Game machine

The gaming machine addresses the lack of interestingness in conventional gaming machines by using determination means, special symbol display control, special game execution, and presentation control to create a high-interest performance through winning notification and preview presentations.

JP2025083442AInactive Publication Date: 2025-05-30SANSEI R&D KK
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Patent Information

Application Number
JP2025036966
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-09
Publication Date
2025-05-30
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient interestingness in their performances, providing room for improvement in enhancing player engagement.

Method used

The gaming machine incorporates determination means, special symbol display control, special game execution, and presentation control to execute a highly interesting performance. This includes a winning notification presentation and a preview presentation with specific sound effects and image changes to enhance player engagement.

Benefits of technology

The implementation achieves a high-interest effect by synergistically combining visual and auditory elements during the preview presentation, effectively notifying players of potential winning notifications and preventing monotony in the preview effect.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of executing a highly interesting performance.SOLUTION: Performance control means can execute a winning notification performance that notifies a player that a special game is to be executed and a notice performance that notifies the player that the winning notification performance may be executed, on the basis of result of the determination. The notice performance includes a first change performance that changes a first notice image to a second notice image, and a second change performance that changes the second notice image to the first notice image after the first change performance is executed. The performance control means can output a second performance sound different from a first performance sound during the period from the end of the first change performance to the start of the second change performance, while outputting the first performance sound before the start of the first change performance. A first time required for the first change performance and a second time required for the second change performance are different from each other.SELECTED DRAWING: Figure 72
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Description

Technical Field

[0001] The present invention relates to a gaming machine including performance control means for controlling performance.

Background Art

[0002] For example, in a gaming machine such as a pachinko machine, when a game ball wins a prize at a start port, it is determined whether to execute a special game advantageous to the player. After a special symbol is variably displayed, the special symbol indicating the result of the above determination is stopped and displayed. Then, when the special symbol indicating that it has been determined to execute the special game is stopped and displayed, a special game in which the player can acquire a game medium is executed. Among this type of gaming machine, there are those that variably display a production symbol along with the variable display of the special symbol, and can develop step by step up to any step number within a predetermined number of steps, such as a step-up notice, a dialogue notice that displays a character speaking a line, a group notice that displays a number of characters moving in a predetermined direction, and a cut-in that superimposes a predetermined cut-in image on the production image being displayed (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 performances carried out 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 a highly interesting performance.

Means for Solving the Problems

[0006] The gaming machine of the first invention for solving the above problems includes determination means for determining whether to execute a special game advantageous to the player, special symbol display control means for variably displaying a special symbol on a predetermined special symbol display means and then stopping and displaying a special symbol indicating the result of the determination, special game execution means for executing the special game when a special symbol indicating that the determination has been made by the determination means is stopped and displayed on the special symbol display means, and presentation control means for controlling presentations, wherein the presentation control means is capable of executing a winning notification presentation for notifying that the special game is to be executed based on the result of the determination, and a preview presentation for previewing the possibility that the winning notification presentation may be executed, the preview presentation is configured to include a first change presentation for changing a first preview image to a second preview image, and a second change presentation for changing the second preview image to the first preview image after executing the first change presentation, wherein the presentation control means outputs a first presentation sound before the start of the first change presentation, and is capable of outputting a second presentation sound different from the first presentation sound during the period from the end of the first change presentation to the start of the second change presentation, and a first time required for the first change presentation and a second time required for the second change presentation are different from each other.

[0007] According to this gaming machine, during the period from the end of the first change effect until the start of the second change effect, that is, during the display of the second preview image, a second effect sound different from the first effect sound output before the start of the first change effect is output. In this way, since the second effect sound different from the first effect sound is output after the end of the first change effect, it is possible to effectively notify that the first preview image has changed to the second preview image, and a high effect can be obtained by the synergistic effect of the effect of displaying the second preview image and the effect of outputting the second effect sound. Further, since the first time required for the first change effect and the second time required for the second change effect are different from each other, it is possible to easily suppress the problem that the preview effect becomes monotonous due to the first time and the second time being the same as each other.

Advantages of the Invention

[0008] According to this invention, it is possible to execute an effect with high interest.

Brief Description of the Drawings

[0009]

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

[0011] [Configuration Example of Gaming Machine 1] First, a configuration example of the gaming machine 1 will be described with reference to FIGS. 1 and 2. Here, FIG. 1 is a front view of the gaming machine 1, and FIG. 2 is a front view of the game board 2. As shown in FIGS. 1 and 2, the gaming machine 1 includes a gaming machine frame 30 and a game board 2 attached inside the gaming machine frame 30. The gaming machine frame 30 is configured to have a front frame 31 having a decorative surface, a main body frame for attaching the game board 2 and the like, 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 arranged in parallel with the game board 2 at a predetermined interval, and a game area 3 through which game balls can flow down is formed by this glass plate and the game board 2.

[0012] Also, as shown in FIG. 1, the front frame 31 is provided with a firing handle 32 for firing game balls, an upper tray 33 for storing game balls supplied to a firing device (not shown), and a lower tray 34 for storing game balls that cannot be stored in the upper tray 33. When the player holds the firing handle 32 and rotates it clockwise, the game balls stored in the upper tray 33 are guided to the firing device and fired with a firing intensity corresponding to the rotation angle of the firing handle 32. The fired 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, and flow down along the game board 2 in the game area 3 while changing their moving direction by contacting game pins, windmills, etc. provided in the game area 3.

[0013] Note that a ball return prevention piece 6 is provided at the end of the rail member 4, and this ball return prevention piece 6 prevents the game ball that has once entered the game area 3 from returning to the launcher side. Also, a stop button is provided at a position close to the launch handle 32, and the player can temporarily stop the launch of the game ball by operating this stop button without returning the launch handle 32 to its initial position.

[0014] When the player performs a "left shot" by rotating the launch handle 32 by a small rotation angle, the game ball is launched with a relatively weak launch intensity, and this game ball flows down the left game area 3L. On the other hand, when the player performs a "right shot" by rotating the launch handle 32 by a large rotation angle, the game ball is launched with a relatively strong launch intensity, and this game ball moves along the rail member 4 located in the upper right of the center decoration 10 and then flows down the right game area 3R.

[0015] In the passage path of the game ball in the left game area 3L, as devices related to winning and determination, a first start port 21, a second start port 22, an opening and closing member 23, and three general winning ports 24 are provided (see FIG. 2). Also, in the passage path of the game ball in the right game area 3R, as devices related to winning and determination, the above second start port 22, the above opening and closing member 23, one general winning port 24, a gate 25, a first major winning port 26, an opening and closing member 27, a second major winning port 28, and an opening and closing member 29 are provided (see FIG. 2).

[0016] The game balls launched from the launcher flow down the game area 3 along the game board 2, and may win in any of the first starting port 21, the second starting port 22, the general winning port 24, the first big winning port 26, and the second big winning port 28. In this case, a predetermined number of prize balls corresponding to the winning location are paid out to the upper tray 33 or the lower tray 34. For example, every time one game ball wins in the first starting port 21, four prize balls are paid out; every time one game ball wins in the second starting port 22, one prize ball is paid out; and every time one game ball wins in the general winning port 24, five prize balls are paid out. Also, every time one game ball wins in the first big winning port 26, ten prize balls are paid out, and every time one game ball wins in the second big winning port 28, ten prize balls are paid out. Note that the game balls that do not win in any of them are discharged from the game area 3 through the discharge port formed at the lower end of the game board 2.

[0017] In addition, a center decoration 10 is provided in the opening formed at the center of the game board 2. This center decoration 10 is composed of a stage portion 11 having a game ball rolling surface on which the game ball can roll, and a warp portion 12 having a warp entrance and a warp exit at both ends. The game balls flowing down the left game area 3L may enter the warp portion 12 from the warp entrance, and these game balls are discharged from the warp exit and guided to the stage portion 11. At the position of the left and right center of this stage portion 11, a guide groove is formed to drop the game balls rolling on the stage portion 11 toward the first starting port 21. Therefore, the game balls guided to the stage portion 11 through the warp portion 12 are more likely to win in the first starting port 21 than the game balls flowing down the left game area 3L without passing through the warp portion 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 and closing member 23 as a normal electric accessory is not operating, and is opened when the opening and closing member 23 operates. In the gaming machine 1, when a game ball wins a prize at the first start port 21 (or the second start port 22), it is determined whether to execute a special game (big win game) advantageous to the player. Then, on the first special symbol display 41 (or the second special symbol display 42) described later, the symbols are variably displayed, and a symbol (big win symbol or losing symbol) indicating the result of the above determination is stopped and displayed. Here, when the big win symbol is stopped and displayed, a big win game that opens the first big winning port 26 and the second big winning port 28 is executed.

[0019] In the following description, the determination executed in response to the winning of a game ball at the first start port 21 is referred to as "first special symbol determination", the determination executed in response to the winning of a game ball at the second start port 22 is referred to as "second special symbol determination", and these are collectively referred to as "special symbol determination".

[0020] The first major winning opening 26 is a special winning area that is opened according to the result of the special symbol determination. An opening and closing member 27, which is a plate for opening and closing the first major winning opening 26, is provided at the opening of the first major winning opening 26. Normally, the first major winning opening 26 is blocked by the opening and closing member 27 because the opening and closing member 27 maintains a closed position forming the same plane as the game board 2. On the other hand, when the first special symbol (or the second special symbol) as a jackpot symbol stops being displayed on the first special symbol display 41 (or the second special symbol display 42), a jackpot game is executed in which the opening and closing member 27 is actuated to open the first major winning opening 26. During this jackpot game, a long opening round game is played in which the opening and closing member 27 maintains an open position (see FIG. 2) opening the first major winning opening 26 and then returns to a closed position closing the first major winning opening 26. Note that the long opening round game for opening the first major winning opening 26 continues until a predetermined number (for example, 10) of game balls win in the first major winning opening 26, or until a predetermined time (for example, 25 seconds) elapses after the first major winning opening 26 is opened (without a predetermined number of game balls winning in the first major winning opening 26). Thus, a long opening round game for long-opening the first major winning opening 26 is played during the jackpot game. For this reason, the player can obtain more prize balls by making a right shot during the long opening round game for long-opening the first major winning opening 26 than when the jackpot game is not being played.

[0021] The second major winning opening 28 is a special winning area that is opened according to the result of the special symbol determination. An opening and closing member 29, which is a blade member for opening and closing the second major winning opening 28, is provided at the opening of the second major winning opening 28. Normally, the second major winning opening 28 is blocked by this opening and closing member 29 (see FIG. 4(A)). On the other hand, when the first special symbol (or the second special symbol) as a jackpot symbol stops being displayed on the first special symbol display 41 (or the second special symbol display 42), a jackpot game is executed in which the opening and closing member 29 is actuated to open the second major winning opening 28. During this jackpot game, a round game is played in which the opening and closing member 29 maintains an open position (see FIGS. 2, 4(B) and (C)) opening the second major winning opening 28 and then returns to a closed position closing the second major winning opening 28.

[0022] As will be described in detail later, in the round game for opening and closing the second large winning opening 28, there are a long-opening round game in which the second large winning opening 28 is opened for a long time so that a predetermined number (for example, 10) of game balls can easily win the second large winning opening 28, and a short-opening round game in which the second large winning opening 28 is opened for a short time so that it is extremely difficult for the game balls to win the second large winning opening 28. In the long-opening round game in which the second large winning opening 28 is opened for a long time, when the player makes a right hit, 100 prize balls (= 10 balls × 10 counts) are paid out. Therefore, the player can obtain more prize balls during the long-opening round game in which the second large winning opening 28 is opened for a long time by making a right hit than when the big win game is not being played.

[0023] In the gaming machine 1 of the present embodiment, when it is determined by the main CPU 81 that a big win game is to be executed, the operations of the opening / closing member 27 and the opening / closing member 29 are controlled, and a big win game in which the player can acquire a game ball as a game medium is executed.

[0024] On the other hand, in the present embodiment, regarding the short-opening round game in which the second large winning opening 28 is opened for a short time, the opening time, which is the time for the opening / closing member 29 to maintain the open posture for opening the second large winning opening 28, is set to an extremely short time of 0.1 second. Therefore, even if the player makes a right hit during the short-opening round game of the second large winning opening 28, basically, the game balls do not win the second large winning opening 28, and no prize balls are paid out.

[0025] For convenience of explanation, FIG. 2 shows a state in which the opening / closing members 27 and 29 are in the open posture for opening the large winning openings 26 and 28 when the effect symbols are variably displayed on the display screen 70 of the image display device 7. However, actually, the opening / closing members 27 and 29 do not become the open posture during the variable display of the effect symbols. Also, in each round game in the big win game, since either one of the first large winning opening 26 and the second large winning opening 28 is used, actually, these large winning openings are not opened simultaneously as shown in FIG. 2.

[0026] An opening / closing member 23 (see FIG. 2) is disposed in the vicinity of the second starting port 22. This opening / closing member 23 can change its posture between a closed posture in which the opening / closing member 23 closes the second starting port 22 and an open posture in which the second starting port 22 is opened (see FIG. 2).

[0027] The second starting port 22 is normally closed by the opening / closing member 23. On the other hand, when a game ball hit by the player to the right passes through the gate 25, although a prize ball is not paid out, a determination as to whether or not to open the second starting port 22 is made. Here, when it is determined to open the second starting port 22, an operation in which the opening / closing member 23 returns to the closed posture after maintaining the open posture for a predetermined time is performed a specified number of times. Thus, the second starting port 22 is in a state where it is difficult for a game ball to pass through when the opening / closing member 23 is not operating, whereas it becomes a state where a game ball can easily pass through when the opening / closing member 23 operates.

[0028] In the following description, a determination executed on the condition that a game ball passes through the gate 25 is referred to as a "normal symbol determination".

[0029] The general winning port 24 is always open in the same manner as the first starting port 21, and is a winning port through which a predetermined number (for example, five) of prize balls are paid out when a game ball wins. However, unlike the first starting port 21 and the like, no determination is made even when a game ball wins at the general winning port 24.

[0030] [Configuration example of the main display 40] FIG. 3 is an enlarged view of the main display 40 in FIG. 2. As illustrated in FIG. 3, the main display 40 includes a first special symbol display 41, a second special symbol display 42, a normal symbol display 43, a first special symbol hold display 44, a second special symbol hold display 45, a normal symbol hold display 46, a round display 47, a game state display 48, a firing direction display 49, and the like.

[0031] The first special symbol display 41 is configured to have eight LEDs indicated by "i~p". When the first special symbol determination is made, the symbol is variably displayed and then the symbol indicating the determination result of the first special symbol determination is stopped and displayed, thereby notifying the determination result of the first special symbol determination. Specifically, for example, the variable display of the symbol is performed by lighting the eight LEDs in order, and the symbol is stopped and displayed by lighting each LED for a predetermined fixed time (for example, 0.5 seconds) in a combination corresponding to the determination result of the first special symbol determination.

[0032] The second special symbol display 42 is configured to have eight LEDs indicated by "a~h". When the second special symbol determination is made, the symbol is variably displayed and then the symbol indicating the determination result of the second special symbol determination is stopped and displayed, thereby notifying the determination result of the second special symbol determination. Specifically, for example, the variable display of the symbol is performed by lighting the eight LEDs in order, and the symbol is stopped and displayed by lighting each LED for a predetermined fixed time (for example, 0.5 seconds) in a combination corresponding to the determination result of the second special symbol determination.

[0033] On the first special symbol display 41 (or the second special symbol display 42), as the symbol indicating the determination result of the first special symbol determination (or the second special symbol determination), a "jackpot symbol" for notifying a jackpot or a "losing symbol" for notifying a loss is stopped and displayed. In the gaming machine 1, a plurality of different jackpot symbols are prepared according to the types of jackpots. When a jackpot symbol is stopped and displayed, a jackpot game is performed in which the first big winning port 26 and the second big winning port 28 are opened in an opening pattern corresponding to the type of the jackpot symbol.

[0034] The normal symbol display 43 is configured to have two LEDs indicated by "s~t". When the normal symbol determination is made, after the symbols are variably displayed, the symbols indicating the determination result of the normal symbol determination are stopped and displayed to notify the determination result of the normal symbol determination. Specifically, for example, the symbols are variably displayed by alternately lighting the two LEDs, and the symbols are stopped and displayed by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting pattern corresponding to the determination result of the normal symbol determination. Here, when the winning symbol is stopped and displayed, an auxiliary game is performed in which the opening / closing member 23 is operated in an opening pattern corresponding to the current gaming state to open the second start port 22.

[0035] In the following description, the symbols displayed on the first special symbol display 41 and the second special symbol display 42 are referred to as "special symbols", and the symbols displayed on the normal symbol display 43 are referred to as "normal symbols". Also, the special symbol displayed on the first special symbol display 41 may be referred to as the "first special symbol", and the special symbol displayed on the second special symbol display 42 may be referred to as the "second special symbol" to distinguish between the two.

[0036] The first special symbol hold display 44 is configured to have two LEDs indicated by "u~v", and the number of holds of the first special symbol determination is displayed by the lighting pattern of these LEDs. The second special symbol hold display 45 is configured to have two LEDs indicated by "w~x", and the number of holds of the second special symbol determination is displayed by the lighting pattern of these LEDs. In this embodiment, the upper limit of these hold numbers is set to "4" for both. The normal symbol hold display 46 is configured to have two LEDs indicated by "q~r", and the number of holds of the normal symbol determination is displayed by the lighting pattern of these LEDs.

