the middle of the excitement part when the reach establishment excitement performance ends. By performing such music control, it is possible to give the player the feeling that the music dedicated to the excitement performance has been cut off midway without being played to a good stopping point (i.e., the melody of the first melody has been cut off midway), and as a result, it is possible to more effectively notify the start of the single-press promotion performance.

[0275] Furthermore, in this embodiment, as illustrated in Figure 15(A), the playback of a song specifically for hype sequences and a song specifically for failure sequences are explained using two audio data sets, SPSP direct evolution audio data and failure audio data. However, in other embodiments, one audio data set consisting of a hype part and a failure part, as illustrated in Figure 15(A), may be prepared, and this one audio data set may be used to realize the playback of a song specifically for hype sequences and a song specifically for failure sequences.

[0276] Furthermore, in this embodiment, the playback of a song specifically for hype sequences (an example of a "song with a first musical style") and a song specifically for success sequences (an example of a "song with a second musical style") are described using a single audio data called SPSP direct-development audio data. However, in other embodiments, separate audio data may be prepared for playing the song specifically for hype sequences and for playing the song specifically for success sequences, and these audio data may be output individually from the speaker 38.

[0277] Also, in this embodiment, following the reach establishment excitement effect, a single-press promotion effect as an operation promotion effect is executed, and a reach establishment success effect (or a reach establishment failure effect) is executed as an operation corresponding effect according to an operation by the player (a single press of the first effect button 35) as an example. On the other hand, in other embodiments, instead of executing an operation promotion effect after the reach establishment excitement effect, a configuration may be adopted in which a reach establishment success effect (or a reach establishment failure effect) is executed following the reach establishment excitement effect (regardless of the operation by the player).

[0278] Also, in this embodiment, a case where a development effect and a fade-out effect are executed and then the SPSP reach is started when a reach establishment success effect is executed will be described as an example. However, in other embodiments, a configuration may be adopted in which the SPSP reach is started without executing either one or both of these two effects. That is, the SPSP reach may be executed following the reach establishment success effect.

[0279] Also, in this embodiment, a case where the "first effect" is a reach establishment excitement effect and the "second effect" is a reach establishment success effect will be described as an example. However, the "first effect" and the "second effect" are not limited to these effects. For example, when a step effect that can be changed step by step up to any step less than or equal to a predetermined number (for example, "4") with the predetermined number as the upper limit can be executed, the effect of the first step is executed as the "first effect" and the effect of the second step is executed as the "second effect", or a configuration in which the effect of the second step is executed as the "first effect" and the effect of the third step is executed as the "second effect" may also be adopted.

[0280] So far, the configurations that can be adopted in other embodiments and the like have been described in order in relation to the reach establishment excitement effect, the reach establishment success effect, the reach establishment failure effect, etc. Needless to say, it is also possible to adopt a configuration in which these configurations are appropriately combined.

[0281] [Regarding the SP reach preview and the SPSP reach preview] In the gaming machine 1 of this embodiment, during an SP reach (see Figure 8(H)), a battle sequence in which the player's character fights against an enemy character (hereinafter also referred to as the "first half battle sequence") is performed, and different sequences are performed depending on the result of this first half battle sequence. Specifically, if the player's character ultimately wins against the enemy character in the first half battle sequence, a win notification sequence (see Figure 8(G)) is performed at the end of the SP reach, and if the player's character ultimately loses to the enemy character in the first half battle sequence, a loss notification sequence (see Figure 8(G)) is performed at the end of the SP reach.

[0282] Furthermore, in the first half of the battle sequence, a crisis sequence (see Figure 16(A), for example) may be executed, showing the player's character about to be defeated by the enemy character. Following this, a rapid-fire prompt sequence (see Figures 8(N) and 16(C)) may occur, urging the player to repeatedly press the first action button 35. When this rapid-fire prompt sequence occurs, in response to the player's repeated pressing of the first action button 35, either a rescue failure sequence (see Figure 16(F)) showing the player failing to rescue their character, or a rescue success sequence (see Figure 16(E)) showing the player successfully rescuing their character, will be executed. If the rescue failure sequence is executed, the game will not progress to an SPSP reach, and a miss notification sequence will be executed at the end of the SP reach (see Figures 8(N) and (G)). On the other hand, if the rescue success animation is executed, the SP Reach will progress to the SPSP Reach, and the winning notification animation (or losing notification animation) will be executed during the SPSP Reach (see Figures 8(I) and (G)).

[0283] In this way, when the rescue success effect is executed and it develops from the SP reach to the SPSP reach, during the SPSP reach, a battle effect (hereinafter also referred to as the "second half battle effect") is executed in which the self-character revived by the rescue fights again with the same enemy character that appeared during the SP reach. And when the self-character finally wins against the enemy character in the second half battle effect, a winning notification effect (see Fig. 8(G)) (see Fig. 19) is executed at the end of the SPSP reach. Also, when the self-character finally loses to the enemy character in the second half battle effect, a losing notification effect (see Fig. 8(G)) is executed at the end of the SPSP reach.

[0284] Also, in the gaming machine 1 of this embodiment, during the execution of the first half battle effect in the SP reach, a preview effect (preview during the SP reach) using the first hint image (for example, see Fig. 16(E)) is executed. By this preview during the SP reach, it is suggested that there is a possibility that a big win game will be executed, and it is notified whether or not it will develop into the SPSP reach. Also, during the execution of the second half battle effect in the SPSP reach, a preview effect (preview during the SPSP reach) using the above-mentioned first hint image and the second hint image (for example, the weapon possessed by the self-character: see Fig. 19(B)) is executed. By this preview during the SPSP reach, it is suggested that there is a possibility that a big win game will be executed.

[0285] Hereinafter, a specific example of the preview during the SP reach when it does not develop into the SPSP reach will be described while referring to Figs. 16 and 17. Here, Fig. 16 is a screen diagram showing a specific example of the preview during the SP reach that is performed when a losing notification effect is executed in the SP reach, and Fig. 17 is an explanatory diagram for explaining the first hint image displayed during the SP reach.

[0286] <Preview during the SP reach when it does not develop into the SPSP reach> For example, if the result of the first special symbol judgment performed by the main CPU 81 during normal gameplay is "miss," and variation pattern G (see Figure 9(B)) is selected as the variation pattern for the first special symbol, then the series of effects exemplified in Figure 16 may be executed when the first special symbol is displayed in variation pattern G.

[0287] Figure 16(A) illustrates a situation where, during the variation display of the first special symbol in variation pattern G corresponding to the icon (for example, the red icon) displayed in the icon display area 72, a reach with 4 symbols is established, and the first half of the battle sequence is being executed during the SP reach. In the first half of the battle sequence, after a sequence is displayed showing the player character and the enemy character repeatedly attacking and defending, a pinch sequence may be performed, as illustrated in Figure 16(A), showing the player character being attacked by the enemy character (for example, a monster) and about to be defeated. Figure 16(A) shows the player character, having been attacked by the enemy character, dropping their weapon (in this case, a sword) and about to fall.

[0288] When such a crisis sequence occurs, an explanatory sequence is performed before the rapid-fire sequence described later (see Figure 16(B)). This explanatory sequence explains that if the allies succeed in rescuing the player's character, there is a great chance of winning the jackpot. Specifically, it displays a message such as "Gather energy and rescue! A great chance with the appearance of allies!?" on the display screen 70, and outputs an audio message with the same content from speaker 38.

[0289] Once the above explanatory animation is performed, the operation of the first animation button 35 becomes valid for a specified period. During this period, a rapid-fire prompting animation is performed to encourage the player to repeatedly press the first animation button 35. Figure 16(C) shows an example of what happens immediately after the rapid-fire prompting animation begins. The display screen 70 shows an image of the first animation button, which is modeled after the first animation button 35, the words "Rapid Fire!" indicating the operation to be performed on the first animation button 35, and a validity period gauge indicating the remaining time for the rapid-fire prompting animation.

[0290] During the effective period for this rapid-fire button-pressing promotion, if the number of times the first performance button 35 is pressed reaches a predetermined number (for example, "2"), a first suggestion image (first suggestion image in its initial display mode: see Figure 17(A)) showing the white aura surrounding the player's companions, although the companions themselves are not included, is displayed in the center of the display screen 70 (see Figure 16(D)). The first suggestion image suggests that there is a possibility of a jackpot game being played and also has the function of notifying whether or not it will develop into an SPSP reach. The first suggestion image is a performance image whose display mode can change depending on the number of times the first performance button 35 is pressed, and the changes in the display mode of the first suggestion image will be described in detail later based on Figure 17.

[0291] As described above, if variation pattern G (see Figure 9(B)) is selected as the variation pattern for the first special symbol, the following display will be shown. That is, if the SP reach does not develop into an SPSP reach, the display of the first suggestion image will be maintained according to the number of times the first performance button 35 is pressed during the effective period related to the rapid-press promotion effect. Figure 16(E) shows an example of what happens immediately after the effective period related to the rapid-press promotion effect has ended and the performance image related to the rapid-press promotion effect has been erased. If the reach does not develop into an SPSP reach, even if the number of times the first performance button 35 is operated during the effective period related to the rapid-press promotion effect increases, the display of the first suggestion image will not change from the initial display (see Figure 17(A)) (see Figures 16(D) to (E)).

[0292] Thus, if the display mode of the first suggestion image remains in its initial display mode even after the effective period for the rapid-fire promotion effect has ended, a rescue failure effect will be performed, showing that the player's character has failed to be rescued, has fallen completely, and the enemy character has left (see Figure 16(F)). When such a rescue failure effect is performed, at the end of the variation display of the first special symbol, three effect symbols indicating a missed reach (in this case, "454") will pseudo-stop, and as the missed symbol is displayed as the first special symbol, these effect symbols will then actually stop (see Figures 16(G) and (H)).

[0293] <Regarding the display method of the first suggestive image> As illustrated in Figure 17, the display modes of the first suggestion image include an initial display mode (see Figure 17(A)), a first display mode (see Figure 17(B)), a second display mode (see Figure 17(C)), and a third display mode (see Figure 17(D)). Referring to Figure 16, the explanation was given using the case where the display mode of the first suggestion image does not change from the initial display mode as an example. However, in response to the rapid pressing of the first performance button 35 during the effective period related to the rapid-press promotion performance, the display mode of the first suggestion image may change from the initial display mode to other display modes.

[0294] Specifically, the display mode of the first suggestion image may change from the initial display mode to the first display mode, or from the initial display mode to the second display mode via the first display mode, or from the initial display mode to the third display mode via the first and second display modes. Furthermore, the display mode of the first suggestion image may change from the initial display mode to the second display mode without going through the first display mode, or from the initial display mode to the third display mode via the second display mode without going through the first display mode. In addition, the display mode of the first suggestion image may change from the initial display mode to the third display mode after going through the first display mode and without going through the second display mode, or from the initial display mode to the third display mode without going through the first and second display modes.

[0295] In the gaming machine 1 of this embodiment, for each change pattern of the display mode of the first suggestion image, information indicating the number of operations that define the timing of the change in the display mode is stored in the sub-ROM 92. For example, for a change pattern in which the display mode of the first suggestion image changes from the initial display mode to the first display mode, the second display mode, and the third display mode in that order, information indicating the first number of operations (e.g., 5 times), the second number of operations (e.g., 10 times), and the third number of operations (e.g., 15 times) is stored in the sub-ROM 92. In response, the sub-CPU 91 counts the number of times the first performance button 35 is operated during the effective period related to the rapid-fire promotion performance, based on the operation information (operation signal) output from the first performance button detection sensor 96 (see Figure 5). When the counted number of operations reaches the first operation count, the display mode of the first suggestion image is changed from the initial display mode to the first display mode. When the counted number of operations reaches the second operation count, the display mode of the first suggestion image is changed from the first display mode to the second display mode. When the counted number of operations reaches the third operation count, the display mode of the first suggestion image is changed from the second display mode to the third display mode.

[0296] On the other hand, as described above based on Figure 16, when the display mode of the first suggestion image is maintained in its initial display mode, the number of operations described above is not stored, and therefore the display mode of the first suggestion image does not change.

[0297] As described above, in the gaming machine 1 of this embodiment, performance control is performed to change the display mode of the first suggestion image (or to maintain the display mode of the first suggestion image in its initial state) based on the number of times the first performance button 35 is operated during the effective period related to the rapid-fire promotion performance. However, in the case of changing the display mode of the first suggestion image, it is also possible to perform performance control such as performing a performance lottery each time the first performance button 35 is operated to determine whether or not to change the display mode of the first suggestion image, and changing the display mode of the first suggestion image on the condition that the performance lottery is won.

[0298] By performing such production control, even if the change pattern for changing the display mode of the first suggestion image is the same, the display mode of the first suggestion image will change at different timings. Therefore, the way the display mode of the first suggestion image changes becomes rich, and it is possible to effectively improve the interest of the rapid-fire response production for changing the display mode of the first suggestion image.

[0299] Note that the change pattern of the display mode of the first suggestion image is set by the sub CPU 91 based on the determination result of the first special symbol determination by the main CPU 81 at the start of the variable display of the first special symbol for which the SP reach preview is executed. However, when the first production button 35 is not operated during the effective period related to the rapid-fire promotion production, the following production control is performed.

[0300] For example, when a change pattern for changing the display mode of the first suggestion image from the initial display mode to the first display mode, the second display mode, and the third display mode in this order is set, the sub CPU 91 maintains the display mode of the first suggestion image in the initial display mode during the effective period related to the rapid-fire promotion production because the number of operations does not even reach the above-mentioned first operation number. Then, at the timing when this effective period ends, the display mode of the first suggestion image is changed from the initial display mode to the third display mode (without passing through the first display mode and the second display mode).

[0301] In this way, when no operation is performed during the effective period related to the rapid-fire promotion production, at the timing when the effective period ends, the display mode of the first suggestion image directly changes from the initial display mode to the final display mode defined by the preset change pattern.

[0302] (Features of the first suggestion image in the initial display mode) Subsequently, while referring to FIG. 17, the features of each display mode of the first suggestion image will be described. The first suggestive image of the initial display mode (see Figure 17(A)) has the following characteristics. Specifically, as illustrated in Figure 16, the first suggestive image of the initial display mode does not include any allied characters (number of allied characters: "0"), and is a visual effect that only shows the white aura surrounding the allied characters of the player character. Since this first suggestive image of the initial display mode is a visual effect that indicates that no allied characters to rescue the player character have appeared, if the initial display mode becomes the final display mode of the first suggestive image, it will not develop into an SPSP reach.

[0303] In this embodiment of the gaming machine 1, if the game progresses from the first half battle sequence during an SP reach to the second half battle sequence during an SPSP reach, a weapon enhancement sequence (see Figures 18(H)~(I) and 19(A)~(B)) is performed as an SPSP reach preview during the second half battle sequence, in which the player's weapon (an example of a second suggestion image) used to fight the enemy character is enhanced using the first suggestion image. However, if the initial display mode is the final display mode of the first suggestion image, the game does not progress to an SPSP reach as described above, and therefore the weapon enhancement sequence is not performed (see Figure 17(A)).

[0304] (Characteristics of the first suggestive image in the first display mode) The first suggestive image of the first display mode (see Figure 17(B)) has the following characteristics: In other words, the first suggestive image of the first display mode is a visual effect image that includes one companion character who is an ally of the player character (number of companion characters: "1"), and that companion character is surrounded by a blue aura. Since this first suggestive image of the first display mode is a visual effect image that indicates the appearance of a companion character who will come to the player character's rescue, if the first display mode is the final display mode of the first suggestive image, it will always develop from an SP Reach to an SPSP Reach, that is, from the first half battle sequence to the second half battle sequence.

[0305] In the gaming machine 1 of this embodiment, if even one companion character appears in response to the operation of the first performance button 35 during the effective period related to the rapid-fire promotion performance, it will always develop into an SPSP Reach (second half battle performance), and it is configured so that it will not develop into an SPSP Reach even if a companion character appears. For this reason, when the display mode of the first suggestion image changes from the initial display mode to the first display mode, it becomes highly likely that it will develop into an SPSP Reach (see Figure 17(B)). This is also true when the first suggestion image of the second display mode (see Figure 17(C)) or the first suggestion image of the third display mode (see Figure 17(D)) is displayed, and it can be said that the performance that displays the first suggestion image of any of the first to third display modes functions as a definitive notification performance that definitively notifies that it will develop into an SPSP Reach (second half battle performance).

[0306] Returning to the explanation of the first suggestive image in the first display mode in Figure 17(B), if the battle sequence in the latter half of the game progresses while the first suggestive image is displayed, a weapon enhancement sequence is performed in which the player's character's weapon used to fight the enemy character is strengthened using the first suggestive image. However, if the displayed first suggestive image is the first suggestive image of the first display mode (an image showing one of the allied characters surrounded by a blue aura), the degree of weapon enhancement is small. Specifically, when a weapon enhancement animation is performed using the first suggestive image of the first display mode, the first suggestive image of the first display mode moves to the white dagger (see Figure 16(A)) (which the player character also possessed during the first half of the battle animation), as shown in Figures 18(H) to (I), and as shown in Figure 19(A), the first suggestive image injects energy into the white dagger, transforming it into a medium-sized sword that is the same blue color as the first suggestive image of the first display mode and is larger than the dagger (see Figure 17(B)).

[0307] (Characteristics of the first suggestive image in the second display mode) The first suggestive image of the second display mode (see Figure 17(C)) has the following characteristics: In other words, the first suggestive image of the second display mode is a visual representation showing the two companion characters who are allies of the player character (number of companion characters: "2"), and these two companion characters are surrounded by a green aura. Since this first suggestive image of the second display mode is a visual representation showing the appearance of two companion characters who come to the player character's rescue, if the second display mode is the final display mode of the first suggestive image, the battle sequence will inevitably progress from the first half to the second half. In other words, as soon as the first suggestive image of the second display mode is displayed, it becomes highly likely that the battle will progress to the SPSP Reach (second half battle sequence).