[0037] The round display 47 displays the number of rounds to be executed in the jackpot game executed according to the jackpot corresponding to the jackpot symbol when the jackpot symbol stops being displayed on the first special symbol display 41 or the second special symbol display 42. In the gaming machine 1 of the present embodiment, there are cases where a jackpot game including three rounds of the round game is executed and cases where a jackpot game including ten rounds of the round game is executed. For this reason, the round display 47 is configured to have LEDs for 3R and LEDs for 10R in the present embodiment, and the number of rounds is notified by lighting any of these LEDs.

[0038] The game state display 48 is configured to have three LEDs indicated by "a1 to a3", and displays the game state of the gaming machine 1 according to the lighting state of these LEDs. The firing direction display 49 is configured to have two LEDs indicated by "y to z", and displays the firing direction of the game ball according to the lighting state of these LEDs. That is, it indicates whether it is a state where the ball should be fired to the left or a state where the ball should be fired to the right.

[0039] [Configuration example of the effect means provided in the gaming machine 1] As illustrated in FIGS. 1 and 2, on the game board 2, as means for performing various effects, a decorative member 13, a movable decorative member 14, an effect display 125, an effect first special symbol hold display 126, an effect second special symbol hold display 127, etc. are provided, and an image display device 7 is provided behind the game board 2. Further, on the front frame 31, as means for performing various effects, a frame lamp 37, a speaker 38, a robot-type gimmick 15, etc. are provided.

[0040] The decorative member 13 incorporates a panel lamp 5 (see FIG. 5) configured to have a plurality of color LEDs, and performs various effects by light by changing the lighting and blinking patterns of each LED or changing the emission color of each LED.

[0041] The movable decorative member 14 is disposed in front of the display screen 70 of the image display device 7 and behind the decorative member 13. A plurality of color LEDs are built into the movable decorative member 14, and the movable decorative member 14 performs a predetermined effect by both or either of the movement of the movable decorative member 14 itself and light. In the present embodiment, a predetermined space in which the movable decorative member 14 can operate is provided between the game board 2 and the display screen 70, and the movable decorative member 14 is configured to be movable up and down along the display screen 70. Normally, the movable decorative member 14 is disposed at an initial position (see FIG. 2) where most of it is hidden behind the decorative member 13 and only the lower end portion of the movable decorative member 14 is visible. On the other hand, when, for example, a pre-warning effect suggesting a relatively high jackpot reliability is executed using the display screen 70 or the speaker 38, the movable decorative member 14 emits light in a predetermined light emission pattern and drops to an operating position covering most of the display screen 70.

[0042] The frame lamp 37 is configured to have a plurality of LEDs built in various locations of the front frame 31, and performs various effects by light by changing the lighting and blinking patterns of each LED or by changing the light emission color of each LED.

[0043] The robotic gimmick 15 (an example of the "performance movable body") is provided at a position in the front frame 31 that is looked down upon by the seated player. Specifically, the robotic gimmick 15 is provided on the left side of the first performance button 35 when the gaming machine 1 is viewed from the front in the front frame 31 and on the back side of the upper tray 33. In this way, since the robotic gimmick 15 is provided on the back side of the upper tray 33, for example, when the player puts the game balls taken out from the lower tray 34 into the upper tray 33 or touches the game balls stored in the upper tray 33, the robotic gimmick 15 will not get in the way, such as the player's hand touching the robotic gimmick 15. A plurality of color LEDs are built into the robotic gimmick 15, and the robotic gimmick 15 performs a predetermined performance by both or one of the movement and light of the robotic gimmick 15 itself. In the present embodiment, the robotic gimmick 15 is configured to be able to execute a swinging performance in which the upper body 151 (see FIG. 21) swings left and right alternately while emitting light in a predetermined light emission pattern. This swinging performance will be described in detail later with reference to FIG. 21 and the like.

[0044] The image display device 7 is a liquid crystal display device that displays a performance image on its display screen 70, and the player can view the display screen 70 through the opening formed in the central part of the game board 2. On this display screen 70, a performance symbol for notifying the determination result of the special symbol determination, characters, items, hold images (hold icons) displayed in the same number as the number of holds of the first special symbol determination (or the second special symbol determination), a variation suggestion image (the icon) for suggesting that the special symbol is in the process of variation display, and other various display objects including a performance image are displayed. Note that the image display device 7 is not limited to a liquid crystal display device as long as it can display a performance image, and may be other image display devices such as an EL display device.

[0045] The speaker 38 outputs performance sounds such as music, voices, and sound effects synchronously or asynchronously with the display performance performed on the display screen 70 to perform a performance by sound.

[0046] The performance display 125 is configured to have two LEDs, variably display symbols in accordance with the variable display of special symbols and performance symbols, and stop-display a symbol that notifies the determination result of the special symbol determination in accordance with the stop display of the special symbol and the performance symbol. This performance display 125 notifies the determination result of the special symbol determination by the combination of lighting and extinguishing of each LED and the lighting color.

[0047] The first special figure hold display 126 is configured to have two LEDs, and displays the same number of holds of the first special symbol determination as that displayed on the first special figure hold display 44 by the combination of lighting and extinguishing of each LED. The second special figure hold display 127 is configured to have two LEDs, and displays the same number of holds of the second special symbol determination as that displayed on the second special figure hold display 45 by the combination of lighting and extinguishing of each LED.

[0048] [Configuration example of input means provided in the gaming machine 1] As illustrated in FIG. 1, on the front frame 31, a first performance button 35 and a second performance button 36 are provided as input means through which a player can input. The first performance button 35 is a push button for inputting operation information when pressed by the player. The second performance button 36 is a push button for inputting operation information when the player grips the gripping portion of the second performance button 36 and pushes it in. In the gaming machine 1, performances corresponding to the operations of the first performance button 35 and the second performance button 36 may be performed.

[0049] Note that the configuration of the input means is not limited to that exemplified in the present embodiment, and other configurations may be used. That is, for example, in the present embodiment, the case where the gaming machine 1 includes two input means is described, but the number of input means may be one or three or more. Further, the input means is not limited to a push button, and may be other input means such as a touch panel capable of detecting a player's touch operation, for example, an optical sensor capable of detecting a player's hand held in front of the display screen 70, a joystick for specifying a position and a direction by moving it forward, backward, left, or right, and an operation means that a player can grip and change the posture.

[0050] [Internal configuration example of the second large winning opening 28] FIG. 4 is an explanatory diagram for explaining the opening / closing control of the second large winning opening 28 and the V winning opening 287. An opening / closing member 29 for opening and closing the second large winning opening 28 is provided at the opening of the second large winning opening 28 (see FIGS. 1 and 4(A)). Further, as illustrated in FIGS. 4(A) to 4(C), inside the second large winning opening 28, a second large winning opening sensor 281, a V winning opening sensor 283, a discharge port sensor 284, a slide member 285, etc. are provided.

[0051] The second large winning opening sensor 281 detects the game balls that have entered the second large winning opening 28. In the present embodiment, every time a game ball passes through the second large winning opening sensor 281, 10 prize balls are paid out. The V winning opening sensor 283 detects the passage of game balls through the V winning opening 287 partitioned by the V winning opening sensor 283. The discharge port sensor 284 detects the passage of game balls through the discharge port partitioned by the discharge port sensor 284. The slide member 285 guides the game balls that have passed through the second large winning opening sensor 281 to the V winning opening 287 or the discharge port, and is configured to be slidable in the left-right direction (width direction of the gaming machine 1) in FIG. 4. FIGS. 4(A) and 4(B) illustrate a state where the slide member 285 is disposed at the right position closing the V winning opening 287, and FIGS. 4(C) and 4(D) illustrate a state where the slide member 285 is disposed at the left position opening the V winning opening 287.

[0052] When a big win game is not being played or during the execution of a long opening round game in which the first large winning opening 26 is long-opened, the second large winning opening 28 is blocked by the opening / closing member 29 and the V winning opening 287 is blocked by the slide member 285 (see FIG. 4(A)). On the other hand, in a round game for opening and closing the second large winning opening 28, the second large winning opening 28 and the V winning opening 287 can be in the following states.

[0053] Specifically, in the round game that opens and closes the second large winning opening 28, as illustrated in FIGS. 4(A) and (B), there may be a case where, with the slide member 285 in the right position, the opening / closing member 29 rotates and the second large winning opening 28 is in an open state. In this case, although the second large winning opening 28 is open, the V winning opening 287 is still blocked by the slide member 285. Therefore, even if a game ball enters the second large winning opening 28, the game ball does not pass through the V winning opening 287 and passes through the discharge port sensor 284.

[0054] Also, in the round game that opens and closes the second large winning opening 28, as illustrated in FIGS. 4(B) and (C), there may be a case where, with the second large winning opening 28 in an open state, the slide member 285 moves from the right position to the left position and the V winning opening 287 is in an open state. In this case, since both the second large winning opening 28 and the V winning opening 287 are open, the game ball that enters the second large winning opening 28 will pass through the V winning opening 287 (i.e., be detected by the V winning opening sensor 283).

[0055] The V winning opening sensor 283 functions as a so-called probability change switch. As described above, when a game ball wins at the V winning opening (the game ball is detected by the V winning opening sensor 283) when both the second large winning opening 28 and the V winning opening 287 are in an open state, after the jackpot game with this V winning ends, the game will be controlled in the "probability change game state" described later. On the other hand, when a game ball does not win at the V winning opening when both the second large winning opening 28 and the V winning opening 287 are in an open state, after the jackpot game ends, the game will be controlled in the "time shortening game state" described later.

[0056] In addition, in the round game for opening and closing the second largest winning opening 28, as illustrated in FIG. 4(D), since the opening and closing member 29 is not operating, the second largest winning opening 28 is in a closed state where it is blocked, and there may be a case where the slide member 285 moves from the right position to the left position and the V winning opening 287 is in an open state. In this case, although the V winning opening 287 is open, since the second largest winning opening 28 is in a state where it is difficult to enter, no game ball enters the second largest winning opening 28.

[0057] Note that in the transparent member provided at a position corresponding to the region including the second largest winning opening sensor 281, the V winning opening sensor 283, the discharge port sensor 284, the slide member 285, etc., the character "V" is marked at the position corresponding to the V winning opening sensor 283 (see FIG. 2). Therefore, the player can easily identify the position of the V winning opening sensor 283 (the position of the V winning opening 287) by looking at this character "V".

[0058] [Configuration of the control device provided in the gaming machine 1] FIG. 5 is a block diagram showing a configuration example of the control device provided in the gaming machine 1. On the back side of the game board 2, a control device for controlling the operation of the gaming machine 1 is provided. As illustrated in FIG. 5, the control device of the gaming machine 1 includes a main control board 80 for controlling the progress of a game using game balls, a sub-control board 90 for comprehensively controlling the effects based on the information from the main control board 80, an image and sound control board 100 for controlling the effects by images and sounds, a lamp control board 120 for controlling the effects by various lamps and movable members, and the like. In the present embodiment, the main control board 80 functions as a game control unit for controlling 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 for controlling 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 one board.

[0059] [Configuration example 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. Based on programs and the like stored in the main ROM 82, the main CPU 81 performs various arithmetic processes related to determination and the number of payout bonus balls. The main RAM 83 is used as a storage area for temporarily storing various data used when the main CPU 81 executes the above programs and a work area for data processing and the like.

[0060] Connected to the main control board 80 are a first start port sensor 211, a second start port sensor 221, a gate sensor 251, a first big winning port sensor 261, a second big winning port sensor 281, a V winning port sensor 283, a discharge port sensor 284, a general winning port sensor 241, a second start port solenoid 222, a first big winning port solenoid 262, a second big winning port solenoid 282, and a V winning port solenoid 286. Note that although the gaming machine 1 of the present embodiment includes four general winning port sensors 241 corresponding to the four general winning ports 24, in FIG. 5, for convenience of explanation, only one general winning port sensor 241 is shown.

[0061] The first start port sensor 211 detects that a game ball has won in the first start port 21 and outputs the detection signal to the main control board 80. The second start port sensor 221 detects that a game ball has won in the second start port 22 and outputs the detection signal to the main control board 80. The gate sensor 251 detects the passage of a game ball through the gate 25 and outputs the detection signal to the main control board 80. The first big winning port sensor 261 detects that a game ball has won in the first big winning port 26 and outputs the detection signal to the main control board 80. The second big winning port sensor 281 detects that a game ball has won in the second big winning port 28 and outputs the detection signal to the main control board 80. The V winning port sensor 283 detects the passage of a game ball through the V winning port 287 and outputs the detection signal to the main control board 80. The discharge port sensor 284 detects the passage of a game ball through the discharge port and outputs the detection signal to the main control board 80. The general winning port sensor 241 detects that a game ball has won in the general winning port 24 and outputs the detection signal to the main control board 80.

[0062] The second start port solenoid 222 is an electric solenoid connected so as to be able to transmit a driving force to the opening / closing member 23, 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 big winning port solenoid 262 is an electric solenoid connected so as to be able to transmit a driving force to the opening / closing member 27, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first big winning port 26. The second big winning port solenoid 282 is an electric solenoid connected so as to be able to transmit a driving force to the opening / closing member 29, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second big winning port 28. The V winning port solenoid 286 is an electric solenoid connected so as to be able to transmit a driving force to the slide member 285, and operates the slide member 285 based on a control signal from the main control board 80 to open and close the V winning port 287.

[0063] Although not shown in the figure, the gaming machine 1 includes a payout control board that controls a drive motor for sending out game balls from a ball tank provided on the back side of the game board 2 to supply game balls to the upper tray 33 or the lower tray 34. When a detection signal from the first start port sensor 211, the second start port sensor 221, the first big winning port sensor 261, the second big winning port sensor 281, or the general winning port sensor 241 is input, the main CPU 81 instructs the payout control board to pay out a predetermined number of prize balls according to the location where the game ball has won, and manages the number of prize balls to be paid out based on information from the payout control board.

[0064] Also, the main CPU 81 acquires various random numbers as acquisition information at the timing when a detection signal from the first start port sensor 211 is input, and executes a first special symbol determination using the acquired random numbers. Also, the main CPU 81 acquires various random numbers as acquisition information at the timing when a detection signal from the second start port sensor 221 is input, and executes a second special symbol determination using the acquired random numbers. Here, the various random numbers are specifically a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number.

[0065] The jackpot random number is a random number for determining a jackpot or a loss. The symbol random number is a random number for determining the type of jackpot (such as the number of rounds of the jackpot game or the game state after the jackpot game ends) when it is determined that a jackpot has occurred. The reach random number is a random number for determining whether to perform a reach effect or a non-reach effect when it is determined that a loss has occurred. The variation pattern random number is a random number for determining the variation pattern of the special symbol when the special symbol is variably displayed.

[0066] The main CPU 81 acquires these random numbers at the timing when a game ball wins in the first start port 21 (or the second start port 22), and first determines whether to execute a jackpot game based on whether the acquired jackpot random number matches a predetermined random number value (winning value) stored in the main ROM 82. Here, when it is determined to execute a jackpot game based on the fact that the jackpot random number matches the winning value, the type of jackpot is determined based on which of the predetermined random number values stored in the main ROM 82 (compared with the symbol random number) the symbol random number acquired together with the jackpot random number matches.

[0067] On the other hand, when the main CPU 81 determines not to execute a jackpot game based on the fact that the acquired jackpot random number does not match the winning value, it determines whether to perform a reach effect or a non-reach effect based on whether the reach random number acquired together with the jackpot random number matches a predetermined random number value (compared with the reach random number) stored in the main ROM 82. Also, regardless of the result of the determination based on the jackpot random number, the main CPU 81 determines the variation pattern of the special symbol when variably displaying the special symbol based on the variation pattern random number acquired together with the jackpot random number. As a result, the variation time of the special symbol is determined.

[0068] When the main CPU 81 determines to execute a big win game and determines the type of big win, according to the type of big win, it controls the opening and closing (operation of the opening and closing member 27) of the first big winning opening 26 via the first big winning opening solenoid 262, controls the opening and closing (operation of the opening and closing member 29) of the second big winning opening 28 via the second big winning opening solenoid 282, and controls the opening and closing (operation of the slide member 285) of the V winning opening 287 via the V winning opening solenoid 286, thereby executing a big win game according to the type of big win.

[0069] Also, the main CPU 81 acquires a random number (normal symbol random number) at the timing when a detection signal from the gate sensor 251 is input, and executes a normal symbol determination using the acquired normal symbol random number. When it is determined as a result of this normal symbol determination that the second start opening 22 is to be opened, the main CPU 81 controls the opening and closing (operation of the opening and closing member 23) of the second start opening 22 via the second start opening solenoid 222, thereby executing an auxiliary game for opening the second start opening 22.

[0070] Also, a first special symbol display 41, a second special symbol display 42, a normal symbol display 43, a first special symbol hold display 44, a second special symbol hold display 45, a normal symbol hold display 46, a round display 47, a game state display 48, and a firing direction display 49 are connected to the main control board 80.

[0071] The main CPU 81 controls these displays 41 to 49 that constitute the main display 40 to execute the above-described display process based on FIG. 3.

[0072] <Configuration example of the 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 performs arithmetic processing for controlling effects based on a program stored in the sub-ROM 92. The sub-RAM 93 is used as a storage area for temporarily storing various data used when the sub-CPU 91 executes the above program and a work area for data processing and the like. The RTC 94 measures the current date and time (date and time).

[0073] The sub-control board 90 is connected with a first effect button detection sensor 96 and a second effect button detection sensor 97. When the first effect button 35 (see FIG. 1) is operated, the first effect button detection sensor 96 outputs operation information (operation signal) indicating that fact to the sub-control board 90. When the second effect button 36 (see FIG. 1) is operated, the second effect button detection sensor 97 outputs operation information (operation signal) indicating that fact to the sub-control board 90.