[0308] Furthermore, if the battle sequence progresses to the second half while the first suggestion image is displayed, a weapon enhancement sequence will be performed in which the player's weapon used to fight the enemy character is strengthened using the first suggestion image. However, if the displayed first suggestion image is the first suggestion image of the second display mode (an image showing two companion characters surrounded by a green aura), the degree of weapon enhancement will be moderate. Specifically, when a weapon enhancement sequence is performed using the first suggestion image of the second display mode, the first suggestion image of the second display mode will move to the white dagger (see Figure 16(A)) (which the player's character also possessed during the first half of the battle sequence), as shown in Figures 18(H) to (I), and as shown in Figure 19(A), the first suggestion image will inject energy into the white dagger, transforming it into a greatsword that is the same green color as the first suggestion image of the second display mode and is larger than a dagger or medium sword (see Figure 17(C)).

[0309] (Characteristics of the first suggestive image in the third display mode) The first suggestive image of the third display mode (see Figure 17(D)) has the following characteristics: In other words, the first suggestive image of the third display mode is a visual representation showing the three companion characters who are allies of the player character (number of companion characters: "3"), and these three companion characters are surrounded by a red aura. Since this first suggestive image of the third display mode is a visual representation showing the appearance of the three companion characters who come to the player character's rescue, if the third display mode becomes the final display mode of the first suggestive image, the battle sequence will inevitably progress from the first half to the second half. In other words, when the first suggestive image of the third display mode is displayed, it becomes highly likely that the battle will progress to the SPSP Reach (second half battle sequence).

[0310] Furthermore, as described above, if the battle sequence progresses to the second half while the first suggestion image is displayed, a weapon enhancement sequence will be performed in which the weapon used by the player character to fight the enemy character is strengthened using the first suggestion image. However, if the displayed first suggestion image is the first suggestion image of the third display mode (an image showing the three companion characters surrounded by a red aura), the degree of weapon enhancement will be greater. Specifically, when a weapon enhancement sequence is performed using the first suggestion image of the third display mode, the first suggestion image of the third display mode moves to the white dagger (which the player character also possessed during the first half of the battle sequence) (see Figures 18(H)~(I)), the first suggestion image injects energy into the white dagger (see Figure 19(A)), and the weapon enhancement sequence transforms the white dagger into a ray gun that is the same red color as the first suggestion image of the third display mode and has higher attack power than daggers, medium swords, and greatswords (see Figures 17(C), 19(A)~(B)).

[0311] (Comparison of initial display mode and 1st to 3rd display modes) As explained above with reference to Figure 17, in the gaming machine 1 of this embodiment, if the display mode of the first suggestion image does not change from the initial display mode, it will not develop into an SPSP reach. However, if the final display mode of the first suggestion image becomes one of the first to third display modes, it will always develop into an SPSP reach. Furthermore, while the first suggestion image in the initial display mode does not show a companion character, the first suggestion image in the first to third display modes shows at least one companion character. Therefore, players can easily recognize whether or not an SPSP reach will develop based on whether or not a companion character is shown in the final first suggestion image.

[0312] Furthermore, regarding the display color of the first suggestion image for each display mode, the aura shown in the first suggestion image of the initial display mode, which suggests that the SPSP reach will not develop, is white, while the aura shown in the first suggestion image of the first display mode is blue, the aura shown in the first suggestion image of the second display mode is green, and the aura shown in the first suggestion image of the first display mode is red (see Figure 17). If the first suggestion image of any of the display modes from the first to third display modes is displayed, it will always develop into an SPSP reach afterward. Therefore, the display of these first suggestion images functions as a pre-announcement effect that suggests there is a possibility of a jackpot game being played and that this possibility is relatively high. For this reason, players can easily determine whether or not there is a possibility of a jackpot game being played based on whether or not the display color of the first suggestion image is white.

[0313] Also, regarding the initial display mode, the first to third display modes, there are the following features. That is, regarding the case where the determination result of the first special symbol determination made at the start of the variable display of the first special symbol for which a preview during SP reach is executed is "big win", when arranging the final display modes of the first suggestion image in descending order of the selection ratio, they are in the order of the third display mode, the second display mode, the first display mode, and the initial display mode. Also, regarding the case where the determination result of the first special symbol determination made at the start of the variable display of the first special symbol for which a preview during SP reach is executed is "loss", when arranging the final display modes of the first suggestion image in descending order of the selection ratio, they are in the order of the initial display mode, the first display mode, the second display mode, and the third display mode.

[0314] Therefore, the big win reliability of the preview during SP reach in which the display mode of the first suggestion image finally changes to the third display mode is the highest, the big win reliability of the preview during SP reach in which the display mode of the first suggestion image finally changes to the second display mode is the next highest, the big win reliability of the preview during SP reach in which the display mode of the first suggestion image finally changes to the first display mode is the next highest, and the big win reliability of the preview during SP reach in which the display mode of the first suggestion image does not change from the initial display mode is the lowest. It is possible for the player to easily recognize how much the big win reliability (that is, the possibility that a big win game will be executed with a big win notification effect) is based on the number of partner characters and the color of the aura shown by the first suggestion image.

[0315] (Regarding the weapon after the weapon enhancement effect) Regarding the jackpot reliability of the first suggestion images in the first display mode to the third display mode, it is as described above. However, regarding the second suggestion image showing the weapon after the weapon enhancement effect, the following can be said. That is, when the weapon enhancement effect is executed using the first suggestion image in the first display mode, a second suggestion image representing a rapier expressed in blue, which is the same as the aura shown in this first suggestion image, is displayed. Also, when the weapon enhancement effect is executed using the first suggestion image in the second display mode, a second suggestion image representing a greatsword expressed in green, which is the same as the aura shown in this second suggestion image, is displayed. Further, when the weapon enhancement effect is executed using the first suggestion image in the third display mode, a second suggestion image representing a ray gun expressed in red, which is the same as the aura shown in this third suggestion image, is displayed. And thus, since the second suggestion image representing a rapier corresponds to the first suggestion image in the first display mode, the second suggestion image representing a greatsword corresponds to the first suggestion image in the second display mode, and the second suggestion image representing a ray gun corresponds to the first suggestion image in the third display mode, regarding the magnitude relationship of the jackpot reliability among the second suggestion image representing a rapier, the second suggestion image representing a greatsword, and the second suggestion image representing a ray gun, it is the same as that of the first suggestion images in the first display mode to the third display mode described above.

[0316] That is, the jackpot reliability of the SPSP reach mid-announcement in which the second suggestion image representing a ray gun is displayed is the highest, the jackpot reliability of the SPSP reach mid-announcement in which the second suggestion image representing a greatsword is displayed is the next highest, and the jackpot reliability of the SPSP reach mid-announcement in which the second suggestion image representing a rapier is displayed is the lowest. The player can easily recognize the degree of jackpot reliability based on the type of weapon shown in the second suggestion image and its display color.

[0317] In the gaming machine 1 of this embodiment, after the weapon enhancement effect is executed, the first suggestion image is not displayed and the second suggestion image is displayed. Therefore, until the weapon enhancement effect is executed, the player can recognize the jackpot reliability based on the display mode of the first suggestion image, and after the weapon enhancement effect is executed, the player can recognize the jackpot reliability based on the display mode of the second suggestion image.

[0318] <SP Reach during the SP Reach and SPSP Reach Announcements When Developing into SPSP Reach> Subsequently, while referring to FIGS. 18 and 19, a specific example of the SP Reach announcement that finally changes the display mode of the first suggestion image to the third display mode and the SPSP Reach announcement that changes the weapon of the character to a ray gun with the same display color as the first suggestion image in the third display mode will be described. Here, FIGS. 18 and 19 are screen diagrams showing specific examples of the SP Reach announcement and the SPSP Reach announcement performed when developing from SP Reach to SPSP Reach. Here, at the start of the variable display of the first special symbol where the SP Reach announcement and the SPSP Reach announcement are executed, the determination result of the first special symbol determination is "big win", and as the variable pattern of the first special symbol, variable pattern E (see FIG. 9(A)) is selected. As the change pattern of the first suggestion image, a change pattern that changes the display mode of the first suggestion image from the initial display mode to the first display mode, the second display mode, and the third display mode in this order is set, and an example will be described.

[0319] Note that the effects performed until the start of the continuous hitting promotion effect in the first half of the battle effect are the same as the effects described above based on FIGS. 16(A) and (B). Therefore, here, the effects after the start of the continuous hitting promotion effect will be described.

[0320] FIG. 18(A) illustrates a state where a reach is established with 7 symbols. Similar to the above described based on FIG. 16(C), it shows the state immediately after the start of the continuous hitting promotion effect during the first half of the battle effect. Thus, after the start of the continuous hitting promotion effect that prompts the player to continuously press the first effect button 35, when the number of operations of the first effect button 35 during the effective period related to the continuous hitting promotion effect reaches "2", as described above based on FIG. The first suggestion image in the initial display mode (see FIG. 17(A)) is displayed at the center of the display screen 70 (see FIG. 18(B)).

[0321] Subsequently, when the number of operations of the first performance button 35 during the valid period related to the rapid-fire promotion performance reaches the first operation count (for example, 5 times), the first suggestion image of the initial display mode changes to the first suggestion image of the first display mode (see Figures 18(B) and (C)). Then, when the first performance button 35 is operated further and the number of operations of the first performance button 35 during the valid period reaches the second operation count (for example, 10 times), the first suggestion image of the first display mode changes to the first suggestion image of the second display mode. Furthermore, when the number of operations of the first performance button 35 during the valid period reaches the third operation count (for example, 15 times), the first suggestion image of the second display mode changes to the first suggestion image of the third display mode (see Figure 18(D)).

[0322] In Figure 18, the first suggestive image for the first display mode is exemplified in Figure 18(C), and the first suggestive image for the third display mode is exemplified in Figure 18(D). The illustration of the first suggestive image for the second display mode, which is displayed between these suggestive images, is omitted.

[0323] As illustrated in Figure 18(D), after the first suggestion image of the third display mode is displayed, when the effective period for the rapid-fire promotion effect ends, the display of the effect image related to the rapid-fire promotion effect ends, and a rescue success effect is performed, showing the player's character being revived with the help of the three companion characters shown in the first suggestion image of the third display mode (see Figure 18(E)).

[0324] Figures 18(D) and (E) illustrate how, in order to emphasize that the player character has been revived, the first suggestive image in the third display mode is reduced in size and moved to the lower right area of ​​the display screen 70, and the revived player character is displayed in the central area of ​​the display screen 70 created by this movement of the first suggestive image. However, it is also possible to perform a rescue success animation that shows the player character being revived while maintaining at least one of the size of the three companion characters and their auras, and the display area, as represented by the first suggestive image in the third display mode.

[0325] Returning to the explanation of Figure 18(E), once a predetermined amount of time has elapsed since the successful rescue sequence began, the sequence progresses from SP Reach (first half battle sequence) to SPSP Reach (second half battle sequence) (see Figures 18(E) and (F)). Figure 18(F) illustrates the progression to the second half battle sequence, showing the revived player character brandishing a dagger and confronting the reappearing enemy character. Thus, once the second half battle sequence begins, an attack and defense sequence is performed, depicting the player character and the enemy character repeatedly attacking and defending against each other (see Figure 18(G)).

[0326] After that, the attack and defense sequences take place, and as the battle nears its end, a weapon enhancement sequence is performed using the first suggestion image (here, the first suggestion image in the third display mode: see Figure 17(D)) (see Figures 18(H)~(I) and 19(A)~(B)). Specifically, first, a movement sequence is performed in which the first suggestion image, which has changed to the third display mode, moves toward the second suggestion image, which represents the short sword held by the player character (see Figures 18(H)~(I)).

[0327] Figures 18(H) to (I) illustrate how the first suggestive image shrinks as it moves toward the second suggestive image, which represents a small sword. However, the movement animation may be performed to move the first suggestive image toward the second suggestive image without changing its display mode (in this case, its size). Furthermore, while this explanation uses the example of moving the first suggestive image, which has changed to a third display mode, toward the second suggestive image, the same movement animation is performed when moving the first suggestive image, which has changed to a first display mode, toward the second suggestive image, or when moving the first suggestive image, which has changed to a second display mode, toward the second suggestive image.

[0328] As described above, when the first suggestive image (in this case, the first suggestive image in the third display mode) moves toward the second suggestive image, and the first suggestive image, which represents three companion characters surrounded by a red aura, reaches the second suggestive image, which represents a dagger, an animation is performed showing energy being injected from the three companion characters into the dagger (see Figure 19(A)). Subsequently, a transformation animation is performed showing the dagger held by the player character changing into a red ray gun, the same as those worn by the three companion characters (see Figures 19(A) and (B)).

[0329] Here, we will explain using the example of when the transformation animation is performed using the first suggestive image of the third display mode. When the weapon enhancement animation is performed using the first suggestive image of the first display mode (see Figure 17(B)), an animation is performed showing energy being injected into the short sword from one of the companion characters who is surrounded by a blue aura. After that, a transformation animation is performed showing the short sword held by the player character transforming into a medium-sized sword of the same blue color as the one surrounded by the companion character. Furthermore, when the weapon enhancement animation is performed using the first suggestive image of the second display mode (see Figure 17(C)), an animation is performed showing energy being injected into the short sword from two of the companion characters who are surrounded by a green aura. After that, a transformation animation is performed showing the short sword held by the player character transforming into a large sword of the same green color as the two companion characters.

[0330] Returning to the explanation of Figure 19, when the player's character's short sword changes into a red ray gun, a final attack animation is performed showing the player character using the ray gun to deliver a final attack (see Figure 19(C)). Here, the weapon used for the final attack has changed to the ray gun, which has the highest attack power among the medium sword, greatsword, and ray gun, and its display color is red. Therefore, players can easily recognize that there is a relatively high probability that their character will defeat the enemy character and trigger the win notification animation, based on the type of weapon their character is holding (in this case, a ray gun) and its display color (in this case, red).

[0331] Figure 19(D) illustrates a defeat animation that shows the player character defeating an enemy character after hitting it with an attack using a ray gun. When a defeat animation is performed in this way, a win notification animation is executed at the end of the display of the first special symbol, in which three special symbols indicating a repeating number (in this case, "777") are pseudo-stopped, and then these three special symbols are actually stopped as the jackpot symbol is displayed as the first special symbol (see Figures 19(E) to (F)).

[0332] In this case, since variation pattern E (see Figure 9(A)) is selected when the result of the first special symbol judgment is "Big Win", the defeat animation and the win notification animation are executed after the final attack animation. However, if variation pattern J (see Figure 9(B)), which is selected when the result of the first special symbol judgment is "Miss" (corresponding to variation pattern E), is selected, the defeat animation (an animation showing the player character being defeated by the enemy character) is executed after the final attack animation, followed by a miss notification animation in which three animation symbols indicating a missed reach are pseudo-stopped before being actually stopped.

[0333] (Regarding gaming machine 1 that can perform SP Reach pre-announcements and SPSP Reach pre-announcements) Up to this point, we have described the SP reach announcements and SPSP reach announcements performed in the gaming machine 1 of this embodiment, referring to Figures 16 to 19. Such a gaming machine 1 can be understood as the following type of gaming machine.

[0334] A determination means for determining whether or not to execute a special game that is advantageous to the player (for example, a jackpot game) (for example, the main CPU 81 that executes the jackpot determination process in step S308 of Figure 38: see Figure 5), If the determination means determines that the special game is to be executed, the special game execution means (for example, the main CPU 81 that executes the opening and closing control process of the big prize slot in step S6 of Figure 35) executes the special game, It includes a performance control means (for example, a sub-CPU 91: see Figure 5) for controlling the performance, The aforementioned performance control means is Based on the determination result of the determination means (for example, the determination result of the first special symbol determination), it is possible to display a first suggestion image (for example, see Figure 17(A)) that suggests that the special game may be executed, and a second suggestion image (for example, a visual representation image of a weapon held by the player character: see Figures 18(F) to (G)) that suggests that a special game different from the first suggestion image may be executed. A gaming machine characterized by changing the display mode of the first suggestive image from a first display mode that suggests the possibility is of a first degree (for example, the initial display mode illustrated in Figure 17(A)) to a second display mode that suggests the possibility is of a second degree, which is higher than the first degree (for example, any of the first, second, and third display modes illustrated in Figures 17(B) to (D)), and then changing the display mode of the second suggestive image (for example, the type of weapon held by the player's character and its display color) to a corresponding display mode that corresponds to the second display mode of the first suggestive image (for example, changing to a weapon with a color common to the aura color represented by the first suggestive image: see Figures 18(H) to (I), Figures 19(A) to (B)).

[0335] According to this gaming machine, after the display mode of the first suggestion image changes to the second display mode, the display mode of the second suggestion image changes to a corresponding display mode that matches the second display mode (see, for example, Figures 18(B)~(D), 18(H)~(I), and 19(A)~(B)). In this way, both the display effect that changes the display mode of the first suggestion image and the display effect that changes the display mode of the second suggestion image suggest that a special game may be played. Therefore, the synergistic effect of these display effects can increase the player's expectation that a special game will be played, making it possible to achieve a high level of performance. Furthermore, since the possibility of a special game being played is suggested by the display modes after the changes of both the first and second suggestion images, there is an advantage in that it is easier for the player to recognize that a special game may be played compared to when only one of the suggestion images is displayed.

[0336] Furthermore, the gaming machine 1 of this embodiment, which is capable of executing SP reach announcements and SPSP reach announcements, can also be considered as the following type of gaming machine. It is equipped with an input means that can be used by the player (for example, the first performance button 35), The aforementioned performance control means is A gaming machine characterized in that, when the number of inputs to the input means reaches a predetermined number (for example, the number of first operations: 5 times), the display mode of the first suggestion image is changed from the first display mode (for example, the initial display mode illustrated in Figure 17(A)) to the second display mode (for example, the first display mode illustrated in Figure 17(B)).