[0074] The sub-CPU 91 sets the effect content based on game information regarding special symbol determination, normal symbol determination, big win games, etc. transmitted from the main control board 80. At that time, it may also accept the input of operation information from the first effect button 35 and the second effect button 36, and set the effect content according to the operation information. The sub-CPU 91 transmits a command instructing the execution of the set effect content to the image and sound control board 100 and the lamp control board 120.

[0075] <Configuration example 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 effect sounds 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.

[0076] The control ROM 102 is composed of a mask ROM and stores various tables such as the control program of the audio-visual control CPU 101, a display list generation program for generating a display list, and a display list creation table used for the process of creating a display list. Here, the display list is composed of a group of commands for instructing the execution of drawing in frame units and includes various parameters such as the type of image to be drawn, the position (coordinates) where the image is to be drawn, the display priority, the display magnification, the rotation angle, and the transmittance. The control RAM 103 is used as a storage area for temporarily storing various data used when the audio-visual control CPU 101 executes the above control program and as a work area for data processing and the like.

[0077] Based on the above control program, various tables such as the display list creation table, and commands received from the sub-control board 90, the audio-visual control CPU 101 gives an instruction to the VDP 104 to display the image data stored in the CGROM 105 on the image display device 7. This instruction is mainly carried out by outputting a display list. Also, the audio-visual control CPU 101 gives an instruction to the audio DSP 107 to output the audio data stored in the audio ROM 108 from the speaker 38.

[0078] The CGROM 105 stores the effect data necessary for executing effect displays associated with the variable display of special symbols and effects associated with jackpot games. This CGROM 105 is composed of a flash memory, an EEPROM, an EPROM, a mask ROM, etc., and stores compressed sprite data (one piece of image data) consisting of a collection of pixel information in a predetermined range of pixels (for example, 32×32 pixels), movie data consisting of a collection of a plurality of image data, etc. Note that the pixel information is composed of color number information for designating a color number for each pixel and an α value indicating the transparency of the image. Also, the CGROM 105 stores, without compression, palette data etc. in which the color number information for designating a color number and the display color information for actually displaying a color are associated.

[0079] Note that only a part of the image data stored in the CGROM 105 may be compressed. Also, as a method for compressing movie data, various known compression methods such as MPEG4 can be used.

[0080] The VRAM 106 is composed of SRAM that can write and read image data at high speed. Although not shown in the figure, it is configured to have a display list storage area, a decompression storage area, a frame buffer, and the like.

[0081] 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 that is also used for drawing and displaying the image data to be displayed on the display screen 70.

[0082] The VDP 104 decompresses the image data stored in the CGROM 105 in a compressed state and stores the decompressed image data in the decompression storage area. Also, based on the display list stored in the display list storage area, the VDP 104 performs a drawing process on the frame buffer using the image data stored in the decompression storage area. Further, the VDP 104 generates an RGB signal as 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.

[0083] An audio DSP 107 has an audio ROM 108, an SDRAM 109, and an amplifier 110 connected thereto. The audio ROM 108 stores various audio data related to music, voices, sound effects, warning sounds, etc. The SDRAM 109 is used as a working area for data processing by the audio DSP 107. The audio DSP 107 reads audio data corresponding to instructions from the video-audio control CPU 101 from the audio ROM 108 to the SDRAM 109, executes data processing, and outputs the audio data after the data processing to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume according to an instruction regarding the volume obtained from the video-audio control CPU 101 via the audio DSP 107 and outputs the audio data to the speaker 38.

[0084] In this embodiment, a case where the VDP is in charge of drawing management and the audio DSP is in charge of sound management will be described. However, in other embodiments, a configuration in which the VDP is in charge of both drawing management and sound management may be adopted. In this case, it is not necessary to separately provide an audio DSP.

[0085] <Configuration Example 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 a frame lamp 37, a panel lamp 5, a movable decoration member motor 141, a robot-type gimmick swing motor 154, an effect display 125, an effect first special figure reservation display 126, and an effect second special figure reservation display 127 are connected thereto. The lamp ROM 122 stores programs, light emission pattern data, operation pattern data, etc. executed by the lamp CPU 121. Here, the light emission pattern data is data indicating the respective light emission patterns of the frame lamp 37, the panel lamp 5, the LEDs built in the movable decoration member 14, the LEDs built in the robot-type gimmick 15, etc. The operation pattern data is data indicating the operation patterns of the movable decoration member 14, the robot-type gimmick 15, etc., and as the operation pattern data of the robot-type gimmick 15, a plurality of swing pattern data indicating swing patterns for swinging the robot-type gimmick 15 in various swing patterns are stored in the lamp ROM 122.

[0086] The lamp CPU 121 performs arithmetic processing when controlling the operations of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the robot-type gimmick 15, the effect display 125, the first special figure hold display 126, the second special figure hold display 127, etc., based on the programs stored in the lamp ROM 122.

[0087] The lamp CPU 121 reads out the light emission pattern data corresponding to the command received from the sub-control board 90 from among the light emission pattern data stored in the lamp ROM 122 into the lamp RAM 123, and controls the light emission of the frame lamp 37, the panel lamp 5, the LEDs built in the movable decorative member 14, and the LEDs built in the robot-type gimmick 15. Further, the lamp CPU 121 reads out the operation pattern data corresponding to the command received from the sub-control board 90 from among the operation pattern data (for the robot-type gimmick 15, the swinging pattern data) stored in the lamp ROM 122 into the lamp RAM 123, and controls the drive of the movable decorative member motor 141 (in this embodiment, a stepping motor) that operates the movable decorative member 14 and the robot-type gimmick swinging motor 154 (in this embodiment, a stepping motor) that operates the robot-type gimmick 15.

[0088] In addition, the lamp CPU 121 controls the variable display and stop display of the symbols on the effect display 125 based on the command from the sub-control board 90. Further, the lamp CPU 121 controls the display of the number of holds related to the first special symbol determination by the first special figure hold display 126 and the display of the number of holds related to the second special symbol determination by the second special figure hold display 127 based on the command from the sub-control board 90.

[0089] [Regarding the gaming state] Next, the gaming state of the gaming machine 1 will be described. In the gaming machine 1 of this embodiment, the game is controlled in any one of three gaming states: the "normal gaming state", the "probability-variable gaming state", and the "time-saving gaming state".

[0090] The "normal gaming state" is a gaming state in which special symbol determination is performed in a low-probability state where the probability of determining that a big win game is to be executed is relatively low, and a support function (a function called "electric support" or the like) that supports the winning of a game ball into the second start port 22 is not provided. In the normal gaming state, the probability of determining that a big win game is to be executed by special symbol determination is set to a relatively low probability (for example, 1 / 210) (see Fig. 6(A)). Also, the probability of determining that the second start port 22 is to be opened by normal symbol determination is set to a relatively low probability (for example, 1 / 11), the variation time of the 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 that the second start port 22 is to be opened is set to a relatively short time (for example, 0.1 second × 1 time).

[0091] The "probability-variable gaming state" is a gaming state in which special symbol determination is performed in a high-probability state where the probability of determining that a big win game is to be executed is relatively high, and the above support function is provided. That is, in the probability-variable gaming state, the probability of determining that a big win game is to be executed by special symbol determination is set to a relatively high probability (for example, 1 / 60) (see Fig. 6(A)). Also, the probability of determining that the second start port 22 is to be opened by normal symbol determination 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, 1.5 seconds), and the opening time of the second start port 22 when it is determined that the second start port 22 is to be opened is set to a relatively long time (for example, 1.5 seconds × 3 times).

[0092] The "time-saving game state" is a game state in which special symbol determination is performed in the above-described low-probability state and the electric-chute support function is provided. That is, in the time-saving game state, the probability of being determined to execute a big win game by special symbol determination is set to a relatively low probability (for example, 1 / 210). Also, the probability of being determined to open the second start port 12 by normal symbol determination is set to a relatively high probability (for example, 11 / 11), the variation time of the normal symbol is set to a relatively short time (for example, 1.5 seconds), and when it is determined to open the second start port 12, the opening time of the second start port 12 is set to a relatively long time (for example, 1.5 seconds × 3 times).

[0093] When comparing these game states with respect to the variation time of the special symbol, the variation time of the special symbol in the "probability-variable game state" and the "time-saving game state" is more likely to be set to a relatively short time compared to the variation time of the special symbol in the "normal game state". Note that the probability of being determined to execute a special game (big win probability), the probability of being determined to open the second start port 22 (winning probability of normal symbol determination), the variation time of the normal symbol, and the opening time of the second start port 22 shown in the description of each game state are merely examples, and it goes without saying that other probabilities and times may be used.

[0094] In the following description, a state in which it is easy for a game ball to win in the second start port 22 due to the provision of the above support function is called a "high base state", and a state in which it is difficult for a game ball to win in the second start port 22 due to the non-provision of the support function is called a "low base state". In the present embodiment, the "normal game state" corresponds to the low base state, and the "probability-variable game state" and the "time-saving game state" correspond to the high base state.

[0095] [Game flow] A game ball hit by a player with the right hand side will not enter the first starting hole 21, but may enter the second starting hole 22. However, in a low base state, the second starting hole 22 is difficult 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 hitting with the left hand side, aiming at the first starting hole 21.

[0096] When a game ball hit from the left side enters the first starting hole 21 during normal game mode, a first special pattern determination is executed, and the first special pattern is displayed in a variable manner, and then a jackpot pattern or a losing pattern is displayed stationary as the first special pattern indicating the result of the first special pattern determination.

[0097] Here, if a losing symbol is displayed, 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 according to the jackpot symbol, and after the jackpot game ends, the game will be controlled in a "probable win game state" or a "time-saving game state."

[0098] In addition, when the game state transitions to the "probability change game state" or the "time-saving game state" due to the end of the big win game, that is, when the game state transitions from the low base state to the high base state, the above-mentioned support function that makes it easier for the game ball to enter the second start hole 22 makes it easier for the game ball to enter the second start hole 22 than the first start hole 21. Therefore, when the game is controlled in the high base state, the player plays the game by hitting the right side aiming at the second start hole 22. Also, when both the right to the first special symbol judgment and the right to the second special symbol judgment are reserved, the second special symbol judgment is executed in priority to the first special symbol judgment. Therefore, when the game is controlled in the probability change game state or the time-saving game state, the second special symbol judgment is basically executed.

[0099] When the jackpot symbol stops and is displayed as the second special symbol in the probability-variable game state or the time-saving game state, after the jackpot game ends, the game is basically controlled in the probability-variable game state, but it may also be controlled in the time-saving game state. On the other hand, if a jackpot cannot be won in the probability-variable game state or the time-saving game state, the game state will return from the probability-variable game state (or the time-saving game state) to the normal game state.

[0100] [Special symbol determination using random numbers] Next, with reference to FIG. 6, the determination process using the jackpot random number and the symbol random number will be described. Here, FIG. 6 is an explanatory diagram for explaining the jackpot random number and the symbol random number. In the explanatory diagrams of each random number illustrated after FIG. 6, for ease of explanation, the range of possible values of the random number is set to be smaller than the actual range. In the gaming machine 1, when a game ball passes through the first start port 21 (or the second start port 22), acquisition information such as a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number is acquired.

[0101] [Processing based on the jackpot random number] The jackpot random number illustrated in FIG. 6(A) is a random number used for the jackpot determination process (step S308 in FIG. 30) of whether to execute the jackpot game. For each of the low-probability state where the probability of determining to execute the jackpot game is relatively low and the high-probability state where the probability of determining to execute the jackpot game is relatively high, they are individually set.

[0102] In this embodiment, four winning values are stored in the main ROM 82 for the low-probability state. When the game is being controlled in the low-probability state (in this embodiment, the "normal game state" and the "time-saving game state" correspond to this), if the acquired jackpot random number matches any of these four winning values, it is determined to execute a jackpot game. Also, for the high-probability state (in this embodiment, the "probability-variable game state" corresponds to this), 14 winning values are stored in the main ROM 82. When the game is being controlled in the high-probability state, if the acquired jackpot random number matches any of these 14 winning values, it is determined to execute a jackpot game.

[0103] Note that in this embodiment, the jackpot random number can take 840 values from "0" to "839" in both the low-probability state and the high-probability state (see Fig. 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 / 60 (=14 / 840).

[0104] <Processing Based on Symbol Random Numbers> When the main CPU 81 determines to execute a jackpot game, based on which of the random number values preset for each type of jackpot the symbol random number acquired together with the jackpot random number used for that determination matches, the type of jackpot is determined. In other words, the first special symbol (or the second special symbol) to be stopped and displayed on the first special symbol display 41 (or the second special symbol display 42) as the jackpot symbol is selected.

[0105] (Types of Jackpots Related to First Special Symbol Determination) As illustrated in Fig. 6(B), in this embodiment, when a game ball wins in the first start port 21 during the normal game state, two types of jackpots that can be won are prepared: "3R Probability-Variable A" and "3R Normal".

[0106] Here, the "3R Certain Variable A" (see Fig. 6(B)) is a jackpot game composed of a total of three long-opening round games, including one long-opening round game (the first-round round game) that long-opens the second major winning opening 28 in response to the major winning symbol X1 being stopped and displayed on the first special symbol display 41, and two long-opening round games (the second-round to third-round round games) that long-open the first major winning opening 26. When the jackpot game is executed, it is a jackpot.

[0107] When winning the "3R Certain Variable A", in the first-round round game, both the second major winning opening 28 and the V winning opening 287 are long-opened. Therefore, the player can pass the game ball through the V winning opening 287 simply by making a right strike. If even one game ball is detected by the V winning opening sensor 283 during the first-round round game, the game will be controlled in the "certain variable game state" after the jackpot game ends.

[0108] In this embodiment, after the jackpot game related to the "3R Certain Variable A" ends, the number of times (the ST times in Fig. 6(B)) that the second special symbol determination (or the first special symbol determination) and the variable display of the second special symbol (or the first special symbol) are executed in the "certain variable game state" is set to 100 times. If no jackpot is determined during the process, the certain variable game state will continue until 100 special symbol determinations are executed. And if all 100 special symbol determinations are losses, then 100 time-saving games will be given thereafter. Here, the "time-saving game" means a game including the second special symbol determination (or the first special symbol determination) executed in the "time-saving game state" and the variable display of the second special symbol (or the first special symbol) executed in response to the special symbol determination.

[0109] On the one hand, in the case of "3R normal" (see Fig. 6(B)), a jackpot game consisting of a total of three rounds of game play is executed. This includes a single short-opening round game (the first-round game) in which the second major winning opening 28 is briefly opened in response to the jackpot symbol X2 stopping and being displayed on the first special symbol display 41, and two long-opening round games (the second-round to third-round games) in which the first major winning opening 26 is opened for a long time. When winning this "3R normal", in the first-round game play, since the game balls basically do not win in the second major winning opening 28, no prize balls are paid out. Therefore, when winning "3R normal", since the number of long-opening round games executed during the jackpot game is two, it can be said that "3R normal" is a jackpot with a virtual two-rounds.

[0110] When winning this "3R normal", as the first-round game play, a short-opening round game in which the second major winning opening 28 is briefly opened is executed. Therefore, during the jackpot game related to 3R normal, the game balls do not win in V, and after the jackpot game related to "3R normal" ends, the game is controlled in the "time-saving game state". In the gaming machine 1 of the present embodiment, the number of time-saving times for "3R normal" is set to 100. When the jackpot game is executed in response to the jackpot symbol X2 (which notifies winning "3R normal") stopping and being displayed on the first special symbol display 41, if it is not determined as a jackpot midway, the game is controlled in the time-saving game state until 100 second special symbol determinations (or first special symbol determinations) are executed after the jackpot game ends.

[0111] In this way, while "3R certain variable A" is a jackpot with an ST count of "100" and a time-saving count (which is the number of time-saving games) of "100", "3R normal" is a jackpot with an ST count of "0" and a time-saving count of "100" (see Fig. 6(B)).

[0112] By the way, although the player has obtained the right to have the game controlled in the "probability-variable game state" after the jackpot game ends due to the winning of "3R Probability-Variable A", for example, it is conceivable that a situation may occur where a game ball is not detected by the V winning port sensor 283 during the round game of the first round due to a ball jam in the game area 3 or the like. For this reason, in the gaming machine 1 of the present embodiment, even when such a situation occurs, in order to enable the player to easily aim for the jackpot after the jackpot game ends, when the game ball does not win at the V winning port during the round game of the first round related to "3R Probability-Variable A", 100 short-time games are given after the jackpot game ends. That is, the same game control as after the end of the jackpot game related to "3R Normal" is performed.

[0113] In the present embodiment, when the determination result of the first special symbol determination in the normal game state is a jackpot, the random number value for determining the type of the jackpot is stored in the main ROM 82. Specifically, as illustrated in FIG. 6(B), 50 random number values are stored for "3R Probability-Variable A", and 50 random number values are stored for "3R Normal".

[0114] In the present embodiment, the range of values that the symbol random number can take is set to 100 values from "0" to "99". When it is determined to be a jackpot based on the jackpot random number obtained in response to a game ball winning at the first start port 21, as the type of the jackpot related to the first special symbol determination, "3R Probability-Variable A" is selected at a rate of 50% (=50 / 100×100), and "3R Normal" is also selected at a rate of 50% (=50 / 100×100) (see FIG. 6(B)).

[0115] For this reason, when the determination result of the first special symbol determination is a jackpot, the probability that the jackpot symbol X1 indicating "3R Probability-Variable A" stops and is displayed on the first special symbol display 41, and the probability that the jackpot symbol X2 indicating "3R Normal" stops and is displayed on the first special symbol display 41 are both 50%.