[0337] According to this gaming machine, the display mode of the first suggestion image changes to the second display mode when the number of inputs to the input means reaches a predetermined number. Therefore, it is possible to motivate players who want to know the likelihood of a special game being played to make inputs to the input means, and it is possible to easily and effectively suppress problems such as insufficient visual effects being obtained due to a lack of input to the input means.

[0338] Furthermore, the gaming machine 1 of this embodiment, which is capable of executing SP reach announcements and SPSP reach announcements, can also be considered as the following type of gaming machine. The aforementioned performance control means is A gaming machine characterized in that, before changing the display mode of the second suggestion image to the corresponding display mode (for example, before executing the change effect display illustrated in Figures 19(A) to (B)), a movement effect display is executed to move the first suggestion image, which has changed to the second display mode, toward the second suggestion image (for example, see Figures 18(H) to (I)).

[0339] According to this gaming machine, before the display mode of the second suggestion image changes to the corresponding display mode, a moving effect display is executed to move the first suggestion image that has changed to the second display mode toward the second suggestion image (see, for example, FIGS. 18(H) to (I), FIGS. 19(A) to (B)). Therefore, it is possible to easily guide the line of sight of a player who has visually recognized how the display mode of the first suggestion image changes from the first display mode to the second display mode to the second suggestion image. As a result, it is possible to effectively improve the effect of a display effect (for example, the change effect display illustrated in FIGS. 19(A) to (B)) that changes the display mode of the second suggestion image to the corresponding display mode.

[0340] (Other configurations related to the preview during SP reach and the preview during SPSP reach) Regarding the preview during SP reach and the preview during SPSP reach, the following configuration may be adopted. That is, in the present embodiment, the case where a moving effect display (see, for example, FIGS. 18(H) to (I)) that moves the first suggestion image whose display mode has changed toward the second suggestion image is executed before the display mode of the second suggestion image representing the weapon possessed by the self-character is changed to the corresponding display mode corresponding to the display mode after the change of the first suggestion image has been described as an example. On the other hand, in other embodiments, the display mode of the second suggestion image may be changed to the corresponding display mode without executing such a moving effect display.

[0341] In this embodiment, the display mode of the first suggestion image is changed from the initial display mode to the first display mode in response to the number of operations of the first performance button 35 during the effective period of the rapid-press promotion performance reaching the first operation count (for example, 5 times), the display mode of the first suggestion image is changed from the first display mode to the second display mode in response to the number of operations of the first performance button 35 during the effective period of the rapid-press promotion performance reaching the second operation count (for example, 10 times), and the display mode of the first suggestion image is changed from the second display mode to the third display mode in response to the number of operations of the first performance button 35 during the effective period of the rapid-press promotion performance reaching the third operation count (for example, 15 times). In contrast, in other embodiments, the rapid-press promotion performance that prompts the player to repeatedly press the first performance button 35 is not performed, and the display mode of the first suggestion image may be changed as described above based on Figure 17, regardless of the input to the input means by the player (in this embodiment, the operation of the first performance button 35).

[0342] Furthermore, in this embodiment, we have described an example in which a change effect (for example, the rapid-fire response effect illustrated in Figures 18(B) to (D)) that changes the display mode of the first suggestion image from the initial display mode to another display mode is performed during an SP reach. However, in other embodiments, such a change effect may be performed during a reach effect different from an SP reach (for example, during a normal reach or an SPSP reach), or when no reach effect is being performed.

[0343] Furthermore, in this embodiment, the example of executing a change animation (for example, the change animation display illustrated in Figures 19(A) to (B)) that changes the display mode of the second suggestion image to the corresponding display mode was described as being performed during an SPSP reach. However, in other embodiments, such a change animation display may be executed during a reach animation different from an SPSP reach (for example, during a normal reach or an SP reach), or when no reach animation is being performed.

[0344] Furthermore, in this embodiment, the change effect that changes the display mode of the first suggestion image from the initial display mode to another display mode was described as an example in which both the display content and display color of the display object represented by the first suggestion image are changed. However, the change effect is not limited to this, and a change effect may be performed in which only the display content (in this embodiment, the number of companion characters) is changed without changing the display color of the display object, or a change effect may be performed in which only the display color is changed without changing the display content of the display object.

[0345] Furthermore, in this embodiment, the change effect that changes the display mode of the second suggestion image to the corresponding display mode was described as an example in which both the display content and display color of the display object represented by the second suggestion image (in this embodiment, the weapon held by the player character) are changed. However, the change effect is not limited to this, and a change effect may be performed in which only the display content (in this embodiment, the type of weapon) is changed without changing the display color of the display object, or a change effect may be performed in which only the display color (in this embodiment, the color of the weapon) is changed without changing the display content of the display object.

[0346] Furthermore, in this embodiment, the first suggestive image is described as an example of a visual effect image representing at least the aura surrounding a companion character, but the display object represented by the first suggestive image is not limited to an aura, but may be something else (for example, an item). Also, in this embodiment, the second suggestive image is described as an example of a visual effect image representing a weapon, but the display object represented by the second suggestive image is not limited to a weapon, but may be something else (for example, a character).

[0347] [Flow of presentation in high base state] Next, referring to Figure 20, the flow of the performance in the high base state (in this embodiment, the probability variation game state and the time reduction game state) will be explained. Here, Figure 20 is an explanatory diagram for explaining the relationship between the game and performance mode after the end of the jackpot game and the types of jackpots. In the game machine 1 of this embodiment, if a 3R probability variation jackpot (see Figure 6(B)) or a 10R probability variation jackpot (see Figure 6(C)) is won and the jackpot game is executed, after the jackpot game ends, if the result of the second special symbol judgment (or first special symbol judgment) is not a jackpot, 55 probability variation games and 60 time reduction games are granted, as illustrated in Figure 20. If a jackpot does not occur even after these probability variation games and time reduction games are played, the game state will return from the time reduction game state to the normal game state. This is as described above based on Figures 6 to 7.

[0348] In addition, the gaming machine 1 of this embodiment has the characteristic that, during the period in which the first 30 rounds of the 55 rounds of probability variation games are played (an example of the "first period"), the performance is controlled by the sub-CPU 91 in a performance mode called "Explosive Speed ​​RUSH" (an example of the "first performance mode"), and during the period in which the latter 25 rounds of probability variation games are played (an example of the "second period"), the performance is controlled in a performance mode called "Fierce Battle RUSH" (an example of the "second performance mode"). For this reason, even if 30 second special symbol judgments (or first special symbol judgments) are performed during the 30 rounds of probability variation games, if the main CPU 81 does not determine that a jackpot game will be executed, the performance mode will change from Explosive Speed ​​RUSH to Fierce Battle RUSH as the 30th round of probability variation games ends and the 31st round of probability variation games begins (see Figure 20).

[0349] During the High-Speed ​​RUSH, the second special symbol's variation pattern in the event of a miss is almost always a variation pattern with a variation time of 0.6 seconds, resulting in a high-speed bonus round and the win or loss being announced without any reach animations. On the other hand, during the Fierce Battle RUSH, whether or not a reach is established is important, and after a reach is established, it basically develops into a Battle SP reach and the win or loss is announced. These variations in the High-Speed ​​RUSH and Fierce Battle RUSH animations will be described in detail later.

[0350] Furthermore, if no jackpot occurs during the 55 rounds of the probability variation game, the game transitions from the probability variation game state to the time-saving game state, and 60 rounds of time-saving game play are performed. During these 60 rounds of time-saving game play, the sub-CPU 91 controls the gameplay in a special mode called Revenge Chance (see Figure 20). As illustrated in Figure 20, if no jackpot occurs during these 60 rounds of time-saving game play, the game state transitions from the time-saving game state to the normal game state, and in the normal game state, the gameplay is controlled in the normal special mode. The gameplay in the normal special mode during this normal game state is as described above based on Figures 8 to 11 and 13 to 19.

[0351] Furthermore, since both the period during which 55 probability-increasing games are played and the period during which 60 time-saving games are played are in a high-base state, as long as the player is shooting to the right, the game ball will enter the second start opening 22, and a second special symbol judgment will be made according to the entry. As described above based on Figure 6(C), since the only jackpot symbol that will be stopped and displayed on the second special symbol display 42 when the result of the second special symbol judgment is a jackpot, all jackpots that occur during probability-increasing games or time-saving games are 10R probability-increasing jackpots.

[0352] Thus, while all jackpots that occur during probability variation gameplay and jackpots that occur during time-saving gameplay are 10R probability variation jackpots, in the gaming machine 1 of this embodiment, as illustrated in Figure 20, a 10R probability variation jackpot that occurs during the high-speed RUSH is notified to the player as "high-speed BONUS", a 10R probability variation jackpot that occurs during the fierce battle RUSH is notified to the player as "fierce battle BONUS", and a 10R probability variation jackpot that occurs during the revenge chance is notified to the player as "revenge BONUS". Specifically, examples of how these BONUS win notifications are announced include, during the opening period of a jackpot game involving a 10R probability variation jackpot, the display screen 70 showing the words "Explosive Speed ​​BONUS" and outputting the same audio from speaker 38, the display screen 70 showing the words "Fierce Battle BONUS" and outputting the same audio from speaker 38, and the display screen 70 showing the words "Revenge BONUS" and outputting the same audio from speaker 38. In this way, even with the same 10R probability variation jackpot, the win is announced as a different BONUS depending on the presentation mode, making it easy for players to recognize which presentation mode was used when the 10R probability variation jackpot occurred.