[0116] Thus, when the result of the first special symbol determination in the normal game state is "3R sure change A" or "3R normal", in both cases, since it becomes a high base state after the jackpot game ends, the player will play a game by hitting the right aiming at Gate 25 and the second start port 22.

[0117] (Type of jackpot related to the second special symbol determination) As illustrated in FIG. 6(C), as the types of jackpots related to the second special symbol determination executed in response to a winning of a game ball in the second start port 22, four types, namely "10R sure change A", "10R sure change B", "3R sure change B", and "3R sure change C", are prepared.

[0118] Here, "10R sure change A" (see FIG. 6(C)) is a jackpot game composed of a total of 10 long-opening round games including one long-opening round game (the first-round round game) in which the second big winning port 28 (and the V winning port 287) is opened for a long time and nine long-opening round games (the second-round to tenth-round round games) in which the first big winning port 26 is opened for a long time, in response to the big winning symbol Y1 being stopped and displayed on the second special symbol display 42.

[0119] "10R sure change B" (see FIG. 6(C)) is a jackpot game composed of a total of 10 long-opening round games including one long-opening round game (the first-round round game) in which the second big winning port 28 (and the V winning port 287) is opened for a long time and nine long-opening round games (the second-round to tenth-round round games) in which the first big winning port 26 is opened for a long time, in the same manner as when winning "10R sure change A", in response to the big winning symbol Y2 being stopped and displayed on the second special symbol display 42.

[0120] On the one hand, when winning the "3R Sure Change B", the big win symbol Y3 is stopped and displayed on the second special symbol display 42. When winning the "3R Sure Change C", the big win symbol Y4 is stopped and displayed on the second special symbol display 42 (see Fig. 6(C)). In addition, when winning the "3R Sure Change B" or "3R Sure Change C", similar to the case of winning the "3R Sure Change A" (see Fig. 6(B)), one long opening round game (the round game in the first round) that long opens the second big winning opening 28 (and the V winning opening 287), and two long opening round games (the round games from the second round to the third round) that long open the first big winning opening 26 are executed, and a total of three long opening round games are executed.

[0121] In this way, when winning the "10R Sure Change A", the "10R Sure Change B", the "3R Sure Change B", or the "3R Sure Change C", in any case, both the second big winning opening 28 and the V winning opening 287 are long opened during the round game in the first round. Therefore, if the player makes a right bet during the round game in the first round related to these big wins, the player can easily obtain the right to play the game in the "Sure Change Game State" after the end of the big win game.

[0122] Regarding these four types of big wins related to the second special symbol determination, the above-mentioned ST times and short time times are set as follows. That is, regarding the "10R Sure Change A" and the "3R Sure Change B", both the ST times and the short time times are set to "100". Also, regarding the "10R Sure Change B" and the "3R Sure Change C", the ST times are set to "100" and the short time times are set to "0". Therefore, when winning the "10R Sure Change B" or the "3R Sure Change C", if all 100 special symbol determinations after the end of the big win game are losses, the game state returns to the "Normal Game State", while when winning the "10R Sure Change A" or the "3R Sure Change B", if all 100 special symbol determinations after the end of the big win game are losses, the game state will shift from the "Sure Change Game State" to the "Short Time Game State".

[0123] Therefore, it can be said that the probability of a player winning a jackpot in the high-base state is higher when winning the "10R Probability Variation A" or "3R Probability Variation B" than when winning the "10R Probability Variation B" or "3R Probability Variation C".

[0124] In this embodiment, when the determination result of the second special symbol determination is a jackpot, the random number value for determining the type of the jackpot is stored in the main ROM 82. Specifically, as illustrated in FIG. 6(C), 30 random number values are stored for "10 Probability Variation A", 45 random number values are stored for "10R Probability Variation B", 10 random number values are stored for "3 Probability Variation B", and 15 random number values are stored for "3 Probability Variation C".

[0125] In this embodiment, as described above, the range of possible values of the symbol random number is set to 100 values from "0" to "99". When it is determined to be a jackpot based on the jackpot random number obtained in response to a game ball winning the second start port 21, as the type of jackpot related to the second special symbol determination, "10R Probability Variation A" is selected at a rate of 30% (=30 / 100×100), "10R Probability Variation B" is selected at a rate of 45% (=45 / 100×100), "3R Probability Variation B" is selected at a rate of 10% (=10 / 100×100), and "3R Probability Variation C" is selected at a rate of 15% (=15 / 100×100) (see FIG. 6(C)).

[0126] Therefore, when the determination result of the second special symbol determination is a jackpot, the probability that the jackpot symbol Y1 indicating "10R Probability Variation A" stops and is displayed on the second special symbol display 42 is 30%, the probability that the jackpot symbol Y2 indicating "10R Probability Variation B" stops and is displayed on the second special symbol display 42 is 45%, the probability that the jackpot symbol Y3 indicating "3R Probability Variation B" stops and is displayed on the second special symbol display 42 is 10%, and the probability that the jackpot symbol Y4 indicating "3R Probability Variation C" stops and is displayed on the second special symbol display 42 is 15%.

[0127] <Processing Based on Reel Random Numbers> When the main CPU 81 determines not to execute a big win game, based on whether the reach random number obtained together with the big win random number used for that determination matches either the random number value corresponding to the reach-with-effect display or the random number value corresponding to the no-reach display, it decides whether to perform a reach-with-effect display or a no-reach display.

[0128] Although not shown in the figure, in this embodiment, in the main ROM 82, 10 random number values are stored for the reach-with-effect display, and when the reach random number obtained by the main CPU 81 matches any of these 10 random number values, it decides to perform a reach-with-effect display. Also, 90 random number values are stored for the no-reach display, and when the reach random number obtained by the main CPU 81 matches any of these 90 random number values, it decides to perform a no-reach display. In this embodiment, the range of possible reach random numbers is set from "0" to "99", and when it is determined not to execute a big win game, the ratio of the reach display being performed is 10% (=10 / 100×100), and the ratio of the reach display not being performed (the ratio of the no-reach display being performed) is 90% (=90 / 100×100).

[0129] When the main CPU 81 decides to perform a reach-with-effect display, as the variation pattern of the special symbol, it selects the variation pattern in which the variation display pattern of the display symbol with the reach effect is selected by the sub-control board 90. Conversely, when it decides to perform a no-reach display, as the variation pattern of the special symbol, it selects the variation pattern in which the variation display pattern of the display symbol without the reach effect is selected by the sub-control board 90.

[0130] [Regarding the game flow] Next, while referring to FIG. 7, the flow of the game will be described. Here, FIG. 7 is an explanatory diagram for explaining the flow of the game in the gaming machine 1. Due to the layout of the game board 2, the game balls launched into the left game area 3L can win at the first start port 21, while the game balls launched into the right game area 3R do not win at the first start port 21. Also, in the normal game state, it is difficult for the second start port 22 to be in an open state. Even if it is in an open state, the opening time of the second start port 22 is extremely short, and the possibility of a game ball winning at the second start port 22 is extremely low. Therefore, there is no merit for the player to hit the ball to the right during the normal game state. As is clear from these facts, the normal game state is a left-advantageous state where it is easier to win a jackpot (it is easier to execute the special symbol determination) by launching the game ball into the left game area 3L than into the right game area 3R. For this reason, the player hits the ball to the left during the normal game state.

[0131] When a game ball hit to the left during the normal game state wins at the first start port 21, the first special symbol determination is executed. On the first special symbol display 41, after the first special symbol is variably displayed, the first special symbol indicating the determination result of the first special symbol determination is stopped and displayed. Here, when the determination result of the first special symbol determination is "miss", a miss symbol is stopped and displayed as the first special symbol. On the other hand, when the determination result of the first special symbol determination is "jackpot", one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is stopped and displayed as the jackpot symbol, and the jackpot game corresponding to the stopped jackpot symbol is executed. These jackpot games are as described above based on FIG. 6(B).

[0132] When the determination result of the first special symbol determination in the normal game state is "jackpot", there are two cases: when the jackpot symbol (jackpot symbol X1: see FIG. 6(B)) notifying a certain-variable jackpot is stopped and displayed (see FIG. 7(A)), and when the jackpot symbol (jackpot symbol X2: see FIG. 6(B)) notifying a normal jackpot is stopped and displayed (see FIG. 7(D)).

[0133] Here, when the jackpot symbol X1 that announces a certain-variation jackpot stops and is displayed, the jackpot game described above is executed based on FIG. 6(B). When this jackpot game is executed, on the condition that a game ball wins at the V winning opening 287 during the long-opening round game in which the second major winning opening 28 and the V winning opening 287 are opened for a long time (during the round game of the first round), after the jackpot game ends, the game is controlled in a certain-variation game state (see FIG. 7(B)). As described above, this certain-variation game state continues until 100 special symbol determinations (and variable displays of special symbols) are performed, provided that it is not determined to be a jackpot midway. On the other hand, even though the jackpot game including the above long-opening round game is executed, for example, if the game ball does not win at the V winning opening due to a ball jam in the game area 3 or the like, after the jackpot game ends, the game is controlled in a short-time game state that can continue until 100 second special symbol determinations (or first special symbol determinations) are executed (see FIG. 7(C)).

[0134] Here, in the certain-variation game state, the winning probability of the normal symbol determination, which is performed on the condition that the game ball has passed through the 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 winning the normal symbol determination is set to a relatively long time (1.5 seconds × 3 times in this embodiment). For this reason, the certain-variation game state is a right-side advantageous state where it is easier to win a jackpot (it is easier to execute the special symbol determination) by hitting the game ball into the right game area 3R than into the left game area 3L. Therefore, when the game is controlled in the certain-variation game state, the player makes a right-handed shot. This is the same when the game is controlled in the short-time game state, which is a high-base state similar to the certain-variation game state.

[0135] When a game ball hit to the right wins a prize at the second start port 22 while the game is being controlled in a variable probability game state, a second special symbol determination is executed. On the second special symbol display 42, after the second special symbol is variably displayed, the second special symbol indicating the determination result of the second special symbol determination is stopped and displayed. Here, when the determination result of the second special symbol determination is "loss", a loss symbol is stopped and displayed as the second special symbol. On the other hand, when the determination result of the second special symbol determination is "big win", one of the big win symbols Y1 to Y4 (see FIG. 6(C)) is stopped and displayed as the big win symbol of the variable probability big win (see FIG. 7(F)), and a big win game corresponding to the stopped big win symbol is executed. Here, when a game ball wins a prize at V during the big win game, the game is controlled again in the variable probability game state after the big win game ends (see FIG. 7(B)). When a game ball does not win a prize at V during the big win game, the game is controlled in the time-saving game state after the big win game ends (see FIG. 7(C)).

[0136] Also, when a game ball hit to the right wins a prize at the second start port 22 while the game is being controlled in the time-saving game state, a second special symbol determination is executed. On the second special symbol display 42, after the second special symbol is variably displayed, the second special symbol indicating the determination result of the second special symbol determination is stopped and displayed. Here, when the determination result of the second special symbol determination is "loss", a loss symbol is stopped and displayed as the second special symbol. On the other hand, when the determination result of the second special symbol determination is "big win", one of the big win symbols Y1 to Y4 (see FIG. 6(C)) is stopped and displayed as the big win symbol of the variable probability big win (see FIG. 7(I)), and a big win game corresponding to the stopped big win symbol is executed. Here, when a game ball wins a prize at V during the big win game, the game is controlled in the variable probability game state after the big win game ends (see FIG. 7(J)). When a game ball does not win a prize at V during the big win game, the game is controlled again in the time-saving game state after the big win game ends (see FIG. 7(K)).

[0137] In addition, when no jackpot is determined even once during the short-time game state that continues until 100 special symbol determinations (and variable displays of special symbols) are made, the game state will return from the short-time game state to the normal game state (see Fig. 7(L)).

[0138] Also, as described above based on Fig. 6(C), for the jackpots related to the second special symbol determination, there are provided "10R sure-win A" and "3R sure-win B" to which 100 short-time games are also given after 100 sure-win games, and "10R sure-win B" and "3R sure-win C" to which no short-time game is given after 100 sure-win games. Therefore, when shifting to the sure-win game state along with the end of the jackpot game related to "10R sure-win A" or "3R sure-win B", if no jackpot is determined even once until 100 special symbol determinations (and variable displays of special symbols) are made, it will shift to the short-time game state that continues until 100 short-time games are played (see Fig. 7(H)). On the other hand, when shifting to the sure-win game state along with the end of the jackpot game related to "10R sure-win B" or "3R sure-win C", if no jackpot is determined even once until 100 special symbol determinations (and variable displays of special symbols) are made, the game state will return from the sure-win game state to the normal game state (see Fig. 7(G)).

[0139] [Regarding Variable Effects] In the gaming machine 1 of the present embodiment, various effects are performed on the display screen 70 as the first special symbol (or the second special symbol) is variably displayed and then stopped and displayed. Here, the variable effects performed on the display screen 70 along with the variable display of the first special symbol will be described.

[0140] In the gaming machine 1, when a game ball wins in the first start port 21 and the first special symbol determination is executed, on the first special symbol display 41, after the first special symbol is variably displayed, the first special symbol indicating the determination result of the first special symbol determination is stopped and displayed. On the display screen 70, there is provided an effect symbol display area 73 (see FIG. 2) for displaying an effect symbol for notifying the determination result of the first special symbol determination (or the second special symbol determination). On the display screen 70, along with the variable display of the first special symbol, a variable effect including the variable display of the effect symbol is performed (see FIG. 2). Then, when the first special symbol is variably displayed for a variable time corresponding to the variable pattern selected when the first special symbol determination is executed, along with the stop display of this first special symbol, the effect symbol is stopped and displayed in a manner indicating the determination result of the first special symbol determination.

[0141] During the variable display of such an effect symbol, a so-called reach effect may be performed. Specifically, in the effect symbol display area 73 of the display screen 70, for example, a part of a symbol row of an effect symbol in which numbers from 1 to 9 are continuously written vertically from bottom to top is displayed in three columns horizontally. When the variable display of the first special symbol is started, these symbol rows are variably displayed (scrolled) so as to scroll from top to bottom. On the other hand, when the reach effect is performed, prior to the stop display of all the effect symbols, first, for example, the effect symbols in the left column (left symbol) and the effect symbols in the right column (right symbol) are pseudo-stopped in order or simultaneously so as not to completely stop. FIG. 2 illustrates a state in which three symbols as the left symbol are pseudo-stopped and three symbols as the right symbol are also pseudo-stopped, and the symbol row in the middle column continues to be scrolled. Note that pseudo-stopping is an effect of swaying in place with almost no movement of the effect symbol. In the following description, when distinguishing from the true stop (sometimes simply called "stop display") that completely stops the effect symbol, it may be called pseudo-stopping.

[0142] When the same effect symbol appears as the left symbol and the right symbol and pseudo-stops on the active line, a reach is achieved, and a reach effect is performed to make the player expect three identical effect symbols to appear. This reach effect involves slowly scrolling the effect symbols (center symbols) that make up the center symbol column at a low speed so that the player can identify them while the reach symbols (left symbol and right symbol) are in a pseudo-stopped state. Finally, the center symbol that is common to the reach symbols or a center symbol different from the reach symbols is stopped on the active line to announce the win or loss.

[0143] Although detailed explanations are omitted, in addition to the effect symbols, other display objects such as characters and items are used in such reach effects. Also, in the following explanations, in the variable effect in which the reach effect is performed, the effect performed before the reach is achieved may be referred to as the "pre-reach effect".

[0144] Regarding the types of reach effects, which will be described in detail later, when the determination result of the first special symbol determination is "loss", three effect symbols indicating a loss combination (e.g., "323") pseudo-stop to announce the loss, and as the first special symbol, the losing symbol stops and is displayed, following which these three effect symbols come to a complete stop. On the other hand, when the reach effect is not performed, three effect symbols indicating a scattered combination (e.g., "629") pseudo-stop to announce the loss, and as the first special symbol, the losing symbol stops and is displayed, following which these three effect symbols come to a complete stop. Thus, when it is determined that a big win game is not executed, a loss notification effect is executed in which three effect symbols are pseudo-stopped with a loss combination or a scattered combination indicating a loss and then come to a complete stop to announce the loss (that a big win game is not executed).

[0145] When this loss notification effect is executed and a big win game is not executed, if the right to the first special symbol determination is reserved, after the first special symbol and the effect symbols are stopped and displayed for a predetermined confirmation time (e.g., 0.5 seconds), the reserved first special symbol determination is made, and the variable display of the first special symbol corresponding to this determination is started.

[0146] On the one hand, when the determination result of the first special symbol determination is "big win", a reach effect is generally executed during the variable display of the first special symbol. Three effect symbols showing a triple (for example, "333") that are to notify the big win pseudo-stop, and as the big win symbol stops and is displayed as the first special symbol, these three effect symbols come to a complete stop. In this way, when it is determined that a big win game is to be executed, a hit notification effect is executed to notify the big win (the execution of the big win game) by pseudo-stopping three effect symbols in a manner indicating a big win and then bringing them to a complete stop. When this hit notification effect is executed, a big win game is executed.

[0147] [Screen Configuration of Display Screen 70] FIG. 2 illustrates the screen configuration of the display screen 70 in the normal game state. When the game is being controlled in the normal game state, as illustrated in FIG. 2, a hold icon display area 71, the icon display area 72, and an effect symbol display area 73 are formed on the display screen 70. As described above, the effect symbol display area 73 is a display area where the left symbol constituting the left symbol column, the middle symbol constituting the middle symbol column, and the right symbol constituting the right symbol column are displayed.