[0353] Furthermore, in the gaming machine 1 of this embodiment, when the Blazing Speed ​​RUSH ends and the Fierce Battle RUSH begins, a results screen is displayed that notifies the total number of game balls acquired by the player through the Blazing Speed ​​BONUS that occurred during the Blazing Speed ​​RUSH when the second special symbol is displayed during the 30th probability variation game. Also, when the Fierce Battle RUSH ends and the Revenge Chance begins, a results screen is displayed that notifies the total number of game balls acquired by the player, which is the sum of the number of game balls acquired by the player through the 3R probability variation jackpot or 3R normal jackpot (so-called first hit) in the normal game state, the total number of game balls acquired by the player through the Blazing Speed ​​BONUS that occurred during the Blazing Speed ​​RUSH, and the total number of game balls acquired by the player through the Fierce Battle BONUS that occurred during the Fierce Battle RUSH. The results screen displayed at the end of the High-Speed ​​RUSH will be described in detail later based on Figure 32, and the results screen displayed at the end of the Fierce Battle RUSH will be described in detail later based on Figure 33.

[0354] Thus, in the gaming machine 1 of this embodiment, when the game is controlled in a high base state, the performance mode changes in the order of Blazing Speed ​​RUSH (probability variation game state), Fierce Battle RUSH (probability variation game state), and Revenge Chance (time reduction game state). Furthermore, a result screen is displayed when Blazing Speed ​​RUSH ends, and a result screen is also displayed when Fierce Battle RUSH ends. As a result, players can enjoy the performances of each performance mode while playing, and can feel a sense of satisfaction by seeing the result screen that notifies them of winning a large number of game balls (prize balls).

[0355] [Example of screen configuration for display screen 70 in high base state] Figure 22(A) illustrates the screen configuration of the display screen 70 during the high-speed RUSH. In the gaming machine 1 of this embodiment, when the game is controlled in a probability variation game state or a time reduction game state, a reserve icon display area 76, a said icon display area 77, and a performance symbol display area 78 are formed on the display screen 70, as illustrated in Figure 22(A).

[0356] The hold icon display area 76 is a display area where hold icons are displayed to indicate that the right to determine the second special symbol is being held in reserve. In the gaming machine 1, when a game ball enters the second start port 22 under circumstances where the determination of the second special symbol and the display of the second special symbol cannot be started immediately, such as during the display of the special symbol variation or during a jackpot game, the right to determine the second special symbol is held in reserve up to a predetermined number (four in this embodiment). When the right to determine the second special symbol is held in reserve in this way, the hold icon display area 76 displays the same number of hold icons as the number of hold judgments for the second special symbol indicated by the second special symbol hold indicator 45. Figure 22(A) shows an example where three hold icons are displayed in the hold icon display area 76 to indicate that the number of hold judgments for the second special symbol is "3".

[0357] The icon display area 77 (see Figure 22(A)) is a display area that displays the icon as a variation indication image that suggests the second special symbol is being displayed in a variation state during a probability variation game state or a time reduction game state. The icon is displayed in the icon display area 77 when the variation display of the second special symbol begins, and is removed from the icon display area 77 at the timing just before the second special symbol is displayed in a stop state, for example.

[0358] Furthermore, when the pending determination of the second special symbol is executed, a shift process is performed to shift the pending icon corresponding to that determination from the pending icon display area 76 to the icon display area 77. However, this shift process is performed in the same way as the shift process that shifts the pending icon corresponding to the first special symbol determination from the pending icon display area 71 to the icon display area 72, so a detailed explanation is omitted here. In addition, icon change effects targeting pending icons that indicate that the right to determine the second special symbol is pending, and icon change effects targeting icons that indicate that the second special symbol is currently being displayed, are performed in the same way as icon change effects targeting pending icons that indicate that the right to determine the first special symbol is pending, and icon change effects targeting icons that indicate that the first special symbol is currently being displayed, so a detailed explanation is omitted here.

[0359] The performance symbol display area 78 is a display area where the left symbol constituting the left column of symbols, the middle symbol constituting the middle column of symbols, and the right symbol constituting the right column of symbols are displayed. In the game machine 1, when a game ball enters the second start port 22 during a probability variation game state (or a time reduction game state) and the second special symbol judgment is performed, the second special symbol is displayed in the second special symbol display 42 in a variable state, and then the second special symbol indicating the judgment result of the second special symbol judgment is displayed in a stopped state. In contrast, in the performance symbol display area 78 of the display screen 70 (see Figure 22(A)), a variable performance is performed, including the variable display of the performance symbols, in conjunction with the variable display of the second special symbol. Then, when the second special symbol judgment is performed, the second special symbol is displayed in a variation state corresponding to the variation pattern selected, and as the second special symbol stops, the performance symbols are displayed in a manner that indicates the judgment result of the second special symbol judgment (see Figure 22(B)). The variation effects that occur during the high-speed RUSH will be described in detail later based on Figures 22 to 28, and the variation effects that occur during the fierce battle RUSH will be described in detail later based on Figures 29 to 31.

[0360] [Regarding the various effects that are executed in high base state] Next, with reference to Figure 21, we will explain the main effects performed in the high base state. Here, Figure 21 is an explanatory diagram for explaining the various effects performed in the high base state, and it illustrates the main effects performed during the high-speed RUSH, the main effects performed during the fierce battle RUSH, and the main effects performed during the revenge chance.

[0361] <Main effects during the high-speed rush> During the high-speed RUSH mode, when the game is controlled in a probability variation state, it is possible to execute the following effects, as illustrated in Figure 21: instant miss notification variation effect, win / loss notification tease variation effect, continuous variation effect of changing the middle symbol, continuous variation effect of increasing the V symbol, and symbol countdown effect.

[0362] (Immediate loss notification variation effect) The instant miss notification variation effect is a variation effect in which, as the variation display of the second special symbol begins, the scrolling display of the left column of symbols, the middle column of symbols, and the right column of symbols simultaneously begins in the effect symbol display area 78. Just before the variation display of the second special symbol ends, three effect symbols indicating scattered symbols are displayed as pseudo-stops, and as the miss symbol is displayed as the second special symbol, these three effect symbols indicating scattered symbols are then brought to a permanent stop (see, for example, Figures 22(A) and (B)).

[0363] This instant miss notification variation effect is not executed if the result of the second special symbol judgment performed at the start of the second special symbol's variation is "jackpot," but can be executed if it is "miss." Therefore, it is not announced that a Super-Fast BONUS has been won, and the jackpot reliability is 0% (see Figure 21). In addition, as illustrated in Figure 21, the instant miss notification variation effect is executed when a variation pattern in which the second special symbol's variation time is 0.6 seconds is selected as the variation pattern for the second special symbol. In this embodiment, 0.4 seconds have elapsed since the start of the second special symbol's variation time, and a pseudo-stop display of three effect symbols indicating scattered symbols begins. 0.6 seconds have elapsed since the start of the second special symbol's variation time, and these three effect symbols indicating scattered symbols come to a complete stop. Thus, in the instant miss notification variation effect, the time from when the variation display of the effect symbols starts until it ends is set to an extremely short 0.6 seconds. Therefore, by repeatedly executing the instant miss notification variation effect, it is possible to effectively represent how quickly the bonus round is being played.

[0364] (Fluctuating speculation to hype up the announcement of the results) The win / loss notification and excitement variation effect is an effect that is executed when a variation pattern with a variation time of 7.0 seconds is selected as the variation pattern for the second special symbol. The win / loss notification and excitement variation effect is an effect that can be executed in both cases where the result of the second special symbol judgment performed at the start of the variation of the second special symbol is "jackpot" or "miss", and the jackpot reliability is set to approximately 41% in this embodiment (see Figure 21). In this win / loss notification and excitement variation effect, 2 seconds after the variation display of the second special symbol starts, three effect symbols showing matching numbers are displayed in the effect symbol display area 78, and an enlargement effect display showing these three effect symbols gradually enlarging is performed for 3 seconds. Then, if the result of the second special symbol judgment performed at the start of the second special symbol's variation is "jackpot," the three performance symbols, which are enlarged to a predetermined size while still showing matching numbers, will be displayed as pseudo-stops for 2 seconds, and as the jackpot symbol is displayed as the second special symbol, these three performance symbols will then stop in their original positions. On the other hand, if the result of the second special symbol judgment performed at the start of the second special symbol's variation is "miss," just before the three performance symbols reach a predetermined size, the middle symbol will change to a different performance symbol from the left and right symbols, and the three performance symbols indicating a missed reach will be displayed as pseudo-stops, and as the losing symbol is displayed as the second special symbol, these three performance symbols will then stop in their original positions. This type of variation performance that builds anticipation for wins and losses will be described in detail later based on Figure 22.