[0148] <Hold Icon Display Area 71> The hold icon display area 71 is a display area where a hold icon indicating that the first special symbol determination is on hold is displayed. In the gaming machine 1, when a game ball wins a prize in the first start port 21 in a situation where the special symbol determination and the variable display of the special symbol cannot be immediately started, such as during the variable display of the special symbol or during a big win game, the right to the first special symbol determination is put on hold with a predetermined number (four in this embodiment) as the upper limit.

[0149] In this way, when the right to the first special symbol determination is put on hold, the same number of hold icons as the number of holds of the first special symbol determination indicated by the first special symbol hold indicator 44 are displayed in the hold icon display area 71. FIG. 2 illustrates a state where two hold icons are displayed in the hold icon display area 71 to suggest that the number of holds of the first special symbol determination is "2".

[0150] In addition, when a highly reliable reach effect such as an SPSP reach, which will be described later, is being performed and a hold icon is displayed in the hold icon display area 71, not only is the display area used for the reach effect restricted, but the display of the hold icon may also reduce the interest of the reach effect. Therefore, in the gaming machine 1 of the present embodiment, while displaying the display object (in this embodiment, the pedestal of the hold icon) and the hold icon that constitute the hold icon display area 71 during a normal reach or an SP reach, as the reach effect develops from a normal reach or an SP reach to an SPSP reach, the display object and the hold icon that constitute the hold icon display area 71 are erased from the display screen 70, and after the SPSP reach ends, a configuration is adopted in which the display object and the hold icon that constitute the hold icon display area 71 are displayed again.

[0151] Also, when the game is being controlled in the normal game state, basically, no game balls enter the second start port 22. Therefore, in the normal game state, basically, the right to perform the second special symbol determination is not reserved, and a hold icon related to the second special symbol determination is not displayed on the display screen 70, nor is a display area for displaying this hold icon formed.

[0152] <The icon display area 72> The icon display area 72 is a display area for displaying the icon as a variation suggestion image that suggests that the first special symbol is being variably displayed. The icon is displayed in the icon display area 72 with the start of the variable display of the first special symbol, and for example, is erased from the icon display area 72 at the timing when the first special symbol stops being displayed. However, the erasure timing of the icon is not limited to this, and the icon may be erased during the variable display of the first special symbol, for example, during the development of an SPSP reach or in the middle of an SPSP reach, which will be described later.

[0153] Incidentally, when a game ball wins a prize at the first start port 21 while the variable display of the special symbol is not being performed and the right to determine the special symbol is not reserved, the icon is displayed in the icon display area 72 with the start of the variable display of the first special symbol. On the other hand, when the variable display of the symbol corresponding to the icon displayed in the icon display area 72 ends while the reserved icon is displayed in the reserved icon display area 71, the first reserved icon (the reserved icon displayed at the position closest to the icon display area 72) displayed in the reserved icon display area 71 is displayed. The first special symbol determination corresponding to the icon is executed. Then, with the start of the variable display of the first special symbol in response to the execution of this first special symbol determination, the first reserved icon shifts from the reserved icon display area 71 to the icon display area 72 and is displayed as a new icon. In this way, the reserved icon (here, the icon) shifted to the icon display area 72 is displayed larger than when it was displayed in the reserved icon display area 71 (see Fig. 2). Therefore, it is possible to make the player pay attention to the icon displayed in the icon display area 72 rather than the reserved icon displayed in the reserved icon display area 71.

[0154] In addition, when other reserved icons different from the first reserved icon are displayed in the reserved icon display area 71, as the first reserved icon shifts to the icon display area 72, the other reserved icons shift in the direction closer to the icon display area 72 in the reserved icon display area 71. As is clear from the above explanation, in the gaming machine 1, since the icon corresponding to the reserved icon displayed in the reserved icon display area 71 may be displayed in the icon display area 72, in the following explanation, when the reserved icon and the icon are not distinguished, they may be collectively referred to simply as "icon".

[0155] (Regarding the icon change effect) Incidentally, the hold icon is usually displayed as a white hold icon (default hold icon). On the other hand, an icon change effect may be performed in which the color of the hold icon changes when the hold icon is displayed in the hold icon display area 71. When this icon change effect is performed, the white hold icon changes to a hold icon in a color suggesting a jackpot reliability, such as blue, green, or red. The colors suggesting jackpot reliability exemplified here are arranged in ascending order of jackpot reliability from low to high. Red is likely to be selected when the determination result of the first special symbol determination corresponding to the red hold icon is "jackpot", or when the variation time of the special symbol is set to a relatively long time even though it is a "loss". Green is likely to be selected when the variation time of the special symbol is set to a medium time when it is a "jackpot" or a "loss". Blue is likely to be selected when it is a "loss" or when it is a "loss" and the variation time of the special symbol is set to a relatively short time. In the present embodiment, the jackpot reliability of the white hold icon is set to approximately 1%, the jackpot reliability of the blue hold icon is set to approximately 3%, the jackpot reliability of the green hold icon is set to approximately 15%, and the jackpot reliability of the red hold icon is set to approximately 45%.

[0156] Here, the case where an icon change effect is performed in which the display color of the hold icon changes only once when the hold icon is displayed in the hold icon display area 71 has been described as an example. However, in the gaming machine 1 of the present embodiment, other icon change effects may also be performed. That is, for example, an icon change effect may be performed in which the display color of one hold icon changes a plurality of times, such that the white hold icon changes to a blue hold icon and then further changes to a green hold icon when the white hold icon is displayed in the hold icon display area 71. Also, an icon change effect may be performed in which the display color changes when the white hold icon shifted from the hold icon display area 71 to the icon display area 72 is displayed as the icon.

[0157] Also, there may be an icon change effect in which the display color of the held icon displayed in the held icon display area 71 changes, and then the display color changes when the held icon shifts to the icon display area 72 and is displayed as the icon. In addition, there may be an icon change effect in which the held icon is displayed in a display color other than white (for example, blue) from the beginning, or an icon change effect in which the display color of the held icon whose initial color is other than white is changed.

[0158] As described above, the gaming machine 1 of the present embodiment can display hold information indicating that the right to determine a special symbol is held on the display screen 70 and can change the display mode of the hold information. In the following description, a held icon or the icon whose display color is other than white may be referred to as a "special icon" to distinguish it from a normal held icon or the icon whose display color is white.

[0159] [Modification Example Regarding Display Control of Hold Information] Note that the display control of the hold information is not limited to that exemplified in the present embodiment, and may be as follows. That is, in the present embodiment, for the sake of convenience of explanation, the case where the display colors of the icons (held icons and the icons) are four colors of white, blue, green, and red is described as an example. However, in other embodiments, other colors such as gold suggesting a higher jackpot reliability than red, or a rainbow color that is selected only when a "jackpot" occurs may be prepared.

[0160] Also, in the present embodiment, the case where an icon change effect for changing the display color of the icon (held icon or the icon) is described as an example. However, the icon change effect is not limited to the effects exemplified in the present embodiment as long as it is an effect for changing the display mode of the icon, and may be an icon change effect for changing the shape or size of the icon, an icon change effect for changing the shape and size of the icon in addition to the display color, and the like.

[0161] In addition, in the present embodiment, in addition to the icon change effect for the held icon displayed in the held icon display area 71, a case where an icon change effect for the icon displayed in the icon display area 72 can be executed will be described. However, in other embodiments, a configuration may be adopted in which only the former icon change effect can be executed without providing the icon display area 72 (without displaying the icon).

[0162] Further, in the present embodiment, a case will be described in which a held icon as held information is displayed on the display screen 70 and the display color of the held icon is changed. On the other hand, in other embodiments, for example, four color LEDs whose emission color can be changed are provided, the same number of LEDs as the number of holds in the first special symbol determination are lit, and the display mode of the held information may be changed by changing the emission color of any one of the LEDs.

[0163] [Regarding the pre-determination process] In the gaming machine 1 of the present embodiment, when the right to the first special symbol determination (or the second special symbol determination) is held, prior to the execution of the first special symbol determination (or the second special symbol determination) for that right, a pre-determination process may be performed to determine whether or not to execute a jackpot game. For example, when a game ball wins in the first start port 21 during the variable display of the first special symbol in the normal gaming state, the main CPU 81 acquires acquisition information such as a jackpot random number in response to the game ball winning in the first start port 21, and based on the acquired jackpot random number, a similar jackpot determination process is performed prior to the jackpot determination process (refer to step S308 in FIG. 30) in the first special symbol determination performed at the start of the variable display of the first special symbol, and it is pre-determined whether or not it will be determined as "jackpot" when the first special symbol determination is executed. Also, based on the variable pattern random number acquired together with the jackpot random number, a process similar to the variable pattern selection process in step S309 in FIG. 30 is performed, and it is pre-determined which variable pattern will be selected when the first special symbol determination is executed.

[0164] As described above, when the main CPU 81 performs pre-judgment processing in response to the reservation of the right to perform the first special symbol determination, it transmits a reservation command including pre-judgment information indicating the pre-judgment result to the sub-control board 90. On the other hand, based on the pre-judgment information included in the reservation command, the sub-CPU 91 executes a preview effect that anticipates that a winning notification effect will be executed as a result of the variable display of the first special symbol being performed in response to the execution of the reserved first special symbol determination.

[0165] As an example of this preview effect, the icon change effect described above can be cited. When the sub-CPU 91 receives a reservation command including pre-judgment information from the main control board 80, it determines whether to execute the icon change effect based on the pre-judgment information. Then, when it is determined to execute the icon change effect, it determines how to change the display mode (such as the color of the icon) of the icon (reserved icon or the said icon) with what change pattern, and causes the image and sound control board 100 to execute the icon change effect based on the determination result.

[0166] In addition to the icon change effect, the gaming machine 1 of the present embodiment can execute various preview effects such as a weak chance symbol effect (see FIG. 8(C)), a first performance symbol attention effect (see FIG. 8(D)), a strong chance symbol effect (see FIG. 8(E)), a second performance symbol attention effect (see FIG. 8(F)), and a pre-swing effect (see FIG. 22(B)). These preview effects will be described in detail later.

[0167] [Flow of Main Effects in Normal Gaming State] Next, with reference to FIG. 8, the flow of the main effects in the normal gaming state will be described. Here, FIG. 8 is an explanatory diagram exemplifying the flow of the main effects in the normal gaming state. Note that "variable to be previewed" in FIG. 8 means the variable display of the first special symbol (and performance symbol) performed in response to the execution of the first special symbol determination that was the subject of the pre-judgment processing, and "variable before the target" means the variable display of the first special symbol (and performance symbol) performed before the variable to be previewed.

[0168] (Pre-target variation) First, as the "pre-target variation", the variation display of the first special symbol and the effect symbol is started (see FIG. 8(A)). Specifically, as the variation display of the first special symbol is started, on the display screen 70, the scroll display of the three symbol columns in the effect symbol display area 73 (see FIG. 2) is started. Here, when the determination result of the first special symbol determination executed by the main CPU 81 at the start of the pre-target variation is "loss", and a variation pattern in which "reachless effect" is performed as the variation pattern of the first special symbol is selected, at least three effect symbols (for example, three effect symbols of "436") in which the left symbol and the right symbol are different from each other are pseudo-stopped and displayed at the end of the variation display of the first special symbol. Along with the stop display of the loss symbol as the first special symbol, a reachless loss notification effect in which the above three effect symbols are directly stopped may be executed (see FIG. 8(B)).

[0169] The sub-CPU 91 uses a symbol variation in which a reachless variation effect without such a reach effect is performed as the "pre-target variation" to execute various pre-reading effects. In the example shown in FIG. 8, the sub-CPU 91 executes a weak chance eye effect (see FIG. 8(C)) and a first effect symbol attention effect (see FIG. 8(D)) in the "pre-target variation" based on the pre-determination result related to the "pre-reading target variation".

[0170] (Weak chance eye effect) The weak chance stage effect (see Fig. 8(C)) is an effect that pseudo-stops and displays three effect symbols representing a weak chance stage that includes two first effect symbols during the variable display of the first special symbol related to the pre-variation before the reach effect is performed. In this embodiment, the first effect symbol is an even symbol. Examples of the weak chance stage include "221", "443", and "889", which are composed of two even symbols and one odd symbol. Fig. 12(C) exemplifies a state in which a weak chance stage effect that displays a weak chance stage of "443" composed of two 4 symbols and one 3 symbol is being performed. Note that the combination of the three effect symbols representing the weak chance stage is merely an example, and in other embodiments, a configuration different from this embodiment may be adopted, for example, by displaying three even symbols as the weak chance stage.

[0171] (First effect symbol attention effect) The first effect symbol attention effect (an example of "other attention effects": see Fig. 8(D)) is an effect that draws attention to the first effect symbol (in this embodiment, an even symbol) when the reach effect is not being executed. Fig. 12(D) exemplifies a state in which the left 4 symbol and the middle 4 symbol displayed in the weak chance stage effect of Fig. 12(C) are enlarged, and blue rain is pouring down from rain clouds onto the left 4 symbol and the middle 4 symbol, increasing the attention level of these two 4 symbols. When this first effect symbol attention effect is performed, an effect sound for the first effect symbol attention effect is output from the speaker 38. Thus, in the first effect symbol attention effect in this embodiment, since an effect display representing blue rain pouring down is performed on the left 4 symbol and the middle 4 symbol, the player's line of sight can be guided to the left 4 symbol and the middle 4 symbol, and it is possible to effectively improve the attention level for the left 4 symbol and the middle 4 symbol.

[0172] In addition, in the present embodiment, the case where the number of first effect symbols to attract the player's attention is two will be described as an example. However, the number of first effect symbols to attract the player's attention is not limited to two, and may be one or three. Further, the first effect symbol is not limited to an even symbol, and may be an odd symbol. In addition, in the present embodiment, the case where the weak chance symbol effect and the first effect symbol attention effect are performed in order will be described as an example. However, these effects may be executed simultaneously, or a configuration different from the present embodiment may be adopted, such as executing the first effect symbol attention effect when the weak chance symbol effect is not performed (for example, when the first effect symbol is displayed in a state where a reach is not performed in the pre-read target variation).

[0173] On the other hand, based on the pre-determination result related to the "pre-read target variation", the sub-CPU 91 may execute a strong chance symbol effect (see FIG. 8(E)) and a second effect symbol attention effect (see FIG. 8(F)) in the "pre-target variation".

[0174] (Strong chance symbol effect) The strong chance symbol effect (see FIG. 8(E)) is an effect of pseudo-stopping and displaying three effect symbols representing a strong chance symbol including two second effect symbols during the variable display of the first special symbol related to the pre-target variation in which the reach effect is not performed. The second effect symbol in the present embodiment is an odd symbol, and examples of the strong chance symbol include "334", "556", and "776" composed of two odd symbols and one even symbol. FIG. 12(G) exemplifies a state in which a strong chance symbol effect of displaying a strong chance symbol of "776" composed of two 7 symbols and one 6 symbol is being performed. Note that the combination of the three effect symbols representing the strong chance symbol is merely an example, and in other embodiments, for example, a configuration different from the present embodiment may be adopted, such as displaying three odd symbols as a weak chance symbol.

[0175] (Second effect symbol attention effect) The second performance symbol attention performance (an example of "other attention performances": refer to FIG. 8(F)) is a performance that makes the player pay attention to the second performance symbol (in this embodiment, the odd symbol) when the reach performance is not being executed. FIG. 12(H) enlarges the left 7 symbols and the middle 7 symbols displayed in the strong chance symbol performance of FIG. 12(G), and shows that a red lightning strike hits the left 7 symbols and the middle 7 symbols, increasing the attention level of these two 7-symbol groups. When this second performance symbol attention performance is carried out, an effect sound for the second performance symbol attention performance is output from the speaker 38. Thus, in the second performance symbol attention performance in this embodiment, since a performance display representing a state where a red lightning strike directly hits the left 7 symbols and the middle 7 symbols is carried out, the player's line of sight can be guided to the left 7 symbols and the middle 7 symbols, and it is possible to effectively improve the attention level to the left 7 symbols and the middle 7 symbols.

[0176] Here, when comparing the performance image used in the first performance symbol attention performance and the performance image used in the second performance symbol attention performance, in the first performance symbol attention performance (refer to FIG. 12(D)), a performance image representing a rain cloud and blue rain is used, while in the second performance symbol attention performance (refer to FIG. 12(H)), a performance image representing a red lightning strike is used. Thus, in the second performance symbol attention performance, since a performance image with a more prominent color than the performance image used in the first performance symbol attention performance is used, when comparing these performance symbol attention performances, it can be said that the second performance symbol attention performance has a higher effect of making the player pay attention to the left symbols and the middle symbols than the first performance symbol attention performance.

[0177] In addition, in this embodiment, the case where the number of second effect symbols to attract the player's attention is two will be described as an example. However, the number of second effect symbols to attract the player's attention is not limited to two, and may be one or three. Further, the second effect symbols are not limited to odd symbols. For example, only a specific symbol among the odd symbols (for example, the 7 symbol) may be made to be the second effect symbol to attract the player's attention. In addition, in this embodiment, the case where the strong chance symbol effect and the second effect symbol attention effect are performed in order will be described as an example. However, these effects may be executed simultaneously. Further, a configuration different from this embodiment may be adopted, such as executing the second effect symbol attention effect when the strong chance symbol effect is not being performed (for example, when the second effect symbol is displayed in a state where a reach is not being performed in the preview target variation).

[0178] (Number of executions of the pre-target variation) So far, various preview effects executed in the pre-target variation have been described based on the preliminary determination result regarding the right of the first special symbol determination corresponding to the preview target variation. However, as is clear from the flow of the effect of returning from FIG. 8(B) to FIG. 8(A), the number of executions of the pre-target variation in which the preview effect is executed is not limited to one, and there may be a plurality of pre-target variations in which the preview effect is executed respectively before the preview target variation.

[0179] For example, when two pre-target fluctuations are performed before the pre-read target fluctuation, in the first pre-target fluctuation, a weak chance eye effect (see Fig. 8(C)) and a first performance symbol attention effect (see Fig. 8(D)) may be executed, and then, in the second pre-target fluctuation, a strong chance eye effect (see Fig. 8(E)) and a second performance symbol attention effect (see Fig. 8(F)) may be executed. Also, for example, when two pre-target fluctuations are performed before the pre-read target fluctuation, in the first pre-target fluctuation, a weak chance eye effect (see Fig. 8(C)) and a first performance symbol attention effect (see Fig. 8(D)) may be executed, and in the second pre-target fluctuation as well, a weak chance eye effect (see Fig. 8(C)) and a first performance symbol attention effect (see Fig. 8(D)) may be executed. Also, for example, when two pre-target fluctuations are performed before the pre-read target fluctuation, in the first pre-target fluctuation, a strong chance eye effect (see Fig. 8(E)) and a second performance symbol attention effect (see Fig. 8(F)) may be executed, and in the second pre-target fluctuation as well, a strong chance eye effect (see Fig. 8(E)) and a second performance symbol attention effect (see Fig. 8(F)) may be executed.

[0180] Also, when three pre-target fluctuations are performed before the pre-read target fluctuation, for example, in the first pre-target fluctuation, a weak chance eye effect (see Fig. 8(C)) and a first performance symbol attention effect (see Fig. 8(D)) may be executed, and in the second pre-target fluctuation as well, a weak chance eye effect (see Fig. 8(C)) and a first performance symbol attention effect (see Fig. 8(D)) may be executed, and in the third pre-target fluctuation, a strong chance eye effect (see Fig. 8(E)) and a second performance symbol attention effect (see Fig. 8(F)) may be executed. Also, for example, in all of the first to third pre-target fluctuations, a weak chance eye effect (see Fig. 8(C)) and a first performance symbol attention effect (see Fig. 8(D)) may be executed, or in all of the first to third pre-target fluctuations, a strong chance eye effect (see Fig. 8(E)) and a second performance symbol attention effect (see Fig. 8(F)) may be executed.

[0181] (First performance symbol attention effect and second performance symbol attention) As is clear from the description so far, when the gaming machine 1 of the present embodiment is not executing the reach effect, it is possible to execute both the first effect symbol attention effect for making the player focus on the first effect symbol and the second effect symbol attention effect for making the player focus on the second effect symbol. Therefore, by executing the first effect symbol attention effect (see FIG. 12(D)) in the pre-target variation, it is possible to make the player expect that various attention effects described later will be executed in the pre-read target variation. Also, by executing the second effect symbol attention effect (see FIG. 12(H)) in the pre-target variation, it is possible to make the player expect that various attention effects will be executed in the pre-read target variation.

[0182] When comparing the first effect symbol attention effect and the second effect symbol attention effect, when the second effect symbol attention effect is executed, the possibility of executing various attention effects and jackpot notification effects in the pre-read target variation is higher than when the first effect symbol attention effect is executed. It can be said that the second effect symbol attention effect is an effect with a higher jackpot reliability than the first effect symbol attention effect. For this reason, the player can enjoy the game while expecting that the second effect symbol attention effect is executed instead of the first effect symbol attention effect in the pre-target variation, or that the second effect symbol attention effect is executed in a pre-target variation after the pre-target variation in which the first effect symbol attention effect was executed.

[0183] Also, although not shown in FIG. 8, when the pre-target variation is being performed, a hold icon indicating that the pre-read target variation is on hold is displayed in the hold icon display area 71 (see FIG. 2). Sometimes, an icon change effect is performed on the hold icon corresponding to this pre-read target variation. By the synergistic effect of the icon change effect on the hold icon corresponding to the pre-read target variation, the weak chance eye effect (or strong chance eye effect), and the first effect symbol attention effect (or second effect symbol attention effect), a high effect can be obtained. By combining and executing these pre-read effects, it is possible to effectively improve the player's sense of expectation that a jackpot notification effect will be executed in the pre-read target variation.

[0184] In this embodiment, a case where the first performance symbol attention performance is always executed along with the weak chance symbol performance will be described as an example. However, in other embodiments, a configuration may be adopted in which the first performance symbol attention performance is executed in a part of the cases where the weak chance symbol performance is executed. Further, in this embodiment, a case where the second performance symbol attention performance is always executed along with the strong chance symbol performance will be described as an example. However, in other embodiments, a configuration may be adopted in which the second performance symbol attention performance is executed in a part of the cases where the strong chance symbol performance is executed.

[0185] Also, in this embodiment, the performance images used for the first performance symbol attention performance and the performance images used for the second performance symbol attention are merely examples, and it goes without saying that the content and display color of the performance images used may be other ones. Further, in other embodiments, a configuration may be adopted in which the first performance symbol attention performance is executed when the weak chance symbol performance is not performed in the pre-target variation, or a configuration may be adopted in which the second performance symbol attention performance is executed when the strong chance symbol performance is not performed in the pre-target variation.

[0186] Also, in this embodiment, a case where the display screen 70 and the speaker 35 are used for the first performance symbol attention performance and the second performance symbol attention will be described as an example. However, the performance means used for these performance symbol attention performances are not limited to this. In other embodiments, any one of a plurality of performance means such as the display screen 70, the speaker 35, the frame lamp 37, the panel lamp 5, and the movable decorative member 14 may be used to execute these performance symbol attention performances, or two or more of these performance means may be combined and used to execute these performance symbol attention performances. For example, when the panel lamp 5 is used alone to execute the first performance symbol attention performance, an example of the performance is to cause the color LEDs close to the left symbol and the middle symbol among the plurality of color LEDs constituting the panel lamp 5 to emit blue light, and cause the other color LEDs to emit light in a color different from blue.

[0187] (Pre-read target variation) Next, the effects in the pre-read target variation (this variation) will be described. In the pre-read target variation, similar to the case where the pre-target variation is started, first, as the variation display of the first special symbol starts, on the display screen 70, the scroll display of the three symbol columns in the effect symbol display area 73 starts. Here, if the determination result of the first special symbol determination made at the start of the variation of the pre-read target variation is "loss", and it is determined to perform the "no-reach effect", generally, a no-reach effect (see Fig. 8(H)) in which a reach by the effect symbol does not occur during the variation display of the first special symbol related to the pre-read target variation is executed. After the three effect symbols indicating a scatter state are pseudo-stopped in order or simultaneously, as the losing symbol is stopped and displayed as the first special symbol, a losing notification effect (see Fig. 8(I)) in which the above three effect symbols indicating a scatter state are stopped as they are is performed.

[0188] Note that in the gaming machine 1 of the present embodiment, when the weak chance symbol effect and the first effect symbol attention effect are executed in the pre-target variation, or when the strong chance symbol effect and the second effect symbol attention effect are executed in the pre-target variation, a configuration is adopted in which a reach effect is always executed in the pre-read target variation. Therefore, in the gaming machine 1 of the present embodiment, when none of these pre-read effects are executed in the pre-target variation, a no-reach effect (see Fig. 8(H)) and a losing notification effect (see Fig. 8(I)) are performed.

[0189] On the other hand, when the determination result of the first special symbol determination made at the start of the variation of the pre-read target variation is "big win", or when the determination result of the first special symbol determination is "loss" and it is determined to perform the "reach effect", or for a part of the case where the determination result of the first special symbol determination is "loss" and it is determined to perform the "no-reach effect", the following effects are performed.

[0190] That is, before a reach by the effect symbol is achieved after the start of the variation display of the first special symbol and the effect symbol related to the pre-read target variation, a pre-reach effect (see FIG. 8(J)) may be performed. The pre-reach effect here is a notice effect that suggests the possibility that a winning notice effect may be executed in the pre-read target variation before a reach by the effect symbol is achieved in the pre-read target variation, and the degree of that possibility. The pre-reach effect will be described in detail later with reference to FIG. 10.

[0191] Next, when a predetermined time has elapsed after the start of the variation display of the first special symbol and the effect symbol related to the pre-read target variation, for example, the left symbol is pseudo-stopped on the active line, and then the same right symbol as the left symbol is pseudo-stopped on the active line, thereby performing a reach establishment effect indicating that a reach by the effect symbol has been achieved (see FIGS. 8(K) and 10(I)). When a reach by the effect symbol is thus achieved, thereafter, a predetermined reach effect is performed to make the player expect that the middle symbol same as the reach symbols (left symbol and right symbol) will stop on the active line to achieve symbol alignment (that is, a double symbol effect symbol is displayed).

[0192] In the gaming machine 1 of the present embodiment, as reach effects that can be executed along with the variation display of the first special symbol in the normal gaming state, three types of reach effects, namely, normal reach (see FIG. 8(L)), SP reach (see FIG. 8(O)), and SPSP reach (see FIG. 8(P)), are prepared.

[0193] (Normal reach) Here, the normal reach (see Fig. 8(L)) is a reach effect in which the jackpot reliability is relatively low and it is difficult to execute the winning notification effect. The jackpot reliability is set to about 3% in this embodiment. When the reach establishment effect shown in Fig. 8(K) is performed, first, the normal reach (see Fig. 8(L)) is performed. During the normal reach, an effect display is performed to show that the scroll speed of the symbol column in the middle column, where two reach symbols (the left symbol and the right symbol) are pseudo-stopped on the active line and scrolled at high speed between the left symbol and the right symbol, gradually decreases.

[0194] Here, when the determination result of the first special symbol determination executed by the main CPU 81 at the start of the prediction target variation is "jackpot", and a variation effect pattern for notifying a jackpot in the normal reach is set by the sub CPU 91 at the start of the prediction target variation, at the end of the prediction target variation, three effect symbols representing a triple (for example, the effect symbol of "333") are pseudo-stopped and displayed on the active line by pseudo-stopping the middle symbol same as the reach symbol, and when the jackpot symbol is stopped and displayed as the first special symbol, a winning notification effect (see Fig. 8(M)) is performed to directly stop the three effect symbols representing the triple as they are.

[0195] Also, when the determination result of the first special symbol determination executed by the main CPU 81 at the start of the prediction target variation is "loss", and a variation effect pattern for notifying a loss in the normal reach is set by the sub CPU 91 at the start of the prediction target variation, at the end of the prediction target variation, three effect symbols representing a reach loss (for example, the effect symbol of "343") are pseudo-stopped and displayed on the active line by pseudo-stopping a middle symbol different from the reach symbol, and when the loss symbol is stopped and displayed as the first special symbol, a loss notification effect (see Fig. 8(N)) is performed to directly stop the three effect symbols representing the reach loss as they are.

[0196] (SP Reach) In addition, when the determination result of the first special symbol determination executed by the main CPU 81 at the start of the pre-read target variation is "big win", and a variation effect pattern for notifying a big win in an SP reach (see Fig. 8(O)) developed from a normal reach is set by the sub CPU 91 at the start of the pre-read target variation, at the end of the pre-read target variation, three effect symbols representing a triple (for example, the effect symbol of "444") are pseudo-stopped and displayed, and as the big win symbol is stopped and displayed as the first special symbol, a win notification effect (see Fig. 8(M)) is performed in which the three effect symbols representing the triple are stopped as they are.

[0197] In addition, when the determination result of the first special symbol determination executed by the main CPU 81 at the start of the pre-read target variation is "loss", and a variation effect pattern for notifying a loss in an SP reach (see Fig. 8(O)) developed from a normal reach is set by the sub CPU 91 at the start of the pre-read target variation, at the end of the pre-read target variation, three effect symbols representing a reach loss (for example, the effect symbol of "454") are pseudo-stopped and displayed, and as the loss symbol is stopped and displayed as the first special symbol, a loss notification effect (see Fig. 8(N)) is performed in which the three effect symbols representing the reach loss are stopped as they are.

[0198] Here, the SP reach (see Fig. 8(O)) is a reach effect in which a winning notification effect is more likely to be executed than in the normal reach, but it cannot be said that the winning notification effect is easily executed. In this embodiment, the jackpot reliability is set to approximately 16%. Note that the content of the SP reach effect can be anything, but in the gaming machine 1 of this embodiment, as the SP reach effect, a battle effect showing the protagonist character and the enemy character engaging in battle is performed. And when the determination result of the first special symbol determination executed at the start of the pre-read target variation is "jackpot", a victory effect showing the protagonist character winning against the enemy character as the result of the battle is performed prior to the winning notification effect (see Fig. 8(M)). Also, when the determination result of the first special symbol determination executed at the start of the pre-read target variation is "losing", a defeat effect showing the protagonist character losing to the enemy character as the result of the battle is performed prior to the losing notification effect (see Fig. 8(N)).

[0199] (SP SP reach) Also, by the variation effect pattern setting process executed by the sub CPU 91 at the start of the pre-read target variation, a variation effect pattern that develops from the normal reach (see Fig. 8(L)) via the SP reach (see Fig. 8(O)) to the SP SP reach (see Fig. 8(P)), or a variation effect pattern that directly develops to the SP SP reach without passing through the SP reach from the normal reach may be set. In these cases, the SP SP reach is started from the middle of the pre-read target variation.

[0200] Here, when the determination result of the first special symbol determination executed by the main CPU 81 at the start of the pre-read target variation is "losing", three effect symbols (for example, the effect symbol of "767") representing the reach losing point are pseudo-stopped and displayed at the end of the pre-read target variation. Along with the losing symbol being stopped and displayed as the first special symbol, a losing notification effect (see Fig. 8(N)) is performed in which the three effect symbols representing the reach losing point are stopped as they are. Fig. 11(I) illustrates a state in which three effect symbols representing the reach losing point of "454" are pseudo-stopped and displayed as a result of the execution of the SP SP reach.

[0201] On the other hand, when the determination result of the first special symbol determination executed by the main CPU 81 at the start of the read-ahead target variation is "big win", at the end of the read-ahead target variation, a triple-bar symbol attention effect (an example of "another attention effect": refer to FIG. 8(Q)) that causes attention to three effect symbols (for example, the effect symbol of "777") representing a triple-bar is performed. Then, the three effect symbols representing the triple-bar are pseudo-stopped and displayed. Along with the stop display of the big win symbol as the first special symbol, a win notification effect (refer to FIG. 8(R)) that stops the three effect symbols representing the triple-bar as they are is performed.

[0202] In FIGS. 15(D) to (E) described later, an example of a state where a triple-bar symbol attention effect that causes attention to three effect symbols representing the triple-bar of "777" is performed prior to the win notification effect of FIG. 15(F) is illustrated. Also, in FIGS. 16(G) to (H), an example of a state where a triple-bar symbol attention effect that causes attention to three effect symbols representing the triple-bar of "222" is performed prior to the win notification effect of FIG. 16(I) is illustrated. These triple-bar symbol attention effects are effects that cause attention to the effect symbols representing a triple-bar at the end of the SPSP reach when the determination result of the first special symbol determination executed at the start of the read-ahead target variation is "big win". However, these triple-bar symbol attention effects will be described in detail later.

[0203] Here, the SPSP reach (see FIG. 8(P)) is the reach effect in which the winning notification effect is most likely to be executed among the three types of reach effects, and its jackpot reliability is set to approximately 38% in this embodiment. Note that the content of the SPSP reach effect may be anything, but in the gaming machine 1 of this embodiment, as the SPSP reach effect, a battle effect representing a state where the protagonist character and the enemy character engage in a battle is performed. And when the determination result of the first special symbol determination executed at the start of the pre-read target variation is "jackpot", a victory effect representing a state where the protagonist character wins against the enemy character as the result of the battle is performed prior to the winning notification effect (see FIG. 8(R)). Also, when the determination result of the first special symbol determination executed at the start of the pre-read target variation is "loss", a defeat effect representing a state where the protagonist character loses to the enemy character as the result of the battle is performed prior to the loss notification effect (see FIG. 8(N)).

[0204] Thus, in the gaming machine 1 of this embodiment, the battle effect is performed both during the SP reach and during the SPSP reach. However, when a variation effect pattern that develops from the SP reach to the SPSP reach is set at the start of the pre-read target variation, for example, in the battle effect (first half battle) during the SP reach, the victory or defeat is not determined, and a series of effects representing a state where the battle effect (second half battle) is restarted after developing from the SP reach to the SPSP reach are performed around the start of the SPSP reach. On the other hand, when a variation effect pattern that directly develops from the normal reach to the SPSP reach (without going through the SP reach effect) is set at the start of the pre-read target variation, the second half battle is started without performing the above-mentioned first half battle.

[0205] Note that a plurality of effect patterns are prepared for the victory effect of the second half battle performed during the SPSP reach. In addition to the effect pattern in which the protagonist character wins against the enemy character alone, there are also effect patterns in which the ally character who appears during the second half battle and the protagonist character fight together and win against the enemy character, etc.

[0206] So far, three types of reach effects, namely normal reach, SP reach, and SPSP reach, have been described. When these three types of reach effects are arranged in ascending order of the reliability of a big win, the order is normal reach, SP reach, and SPSP reach. Therefore, players can enjoy the game while expecting to eventually develop into an SPSP reach.

[0207] (Reach establishment exciting effect) Returning to the explanation of FIG. 8, after the pre-reach effect of FIG. 8(J) is performed, a reach establishment exciting effect (see FIGS. 8(S), 13(C), and 18(A)) that stimulates the player's sense of expectation for reach establishment by the effect symbols may be performed. When this reach establishment exciting effect is performed, then, there are cases where a reach establishment effect (see FIG. 8(U)) is performed and a reach establishment failure effect (see FIG. 8(T)) is performed.