[0365] (Continuous change in the middle symbol effect) The continuous variation of the middle symbol (see Figure 21) is configured in this embodiment as a pre-announcement effect that is executed across multiple variation displays of the second special symbol. This continuous variation of the middle symbol is configured as an effect in which the middle symbol changes across variations while a winning symbol is displayed. For example, in the variation display of one second special symbol, three effect symbols indicating a "535" reach miss are displayed, in the variation display of the next second special symbol, three effect symbols indicating a "545" reach miss are displayed, and in the variation display of the next second special symbol, three effect symbols indicating a "555" repeating number are displayed. This continuous variation of the middle symbol is a pre-announcement effect that can be executed in both cases where the pre-determination result related to the right to judge the second special symbol, which is the target of the pre-announcement, is either a "jackpot" or a "miss," and its jackpot reliability is set to approximately 34%. Specific examples of this continuous variation in the middle symbol will be described in detail later based on Figures 23 to 27.

[0366] (V symbol increase continuous variation effect) The V-symbol increase continuous variation effect (see Figure 21) is, in this embodiment, configured as a pre-read effect that is executed across multiple variation displays of the second special symbol, similar to the middle symbol change continuous variation effect. This V-symbol increase continuous variation effect is an effect that is executed using a special effect symbol called a V-symbol that contains the letter V. For example, in the variation display of the second special symbol, three effect symbols including only one "V18" V-symbol are displayed, in the next variation display of the second special symbol, three effect symbols including two "VV4" V-symbols are displayed, and in the next variation display of the second special symbol, three "VVV" V-symbols are displayed, and so on, configured as an effect in which the number of V-symbols increases across variations. This V-symbol increase continuous variation effect is a pre-read effect that can be executed in both cases where the pre-determination result related to the right to judge the second special symbol, which is the target of the pre-read, is either a "jackpot" or a "miss," and its jackpot reliability is set to approximately 27%. A specific example of this V-symbol increase continuous variation effect will be described in detail later based on Figure 28.

[0367] (Symbol countdown animation) In this embodiment, the symbol countdown effect (see Figure 21) is configured as a pre-read effect that is executed across multiple fluctuation displays of the second special symbol, similar to the continuous fluctuation effect of the middle symbol change effect and the continuous fluctuation effect of the V symbol increase effect. Although not shown in the figure, this symbol countdown effect is configured as an effect that performs a countdown using the middle symbol, which is the effect symbol, while the reach symbol is displayed, for example, when a reach is established with the left 4 symbols and the right 4 symbols, the fluctuation display of one second special symbol displays symbol 3 as the middle symbol, the fluctuation display of the next second special symbol displays symbol 2 as the middle symbol, and the fluctuation display of the next second special symbol displays symbol 1 as the middle symbol. In the fluctuation display of the last second special symbol, which is the pre-read effect, either the same middle symbol as the reach symbol or a different middle symbol from the reach symbol is displayed. As illustrated in Figure 21, the probability of a jackpot during the symbol countdown animation is set to approximately 41%. If the pre-judgment result for the second special symbol, which is the target of the pre-read, is "jackpot", the same middle symbol as the reach symbol will be displayed on the display screen 70 during the pre-read target spin. If it is "miss", a different middle symbol than the reach symbol will be displayed on the display screen 70 during the pre-read target spin.

[0368] <Major effects performed during the Fierce Battle RUSH> One example of a special effect performed during the Fierce Battle RUSH is the Battle SP Reach (see Figure 21).

[0369] (Battle SP Reach) This Battle SP Reach is a reach animation that develops in the Fierce Battle RUSH when a single-line reach or a double-line reach is achieved, and is characterized by the fact that the outcome of the battle between your character and the enemy character is announced. Furthermore, the Battle SP Reach is structured so that the probability of winning the jackpot changes depending on the number of reach lines when the reach is achieved before developing into the Battle SP Reach, the type of animation symbols displayed as reach symbols, the type of enemy character that appears, etc., and the probability of winning the jackpot is variable between approximately 29% and 100% (see Figure 21). The series of variations in the animation when this Battle SP Reach is executed will be described in detail later based on Figures 29 to 31.

[0370] <Major effects performed during the Revenge Chance> One example of a special effect performed during a Revenge Chance is the Revenge Reach (see Figure 21).

[0371] (Revenge Reach) This Revenge Reach is a reach animation that develops when a reach is achieved using the special symbols during the Revenge Chance. The animation announces whether the player's character, who was defeated by the enemy character, succeeds in getting revenge (a comeback victory). The probability of winning the jackpot in this Revenge Reach is structured so that it changes depending on the type of special symbols displayed as the reach symbols, the type of enemy character that appears, and whether or not an ally character appears to rescue the player's character. The probability of winning the jackpot is variable between approximately 23% and 100% (see Figure 21).

[0372] Up to this point, the characteristics of various effects performed in the high base state have been explained with reference to Figure 21, but below, specific examples of some of these effects will be explained. In the gaming machine 1 of this embodiment, when the game is controlled in the probability variation game state or the time reduction game state, the effect symbol display area 78 (see Figure 22(A)) displays at least one effect symbol from symbols 1 to 9 included in the left column of symbols, at least one effect symbol from symbols 1 to 9 included in the middle column of symbols, and at least one effect symbol from symbols 1 to 9 included in the right column of symbols.

[0373] Here, Symbol 1 is a performance symbol composed of the number "1" and character A in a special display mode, Symbol 2 is a performance symbol composed of the number "2" and character B in a special display mode, Symbol 3 is a performance symbol composed of the number "3" and character C in a special display mode, Symbol 4 is a performance symbol composed of the number "4" and character D in a special display mode, Symbol 5 is a performance symbol composed of the number "5" and character E in a special display mode, Symbol 6 is a performance symbol composed of the number "6" and character F in a special display mode, Symbol 7 is a performance symbol composed of the number "7" and character G in a special display mode, Symbol 8 is a performance symbol composed of the number "8" and character H in a special display mode, and Symbol 9 is a performance symbol composed of the number "9" and character I in a special display mode.

[0374] Thus, when the game is controlled in a probability variation game state or a time reduction game state, the performance symbols displayed in the performance symbol display area 78 are composed of performance symbols that combine numbers as identification information and character images representing characters in a special display mode. However, in Figures 22 to 31, for the sake of explanation, the illustration of character images representing characters in a special display mode will be omitted.

[0375] <Specific examples of instant loss notification and win / loss notification trigger animations> Next, with reference to Figure 22, we will explain specific examples of the instant miss notification variation and the win / loss notification tease variation. Here, Figure 22 is a screen diagram showing specific examples of the instant miss notification variation and the win / loss notification tease variation that are performed during the high-speed RUSH. Here, we will explain using the example of a case in which, during the process in which the three reserved second special symbol judgment rights are consumed in order, the instant miss notification variation is performed in the first reserved variation corresponding to the first reserved variation, the instant miss notification variation is also performed in the second reserved variation corresponding to the second reserved variation, and the win / loss notification tease variation that announces "Big Win" is performed in the third reserved variation corresponding to the third reserved variation.

[0376] Figure 22(A) illustrates how, with three hold icons—a hold icon corresponding to hold 1 variation, a hold icon corresponding to hold 2 variation, and a hold icon corresponding to hold 3 variation—displayed in the hold icon display area 76, the variation display of the (second special symbol and) performance symbols corresponding to the icons displayed in the icon display area 77 (in this case, a scrolling display of three symbol rows) is performed in the performance symbol display area 78.

[0377] In response to this, if the result of the second special symbol judgment corresponding to the icon is "miss," the missing symbol will be displayed as the second special symbol, and the three performance symbols indicating the scattered "625" will stop in the performance symbol display area 78 (see Figure 22(B)). In Figure 22(B), since the display of the second special symbol and performance symbols has finished, the icon that was displayed in the icon display area 77 has been erased, which is represented by a dashed circle.

[0378] As the losing symbol is displayed as the second special symbol, and a predetermined confirmation time (in this case, 0.3 seconds) has elapsed since the three performance symbols indicating the scattered "625" combination stopped, the main CPU 81 performs a second special symbol determination corresponding to the first hold icon displayed in the hold icon display area 76 (the hold icon with the text "Hold 1" attached: see Figure 22(B)). In response to this second special symbol determination, the display screen 70 starts displaying the variation of the second special symbol, and the scrolling display of the three symbol rows begins. Additionally, the first hold icon is shifted from the hold icon display area 76 to the corresponding icon display area 77, and the second hold icon (the hold icon with the text "Hold 2") and the third hold icon (the hold icon with the text "Hold 2") are shifted within the hold icon display area 76 (see Figures 22(B) and (C)).