[0208] Here, when a reach establishment failure effect (see FIG. 8(T)) is performed, thereafter, a losing notification effect (see FIG. 8(N)) is performed without performing a reach effect. FIGS. 18(C) to (I) illustrate a state where, after a reach establishment failure effect is performed in response to the player's operation of the first effect button 35, a losing notification effect is performed in which three effect symbols indicating a scattered state are pseudo-stopped and then stopped.

[0209] (Reach establishment effect) FIG. 13(F) illustrates a state in which the reach establishment effect of FIG. 8(U) is performed. Regarding the case where this reach establishment effect is performed, there is a feature that the subsequent effect changes according to the type of effect symbol that constitutes the reach symbol. Specifically, in the gaming machine 1 of the present embodiment, when a reach by odd symbols is established, a reach symbol attention effect (see FIG. 8(V)) is performed following the reach establishment effect (see FIG. 8(U)), and then it directly develops into an SPSP reach (see FIG. 8(P)) without going through a normal reach or an SP reach. On the other hand, when a reach by even symbols is established, a reach symbol attention effect (see FIG. 8(V)) associated with the reach establishment effect (see FIG. 8(U)) is not performed, and it directly develops into an SPSP reach (see FIG. 8(P)) without going through a normal reach or an SP reach.

[0210] FIGS. 13(F) to (I) and FIG. 14 illustrate a state in which, after a reach establishment effect for notifying the establishment of a reach by seven symbols, a reach symbol attention effect for drawing attention to the seven symbols is performed, and then it directly develops into an SPSP reach without going through a normal reach or an SP reach. Also, FIGS. 16(D) to (F) illustrate a state in which, after a reach establishment effect for notifying the establishment of a reach by two symbols, a reach symbol attention effect is not performed, and it directly develops into an SPSP reach without going through a normal reach or an SP reach.

[0211] Although the features of the reach symbol attention effect will be described in detail later, the sub-CPU 91 is configured to be able to execute a reach symbol attention effect that causes attention to be paid to the second effect symbol (odd symbols in the present embodiment) when a reach by the effect symbol is established, while not executing a reach symbol attention effect that causes attention to be paid to the first effect symbol (even symbols in the present embodiment).

[0212] Note that after the reach establishment effect of FIG. 8(U) is performed, it directly develops into an SPSP reach (see FIG. 8(P)) regardless of the presence or absence of the reach symbol attention effect of FIG. 8(V). A series of effects performed after developing into an SPSP reach will be described in detail later with reference to FIG. 9.

[0213] <Specific Example of Pre-Reach Performance in Normal Game State> Next, with reference to FIG. 10, a specific example of the pre-reach performance performed during the variable display of the first special symbol in the normal game state will be described. Here, FIG. 10 is a screen diagram showing a specific example of a series of performances from the start of the variable to the reach establishment performance in the normal game state. The gaming machine 1 of the present embodiment can execute various pre-reach performances (see FIG. 8(J)) between the start of the variable display of the first special symbol in the normal game state (from the start of the variable in FIG. 8(G)) and the execution of the reach establishment performance (see FIG. 8(K)).

[0214] In FIG. 10(A), on the display screen 70, with one hold icon (e.g., a red 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 as the first special symbol stops being displayed, a performance symbol showing a scattered pattern of "526" is shown in a stopped display state. In this way, when a predetermined confirmation time (0.5 seconds in this embodiment) elapses after the losing symbol as the first special symbol stops being displayed, 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 "loss" and the variable performance pattern that directly develops from the normal reach (see FIG. 8(L)) to the SPSP reach (see FIG. 8(P)) is set by the sub-CPU 91, the following performance is carried out.

[0215] That is, in response to the execution of the first special symbol determination corresponding to the earliest hold icon, as the variable display of the first special symbol is started, the earliest 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 as a pre-reach effect (see FIG. 8(J)) (see FIG. 10(C)). For example, as the first notice, a step-up notice is executed in which the display mode of the effect image (first notice effect image) related to the step-up notice displayed in the central area of the display screen 70 is gradually changed, and the effect sound related to the step-up notice is output from the speaker 38.

[0216] Subsequent to the above first notice, a pseudo-consecutive effect may be executed (see FIG. 10(D)). Here, the pseudo-consecutive effect is an effect that makes it appear as if the effect symbols displayed in the effect 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 effect, the following effect display is performed.

[0217] That is, the scroll speed of the symbol column in the left column decreases and the left symbol (for example, 6 symbols) pseudo-stops. Subsequently, the scroll speed of the symbol column in the right column decreases and the right symbol (for example, 4 symbols, different from the left symbol that pseudo-stopped earlier) pseudo-stops. Thereafter, the scroll speed of the symbol column in the middle column decreases, and 7 symbols pseudo-stop as the middle symbol notifying the execution of the pseudo-consecutive effect (see FIG. 10(D)).

[0218] In this way, after the effect symbols that are different from each other as the left symbol and the right symbol pseudo-stop, when 7 symbols pseudo-stop in the middle column, a second consecutive variable effect following the first consecutive variable effect (see Fig. 10(E)) is started. Specifically, after the character "×2" indicating the start of the second consecutive variable effect is largely displayed in the central region of the display screen 70, this character "×2" is then small displayed in the upper left region of the display screen 70. Along with this, the left 6 symbols, the middle 7 symbols, and 4 symbols resume moving downward, and thus, the scroll display of the three symbol columns in the effect symbol display area 73 resumes (see Figs. 10(D) and (E)).

[0219] When this second consecutive variable effect is being performed, as a second notice, for example, a dialogue notice is executed. Specifically, as illustrated in Fig. 10(F), an effect image (second notice effect image) representing a predetermined character uttering a dialogue is displayed in the central region of the display screen 70, and at the same time, an effect sound related to the dialogue notice (for example, the voice of the character) is output from the speaker 38.

[0220] Although not shown in Fig. 10, when the second consecutive variable effect is started, a first effect button operation promotion effect similar to that illustrated in Fig. 18(C) described later is performed. And if the player operates the first effect button 35 during the valid period related to this first effect button operation promotion effect, as the operation corresponding effect, the above-mentioned dialogue notice is executed. As is clear from the description so far, the above step-up notice is a reach-previous effect that is performed regardless of the player's operation, while the dialogue notice is a reach-previous effect that is performed according to the player's operation. In this regard, the two are different from each other.

[0221] Returning to the description of FIG. 10, when the dialogue preview is executed as the second preview during the virtual second-consecutive variation effect as described above, then, during the variation display of the first special symbol this time, the second virtual consecutive effect 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 (for example, the 2 symbol) appears to stop. Subsequently, the scroll speed of the symbol column in the right column decreases and the right symbol (for example, the 5 symbol) appears to stop. Thereafter, the scroll speed of the symbol column in the middle column decreases and the 7 symbol as the middle symbol appears to stop.

[0222] When the second virtual consecutive effect during the variation display of the first special symbol is executed, the virtual third-consecutive variation effect following the virtual second-consecutive variation effect is started. Specifically, after the character "×3" indicating the start of the virtual 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. Along with this, the scroll display of the three symbol columns in the effect symbol display area 73 is restarted (see FIGS. 10(G) and (H)).

[0223] Then, when a predetermined time has elapsed since the virtual 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 (for example, the 4 symbol) appears to stop. Subsequently, the scroll speed of the symbol column in the right column decreases and the right symbol (the same as the left symbol, here the 4 symbol) appears to stop, and a reach establishment effect (see FIG. 8(K)) for notifying that a reach with the 4 symbol has been established is performed (see FIG. 10(I)).

[0224] Here, the case where the "pre-reach virtual consecutive" for restarting the scroll display of each symbol column before the reach is established has been described as an example. However, there may also be a case where the "post-reach virtual consecutive" for restarting the scroll display of each symbol column after the reach is established is executed.

[0225] <Specific Examples of the First Effect Symbol Attention Effect and the Second Effect Symbol Attention Effect> Next, with reference to FIG. 12, specific examples of the first performance symbol attention performance and the second performance symbol attention performance will be described. Here, FIG. 12 is a screen diagram showing specific examples of the first performance symbol attention performance and the second performance symbol attention performance. In FIG. 12, the hold icon with the character "Hold 1" is a hold icon suggesting that the first pre-target variation described above is on hold, the hold icon with the character "Hold 2" is a hold icon suggesting that the second pre-target variation described above is on hold, and the hold icon with the character "Hold 3" is a hold icon suggesting that the preview target variation described above is on hold.

[0226] In FIG. 12(A), in the display screen 70, with three hold icons, namely the hold icon of Hold 1, the hold icon of Hold 2, and the hold icon of Hold 3, 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 as the first special symbol stops being displayed, a performance symbol showing a scattered pattern of "965" is shown in a state of being stopped. Thus, when a predetermined confirmation time (0.5 seconds in this embodiment) elapses after the losing symbol stops being displayed as the first special symbol, the first special symbol determination corresponding to the earliest hold icon displayed in the hold icon display area 71 (here, the hold icon of Hold 1 suggesting that the first pre-target variation is on hold: see FIG. 12(A)) is executed. And when the determination result of this first special symbol determination is "loss" and it is determined to execute the "no reach performance", the following performance is performed.

[0227] (First pre-target variation) That is, in response to the execution of the first special symbol determination corresponding to the hold icon of hold 1, as the variable display of the first special symbol is started, the hold icon of hold 1 shifts from the hold icon display area 71 to the icon display area 72, and the scroll display of the three symbol columns related to the first pre-target variation is started (see FIGS. 12(A) and (B)). Along with this, as illustrated in FIGS. 12(A) and (B), the hold icon of hold 2 and the hold icon of hold 3 shift leftward within the hold icon display area 71 and are respectively displayed as the first hold icon and the second hold icon.

[0228] (Weak chance stage effect and first stage symbol attention effect) In this way, when a predetermined time has elapsed since the start of the scroll display of the three symbol columns related to the first pre-target variation, the three stage symbols indicating the weak chance stage of the left 4 symbols, the middle 4 symbols, and the right 3 symbols simultaneously pseudo-stop (see FIG. 12(C)). Along with this, the left 4 symbols and the middle 4 symbols that are pseudo-stopped and displayed are enlarged while the right 3 symbols are reduced, and a first stage symbol attention effect is performed in which blue rain pours from rain clouds onto the left 4 symbols and the middle 4 symbols to increase the attention level of these two 4-symbol groups (see FIG. 12(D)). The flow of the effect that executes this weak chance stage effect and the first stage symbol attention effect is as described above based on FIGS. 8(C) and (D).

[0229] Note that FIG. 12(D) illustrates a state in which a first stage symbol attention effect for increasing the attention level of two 4-symbol groups as the first stage symbols (even symbols in this embodiment) is performed. However, for example, there may be a case where a first stage symbol attention effect for increasing the attention level of two 2-symbol groups is performed, or a case where a first stage symbol attention effect for increasing the attention level of two 8-symbol groups is performed.

[0230] After that, at the end of the first pre-target variation, although not shown in the figure, after an effect display that returns the sizes of the four left symbols, the four middle symbols, and the three right symbols to their normal sizes, these three effect symbols indicating "443" are pseudo-stopped, and as the losing symbol is stopped and displayed as the first special symbol, a losing notification effect that actually stops these three effect symbols is performed. Fig. 12(E) illustrates a state where the three effect symbols indicating "443" have actually stopped.

[0231] When a predetermined confirmation time (0.5 seconds in this embodiment) has elapsed since the losing symbol was stopped and displayed as the first special symbol related to the first pre-target variation, a first special symbol determination corresponding to the earliest hold icon displayed in the hold icon display area 71 (here, the hold icon of hold 2 suggesting that the second pre-target variation is on hold: see Fig. 12(E)) is executed. And when the determination result of this first special symbol determination is "losing" and it is determined that a "reachless effect" is to be executed, the following effects are performed.

[0232] (Second pre-target variation) That is, in response to the start of the variable display of the first special symbol corresponding to the hold icon of hold 2, the hold icon of hold 2 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 related to the second pre-target variation is started (see Figs. 12(E) and (F)). Also, accordingly, as illustrated in Figs. 12(E) and (F), the hold icon of hold 3 shifts leftward within the hold icon display area 71 and is displayed as the earliest hold icon.

[0233] As described above, when a predetermined time has elapsed since the start of the scroll display of the three symbol sequences related to the second pre-target variation, three effect symbols indicating strong chance positions of the left seven symbols, the middle seven symbols, and the right six symbols simultaneously pseudo-stop (see Fig. 12(G)). Along with this, the left seven symbols and the middle seven symbols that are pseudo-stopped are enlarged while the right six symbols are reduced, and a second effect symbol attention effect is performed in which a red lightning strike hits the left seven symbols and the middle seven symbols to increase the attention of these two sets of seven symbols (see Fig. 12(H)). The flow of the effect that executes this strong chance position effect and the second effect symbol attention effect is as described above based on Figs. 8(E) and (F).

[0234] Note that Fig. 12(H) illustrates a state in which a second effect symbol attention effect is performed to increase the attention of two sets of seven symbols as the second effect symbols (in this embodiment, odd symbols). However, for example, there may be cases where a second effect symbol attention effect is performed to increase the attention of two sets of three symbols, or cases where a second effect symbol attention effect is performed to increase the attention of two sets of five symbols.

[0235] After that, at the end of the second pre-target variation, although not shown in the figure, after an effect display that returns the sizes of the left seven symbols, the middle seven symbols, and the right six symbols to their normal sizes, these three effect symbols indicating "776" are pseudo-stopped, and along with the stop display of a losing symbol as the first special symbol, a losing notification effect that actually stops these three effect symbols is performed. Fig. 12(I) illustrates a state in which the three effect symbols indicating "776" have actually stopped. Thus, when a predetermined confirmation time (0.5 seconds in this embodiment) has elapsed since the stop display of the losing symbol as the first special symbol related to the second pre-target variation, a first special symbol determination corresponding to the earliest hold icon displayed in the hold icon display area 71 (here, the hold 3 hold icon suggesting that the pre-read target variation is on hold: see Fig. 12(I)) is executed. The effects in the pre-read target variation performed in response to the execution of this first special symbol determination will be described in detail later based on Fig. 13.

[0236] <Reach Success Inciting Effect and Reach Success Failure Effect> Next, while referring to FIG. 18, a specific example of a series of effects when a reach establishment failure effect (see FIG. 8(T)) is performed after a reach establishment exciting effect (see FIG. 8(S)) will be described. Here, FIG. 18 is a screen diagram showing a specific example of a series of effects when a miss notification effect is executed after a reach establishment failure effect.

[0237] (Reach establishment exciting effect) As described above with reference to FIG. 8, in the pre-read target variation, a reach establishment exciting effect (see FIG. 8(S)) may be performed after a pre-reach effect (see FIG. 8(J)). In FIG. 18(A), one hold icon is displayed in the hold icon display area 71, and while the scroll display of three symbol columns corresponding to the icon (here, the white icon) displayed in the icon display area 72 is being performed, a specific character and a speech bubble representing the line of the specific character "Big chance if reach is established!?" are displayed, and an example of a reach establishment exciting effect that makes the player expect a reach establishment by the effect symbols is shown.

[0238] After such a reach establishment exciting effect is performed, a left and right symbol slow movement effect in which the left symbol and the right symbol identical to the left symbol are simultaneously and slowly lowered is performed (see FIG. 18(B)). FIG. 18(B) illustrates a state in which the left four symbols and the right four symbols are simultaneously and slowly lowered by the left and right symbol slow movement effect. When this left and right symbol slow movement effect is started, the scroll speed of the symbol column in the middle row increases, the symbol column in the middle row becomes non-displayed, and when the left four symbols and the right four symbols are lowered to a predetermined height in the vertical direction of the display screen 70, a first effect button operation promotion effect that prompts the player to operate the first effect button 35 is performed (see FIG. 18(C)). FIG. 18(C) illustrates a state in which a first effect button image imitating the first effect button 35, the character "Press!" representing the operation content of the first effect button 35 that prompts the player, and a validity period gauge indicating the remaining time of the valid period during which the operation of the first effect button 35 is valid are displayed on the display screen 70 by the first effect button operation promotion effect.

[0239] (Reach Success Failure Display) Here, when it is set by the sub-CPU 91 at the start of the pre-read target change that the reach success failure display (see Fig. 8(T)) is to be executed after the reach success inciting display (see Fig. 8(S)), a series of reach success failure displays exemplified in Figs. 18(D) to (G) are performed. Here, in Fig. 18(D), the left 4 symbols pseudo-stop at a predetermined height in the vertical direction of the display screen 70, and the downward movement speed of the right 4 symbols that were about to pseudo-stop at the predetermined height increases, and the scroll display of the symbol column in the right column resumes. Also, in the subsequent Fig. 18(E), the scroll speed of the symbol column in the right column decreases again, and the right 5 symbols that appeared in the upper right slowly descend. Also, in the subsequent Fig. 18(F), with the left 4 symbols and the right 5 symbols pseudo-stopped at a predetermined height, the above-mentioned specific character and a speech bubble representing the lines of the specific character "What a pity..." are displayed. Also, in the subsequent Fig. 18(G), the scroll speed of the symbol column in the middle column rapidly decreases, and the middle 5 symbols that appeared above slowly descend.

[0240] After such a series of reach success failure displays are performed, three performance symbols indicating the "455" scatter pattern are pseudo-stopped, and as the losing symbol is stopped and displayed as the first special symbol, a losing notification display for finally stopping these three performance symbols is performed (see Figs. 18(H) and (I)).

[0241] [Series of Displays after the Reach Success Inciting Display and before the Reach Success Display] Next, with reference to Fig. 9, a series of displays when the reach success display (see Fig. 8(U)) is performed following the reach success inciting display (see Fig. 8(S)) and directly develops into the SPSP reach (see Fig. 8(P)) will be described. Here, Fig. 9 is an explanatory diagram exemplifying the flow of a series of displays after the reach success inciting display and before the reach success display.