[0379] In the Reserve 1 variation started in this manner, the sub-CPU 91 is set to execute the immediate loss notification variation effect described above when the Reserve 1 variation starts. For this reason, although not shown in Figure 22(C), 0.4 seconds after the Reserve 1 variation in Figure 22(C) starts, a pseudo-stop display of the three effect symbols indicating the scattered "183" pattern begins, and 0.6 seconds after the start of the Reserve 1 variation, the losing pattern is displayed as the second special symbol, and the three effect symbols indicating the scattered "183" pattern then stop permanently (see Figures 22(C) and (D)). In Figure 22(D), the state immediately after the Reserve 1 variation has ended is shown, and the dashed circle indicates that the icon that was displayed in the icon display area 77 (the icon corresponding to the Reserve 1 variation: see Figure 22(C)) has been erased.

[0380] As the first reserve variation ends, a losing symbol is displayed as the second special symbol, and after a predetermined confirmation time (in this case, 0.3 seconds) has elapsed since the three performance symbols indicating the scattered "183" combination stopped, the main CPU 81 performs a second special symbol determination corresponding to the first reserve icon displayed in the reserve icon display area 76 (the reserve icon with the text "Reserve 2" attached: see Figure 22(D)). In response to this second special symbol determination, the display screen 70 begins to display the variation of the second special symbol, and the scrolling display of the three symbol rows begins. Additionally, a shift process is performed to shift the first reserve icon (the reserve icon with the text "Reserve 2" attached) from the reserve icon display area 76 to the corresponding icon display area 77, and to shift the second reserve icon (the reserve icon with the text "Reserve 3" attached) within the reserve icon display area 76 (see Figures 22(D) and (E)).

[0381] In the second reserve variation initiated in this manner, the sub-CPU 91 is set to execute the aforementioned immediate loss notification variation effect when the second reserve variation begins. Therefore, although not shown in Figure 22(E), 0.4 seconds after the start of the second reserve variation in Figure 22(E), a pseudo-stop display of the three effect symbols indicating the scattered "436" pattern begins, and 0.6 seconds after the start of the second reserve variation, the losing symbol is displayed as the second special symbol, and the three effect symbols indicating the scattered "436" pattern then stop permanently (see Figures 22(E) and (F)). In Figure 22(F), the state immediately after the end of the second reserve variation is shown, and the dashed circle indicates that the icon displayed in the icon display area 77 (the icon corresponding to the second reserve variation: see Figure 22(E)) has been erased.

[0382] As the second reserve variation ends, a losing symbol is displayed as the second special symbol, and after a predetermined confirmation time (in this case, 0.3 seconds) has elapsed since the three performance symbols indicating the "436" scattered pattern stopped, the main CPU 81 performs a second special symbol determination corresponding to the first reserve icon displayed in the reserve icon display area 76 (the reserve icon with the text "Reserve 3" attached: see Figure 22(F)). In response to this second special symbol determination being performed, the display screen 70 starts displaying the variation of the second special symbol, and the scrolling display of the three symbol rows begins. Additionally, a shift process is performed to shift the first reserve icon (the reserve icon with the text "Reserve 3" attached) from the reserve icon display area 76 to the corresponding icon display area 77 (see Figures 22(F) and (G)).

[0383] In the three-symbol variation that is initiated in this manner, the main CPU 81 determines that a jackpot game is to be played when the three-symbol variation begins, and the main CPU 81 selects a variation pattern for the second special symbol with a variation time of 7.0 seconds. Based on this, the sub-CPU 91 is set to execute the aforementioned win / loss notification variation effect. For this reason, although it is not shown in Figure 22(G), two seconds after the start of the three-symbol variation, three effect symbols showing, for example, "777" appear in the effect symbol display area 78, and an enlargement effect display showing these three effect symbols gradually expanding is performed over three seconds. Then, because the result of the second special symbol judgment performed at the start of the 3-spin hold is "jackpot", the three performance symbols, which are enlarged to a predetermined size while showing the repeating number "777", are displayed in the center of the display screen 70 for 2 seconds as a pseudo-stop (see Figure 22(H)). As the jackpot symbol is displayed as the second special symbol, these three performance symbols return to their original size and stop in their original state without changing into any other performance symbols (see Figure 22(I)).

[0384] Here, referring to Figure 22, we have described a series of animations that occur when, during the process of executing multiple probability variation games in the High-Speed ​​RUSH, two instant miss notification animations are performed, followed by a win / loss notification animation that announces a jackpot. In the gaming machine 1 of this embodiment, when the animations are controlled in High-Speed ​​RUSH, if the result of the second special symbol judgment is "miss," a variation pattern with a variation time of 0.6 seconds is likely to be selected as the variation pattern for the second special symbol. For this reason, during High-Speed ​​RUSH, instant miss notification animations are often performed in quick succession, which can make the player feel impatient about the High-Speed ​​RUSH ending without hitting a jackpot.

[0385] Furthermore, the fact that the second special symbol's variation pattern is most likely to be an extremely short variation pattern of 0.6 seconds means that the time between one big win and the next big win is relatively short. Therefore, players can enjoy the effects during the high-speed RUSH while expecting that the variation effect that announces the outcome of a big win will be executed soon after the previous one.

[0386] (First specific example of a continuous reel change animation that signals a big win) Next, with reference to Figures 23 and 24, we will explain a first specific example of the continuous variation middle symbol change effect that announces a jackpot. Here, Figures 23 and 24 are screen diagrams showing a first specific example of the continuous variation middle symbol change effect that is executed during the High-Speed ​​RUSH. Here, we will explain using the example where, during the High-Speed ​​RUSH, two rights for the second special symbol judgment are reserved, and the second special symbol and the effect symbol are being displayed in a variation, a third right for the second special symbol judgment is newly reserved in response to a game ball entering the second start gate 22, and the sub-CPU 91 is set to execute the continuous variation middle symbol change effect that announces a jackpot based on the pre-determination result related to this third right for the second special symbol judgment. Note that in Figures 23 to 27, the effect symbols displayed in gray are represented by white numbers.

[0387] Figure 23(A) illustrates how, during the high-speed rush, when two hold icons are displayed in the hold icon display area 76, the variation display of the (second special symbol and) performance symbols corresponding to the icons displayed in the icon display area 77 (in this case, a scrolling display of three symbol rows: first variation) is performed in the performance symbol display area 78.

[0388] In the situation where the first variation is occurring as described above, if a game ball is newly entered into the second starting opening 22, and the result of the pre-determination process performed by the main CPU 81 in response to that entry is "jackpot", and the sub-CPU 91 has set to execute the continuous variation effect with changing middle symbols, the sub-CPU 91 will execute the following effect control. Specifically, almost simultaneously with the game ball newly entering into the second starting opening 22, a reserve icon corresponding to the pre-read target variation (the third reserve icon) will be newly displayed in the reserve icon display area 76, an effect image showing a specific character saying the line "It's your chance!" will be displayed on the display screen 70, and in conjunction with this, an entry effect will be executed in which the same line will be output from the speaker 38 (see Figure 23(B)).

[0389] In this embodiment of the gaming machine 1, when the winning animation of the continuous variation animation of the middle symbol is executed, the animation symbols that were displayed in the animation symbol display area 78 become invisible as the winning animation begins, and instead the animation symbols are displayed as small symbols (see Figure 23(B)). Figure 23(B) illustrates how, in order to suggest that the first variation is continuing, three animation symbols indicating a "676" reach miss are displayed as small symbols in the upper right area of ​​the display screen 70, and how these three animation symbols are displayed in a pseudo-stop state. In this way, when the winning animation begins, the three animation symbols are displayed as small symbols, making it possible to perform the winning animation while suggesting that the result of the first variation is a "miss".

[0390] Next, as the first variation ends and the losing symbol is displayed as the second special symbol, the sub-CPU 91 stops the three performance symbols indicating the "676" reach miss, which are displayed as small symbols in the upper right area of ​​the display screen 70 (see Figures 23(B) and (C)). In this embodiment of the gaming machine 1, if the judgment result of the second special symbol judgment is "miss", a variation pattern with a variation time of 0.6 seconds is likely to be selected as the variation pattern of the second special symbol. However, as is clear from the notation in Figures 23(B) and (C), the display of the performance im...

Claims

[Claim 1] A determination means for determining whether or not to perform a special game that is advantageous to the player, Once the determination is made, a symbol display control means causes a symbol to change and display on a predetermined symbol display means, and then stops displaying a symbol indicating the result of the determination. When the special game is executed and a symbol indicating that the determination means has determined to execute the special game is stopped and displayed on the symbol display means, the special game execution means executes the special game, It comprises a performance control means for controlling the performance, The aforementioned performance control means is During the display of the aforementioned symbols, there are two possibilities: when a winning notification is performed to indicate that the special game will be played, based on the result of the determination made at the start of the display of the symbols; and when a losing notification is performed to indicate that the special game will not be played. It is possible to execute the first performance control and then the second performance control. The first performance control involves displaying an expectation image that suggests the special game will be performed for a predetermined time while the symbols are changing, and then erasing it. The gaming machine is characterized in that the second performance control displays the expected image again prior to the execution of the winning notification performance.

Citation Information

Patent Citations

  • Game machine

    JP2020080893A