[0242] In the above description regarding FIG. 18, a specific example of a series of effects has been described in the case where, after the reach establishment excitement effect (see FIG. 8(S)), the reach establishment failure effect (see FIG. 8(T)) is performed, and then the losing notification effect (see FIG. 8(N)) is performed. Next, here, while referring to FIG. 9, a series of effect flows in the case where, after the reach establishment excitement effect (see FIG. 8(S)), the reach establishment effect (see FIG. 8(U)) is performed, and then directly develops into an SPSP reach (see FIG. 8(P)) without going through a normal reach or an SP reach will be described.

[0243] When a variable effect pattern in which a reach establishment effect (see FIG. 8(U)) is performed after the reach establishment excitement effect (see FIG. 8(S)) and then develops into an SPSP reach (see FIG. 8(P)) is set by the sub-CPU 91 at the start of the look-ahead target variation shown in FIG. 8, the following series of effects are performed.

[0244] That is, when the above variable effect pattern is set, during the variable display of the first special symbol and the effect symbol related to the look-ahead target variation, the reach establishment excitement effect (see FIG. 9(A)) and the reach establishment effect (see FIG. 9(B)) are sequentially performed. The reach establishment excitement effect is as described above based on FIG. 18(A). As for the subsequent reach establishment effect (see FIG. 9(B)), there are cases where an even symbol reach establishment effect for notifying reach establishment by even symbols is performed (for example, see FIG. 16(D)), and cases where an odd symbol reach establishment effect for notifying reach establishment by odd symbols is performed (for example, see FIG. 13(F)). After either one of the reach establishment effects is performed, the post-reach effect (an example of an "expected effect") after FIG. 9(C) is started.

[0245] Thus, in the gaming machine 1 of the present embodiment, roughly speaking, two types of reach establishment effects, an even symbol reach establishment effect and an odd symbol reach establishment effect, can be executed. However, the gaming machine 1 of the present embodiment has the feature that the subsequent effect flow changes according to the type of reach establishment effect.

[0246] Specifically, when the sub-CPU 91 executes an odd-symbol reach establishment effect (see FIG. 9(B)) as a reach establishment effect, it executes a reach symbol attention effect (see FIG. 9(C)) following the odd-symbol reach establishment effect. On the other hand, when the sub-CPU 91 executes an even-symbol reach establishment effect (see FIG. 9(B)) as a reach establishment effect, it is configured to perform effect control not to execute the reach symbol attention effect (see FIG. 9(C)). Hereinafter, with reference to FIG. 13, a specific example of the reach symbol attention effect for attracting attention to an odd symbol as a reach symbol will be described.

[0247] <Specific Example of Reach Symbol Attention Effect> FIG. 13(A) illustrates a state immediately after a preview target variation (a symbol variation corresponding to the hold icon of hold 3: see FIG. 8(G)) is started after the first pre-target variation (a symbol variation corresponding to the hold icon of hold 1: hold 1 variation) and the second pre-target variation (a symbol variation corresponding to the hold icon of hold 2: hold 2 variation) described with reference to FIG. 12. Specifically, in response to the execution of the first special symbol determination corresponding to the hold icon of hold 3 corresponding to the preview target variation, as the variation display of the first special symbol is started, the earliest hold icon displayed in the hold icon display area 71 (here, the hold icon of hold 3) shifts to the icon display area 72, and the scroll display of the three symbol columns is started (see FIG. 13(A)).

[0248] Then, when a predetermined time has elapsed since the start of the scrolling display of these three symbol columns, a pre-reach performance (see FIG. 8(J)) that makes the player expect that a winning notification performance will be executed in the current preview target variation is performed (see FIG. 13(B)). Although not shown in FIG. 13, between the start of the current preview target variation and the execution of the reach establishment exciting performance (see FIGS. 8(S), 9(A), and 13(C)), similar to the first performance button operation promotion performance described above based on FIG. 18(C), a first performance button operation promotion performance that prompts the player to operate the first performance button 35 is performed. FIG. 13(B) exemplifies a state in which a line announcement is made as a pre-reach performance in response to the player operating the first performance button 35 during the valid period related to this first performance button operation promotion performance. In the line announcement here, an effect image representing a predetermined character uttering the line "Chance!" is displayed on the display screen 70, and a voice with the same content as this line is output from the speaker 38.

[0249] Here, the case where a line announcement is made as a pre-reach performance is described as an example. However, for example, there may be a case where a step-up announcement described above is made as a pre-reach performance, or a case where both a step-up announcement and a line announcement are made as pre-reach performances.

[0250] (Reach establishment exciting performance) After such a pre-reach performance (see FIGS. 8(J) and 13(B)) is performed, a reach establishment exciting performance (see FIGS. 8(S) and 9(A)) is performed (see FIG. 13(C)). Since the reach establishment exciting performance exemplified in FIG. 13(C) is as described above based on FIG. 18(A), detailed description here is omitted.

[0251] Next, a left and right symbol slow movement effect is performed in which the left symbol and the right symbol identical to the left symbol are simultaneously and slowly lowered (see FIG. 13(D)). FIG. 13(D) exemplifies a state in which the left 7 symbols and the right 7 symbols are simultaneously and slowly lowered by the left and right symbol slow movement effect. When this left and right symbol slow movement effect is started, the scroll speed of the symbol column in the middle row increases, and the symbol column in the middle row becomes non-displayed. When the left 7 symbols and the right 7 symbols are lowered to a predetermined height in the vertical direction of the display screen 70, a first effect button operation promotion effect that prompts the player to operate the first effect button 35 is performed (see FIG. 13(E)). The first effect button operation promotion effect exemplified in this FIG. 13(E) is performed in the same manner as the first effect button operation promotion effect described above based on FIG. 18(C).

[0252] (Reach establishment effect by odd symbols) Here, since the establishment of a reach by 7 symbols is preset by the sub-CPU 91 at the start of the target variation of this preview, in response to the player operating the first effect button 35, or, without the player operating the first effect button 35, in response to the expiration of the effective period related to the first effect button operation promotion effect in FIG. 13(E), a reach establishment effect (see FIG. 9(B)) that notifies that a reach by 7 symbols has been established is performed (see FIG. 13(F)). FIG. 13(F) exemplifies a state in which, as the reach establishment effect, the left 7 symbols and the right 7 symbols that are pseudo-stopped and displayed, a reach line that extends left and right so as to pass over these 7 symbols, the characters "Reach!", a specific character, and a speech bubble representing the line "Great!!" of a specific character are displayed. Along with these display effects, a voice with the same content as the characters "Reach!" is output from the speaker 38.

[0253] (Reach symbol attention effect) Next, since a reach is established by the seven symbols which are odd-numbered symbols here, a reach symbol attention effect (see FIG. 9(C)) is performed following the reach establishment effect (see FIGS. 9(B) and 13(F)) (see FIGS. 13(G) to (I)). FIG. 13(G) illustrates a state in which the left seven symbols that were pseudo-stopped in the reach establishment effect move rightward while expanding, and the right seven symbols that were pseudo-stopped in the reach establishment effect move leftward while expanding. Further, in the subsequent FIG. 13(H), in the process in which the left seven symbols and the right seven symbols expand and move closer to each other, these seven symbols rotate clockwise with the scroll direction (here, downward) of each symbol column as the axial direction. Further, in the subsequent FIG. 13(I), a combination effect representing a state in which the left seven symbols and the right seven symbols that have approached a specific distance are combined is performed, and an example of a state in which one huge seven symbol is displayed as a result of the combination effect is illustrated. Although not shown in the figure, a specific sound effect is output from the speaker 38 during the period in which the reach symbol attention effect is performed.

[0254] In the gaming machine 1 of the present embodiment, in addition to the display screen 70 and the speaker 38, various effect means such as the frame lamp 37, the board surface lamp 5, and the movable decoration member 14 are provided. Therefore, it is conceivable that the player may not see the reach symbol displayed by the reach establishment effect. On the other hand, in the gaming machine 1 of the present embodiment, since the reach symbol attention effect is performed when a reach by odd-numbered symbols is established, an effect of moving the player's line of sight to the display screen 70 and making the player pay attention to the reach symbol can be expected.

[0255] Note that in the gaming machine 1 of the present embodiment, since the reach symbol attention effect is immediately started following the reach establishment effect that notifies the establishment of a reach by odd-numbered symbols, it is possible to consider that the reach symbol attention effect is executed when a reach is established. Further, the reach symbol attention effect is executed using the display screen 70 and the speaker 38. Although not shown in the figure, when the reach symbol attention effect is being performed, the frame lamp 37 and the board surface lamp 5 emit light in a light emission pattern for the reach symbol attention effect.

[0256] <Specific Examples of a Series of Effects When the Reach Symbol Attention Effect is Not Executed> Next, while referring to FIG. 16, specific examples of a series of effects after the reach establishment encouragement effect when the reach symbol attention effect described based on FIG. 13 is not executed will be described. Here, FIG. 16 is a screen diagram showing a specific example of the three-of-a-kind symbol attention effect that causes attention to be paid to three effect symbols showing a three-of-a-kind of "222". Note that in FIG. 16, the illustration of the effects performed during SPSP reach is omitted, and the effects during this SPSP reach will be described in detail later based on other drawings.

[0257] (Reach Establishment Encouragement Effect) FIG. 16(A) exemplifies the state in which the reach establishment encouragement effect shown in FIG. 8(S) and FIG. 9(A) is being performed. Since this reach establishment encouragement effect is performed in the same manner as the reach establishment encouragement effect described above based on FIG. 13(C), a detailed description thereof will be omitted here.

[0258] When the reach establishment encouragement effect in FIG. 16(A) is performed, next, a left and right symbol slow movement effect is performed in which the left symbol and the right symbol identical to the left symbol are simultaneously and slowly lowered (see FIG. 16(B)). FIG. 16(B) exemplifies the state in which the left two symbols and the right two symbols are simultaneously and slowly lowered by the left and right symbol slow movement effect. The left and right symbol slow movement effect exemplified in FIG. 16(B) is performed in the same manner as the left and right symbol slow movement effect described above based on FIG. 13(D), except that the descending left symbol and right symbol are different.

[0259] When the left two symbols and the right two symbols are lowered to a predetermined height in the vertical direction of the display screen 70 by the left and right symbol slow movement effect in FIG. 16(B), a first effect button operation promotion effect that prompts the player to operate the first effect button 35 is performed (see FIG. 16(C)). The first effect button operation promotion effect exemplified in FIG. 16(C) is performed in the same manner as the first effect button operation promotion effect described above based on FIG. 18(C).

[0260] (Reach Establishment Effect by Even Symbols) Here, since a reach with two symbols is set in advance by the sub-CPU 91 at the start of the target variation preview this time, in response to the player operating the first effect button 35, or in response to the expiration of the valid period related to the first effect button operation promotion effect in FIG. 16(C) without the player operating the first effect button 35, a reach establishment effect (see FIG. 9(B)) that notifies that a reach with two symbols has been established is performed (see FIG. 16(D)). In FIG. 16(D), as the reach establishment effect, a state is illustrated in which the left two symbols and the right two symbols that are pseudo-stopped and displayed, a reach line that extends left and right so as to pass over these two symbols, the character "Reach!", a specific character, and a speech bubble representing the dialogue of the specific character "Great!!" are displayed. Along with these display effects, a voice with the same content as the character "Reach!" is output from the speaker 38.

[0261] In FIG. 9, as the reach establishment effect (see FIG. 9(B)), after an even symbol reach establishment effect that notifies the establishment of a reach with even symbols is performed, a reach symbol reduction movement effect (see FIG. 9(D)), an effect of reducing and displaying the reach symbol in the upper left and right regions (see FIG. 9(E)), the start of the SPSP reach (see FIG. 9(F)), a double symbol effect symbol attention effect (see FIG. 9(R)), and a winning notification effect (see FIG. 9(S)) are sequentially performed in the order of the effect flow (the flow of the first effect route described later). On the other hand, FIGS. 16(E) to (I) show specific examples of these effects illustrated in FIG. 9.

[0262] (Reach symbol reduction movement effect) FIG. 16(E) shows a specific example of the reach symbol reduction movement effect in FIG. 9(D). In FIG. 16(E), as an effect suggesting the development into an SPSP reach, while the left two symbols are being reduced, they rotate clockwise once around the scroll direction as the axial direction and then move to the upper left region of the display screen 70, and at the same time, while the right two symbols are being reduced, they rotate clockwise once around the scroll direction as the axial direction and then move to the upper right region of the display screen 70. The state of moving to the upper right region is illustrated.

[0263] Subsequent FIG. 16(F) shows a specific example of an effect in which the reach symbol in FIG. 9(E) is pseudo-stopped while being reduced to the upper left and right regions, and the start of the SPSP reach in FIG. 9(F). In FIG. 16(F), it is exemplified that the left two symbols are pseudo-stopped while being reduced to the upper left region, and the right two symbols are pseudo-stopped while being reduced to the upper right region. Also, when the SPSP reach is started, although not shown in FIG. 16, as an SPSP reach effect image displayed during the SPSP reach, an effect image of the latter half of the battle or the like is displayed on the display screen 70.

[0264] (Doubles Symbol Attention Effect) FIGS. 16(G) and (H) show a specific example of the doubles symbol attention effect in FIG. 9(R), which is an attention effect that draws attention to the symbol display suggesting that the big win game is executed. When the determination result of the first special symbol determination executed by the main CPU 81 at the start of the pre-read target variation this time is "big win", the victory effect in FIG. 9(Q) is performed as the result effect of the SPSP reach, and then, three symbol displays showing doubles (here, doubles of "222") are displayed on the display screen 70. The doubles symbol attention effect exemplified in FIGS. 16(G) and (H) is an effect that draws attention to the three symbol images showing doubles displayed in this way along with the end of the SPSP reach. In FIGS. 16(G) to (H), it is exemplified that an effect is performed to increase the attention level to these three symbol displays by expanding and displaying the three symbol displays of "222" that are pseudo-stopped so as to gradually become larger.

[0265] Note that although not shown in FIGS. 16(G) and (H), when the doubles symbol attention effect is being performed, the frame lamp 37 and the panel lamp 5 emit light in a rainbow color, and the frame lamp 37 and the panel lamp 5 emit light in a light emission pattern for the doubles symbol attention effect.

[0266] After the pair symbol attention effect that draws attention to the three effect symbols indicating the "222" pair is performed, the three effect symbols indicating the "222" pair are pseudo-stopped and displayed in the state of returning to the normal size (see Fig. 16(I)). As the big win symbol is stopped and displayed as the first special symbol, these three effect symbols indicating the "222" pair will finally stop.

[0267] So far, while referring to Fig. 16, taking as an example the case where after the even symbol reach establishment effect (see Fig. 9(B)) is performed as the reach establishment effect, the reach symbol reduction movement effect (see Fig. 9(D)) is performed, a specific example of a series of effects has been described. However, as is clear from the notations in Fig. 9, not only when the even symbol reach establishment effect (see Fig. 9(B)) is performed as the reach establishment effect, but also when the odd symbol reach establishment effect is performed as the reach establishment effect and then the reach symbol attention effect (see Fig. 9(C)) is performed, the same reach symbol reduction movement effect (see Fig. 9(D)) may be performed.

[0268] <Regarding the characteristics of each effect symbol and the reach symbol attention effect> So far, while referring to each drawing, when a reach is established by an odd symbol (for example, the 7 symbol) (see Fig. 13(F)), the reach symbol attention effect that draws attention to the odd symbol (for example, see Figs. 13(G) to (I)) is executed. When a reach is established by an even symbol (for example, the 2 symbol) (see Fig. 16(D)), the case of executing the SPSP reach without executing the reach symbol attention effect as exemplified in Figs. 13(G) to (I) has been described. Here, first, the characteristics of each effect symbol displayed on the display screen 70 will be described.

[0269] (Characteristics of the 3 symbol and the 7 symbol) When the determination result of the first special symbol determination in the normal gaming state is "big win", three effect symbols showing a triple are pseudo-stopped and displayed on the display screen 70 prior to the stop display of the big win symbol as the first special symbol. Along with the stop display of the big win symbol as the first special symbol, the three effect symbols showing the triple remain stopped as they are. In the gaming machine 1 of the present embodiment, nine types of triples, namely, "111", "222", "333", "444", "555", "666", "777", "888", and "999", are prepared as the above-mentioned triples. Regarding two types of triples, "777" and "333" out of these nine types of triples, when the big win symbol X1 (see Fig. 6(B)) that notifies winning the 3R sure change A is stopped and displayed, the three effect symbols showing the triple of "777" or "333" may be stopped as they are. On the other hand, when the big win symbol X2 (see Fig. 6(B)) that notifies winning the 3R normal is stopped and displayed, the three effect symbols showing the triple of "777" or "333" are not stopped as they are. From these facts, it can be said that the three effect symbols showing the triple of "777" and the three effect symbols showing the triple of "333" are both effect symbols that definitely notify a sure change big win.

[0270] (Features of 2 symbols, 4 symbols, 6 symbols, 8 symbols) On the other hand, regarding four types of triples composed of the same three even symbols of "222", "444", "666", and "888", when the big win symbol X2 (see Fig. 6(B)) that notifies winning the 3R normal is stopped and displayed, in most cases, the three effect symbols showing any of the four types of triples are stopped as they are. When the big win symbol X1 (see Fig. 6(B)) that notifies winning the 3R sure change A is stopped and displayed, the possibility that the three effect symbols showing any of the four types of triples are stopped as they are is extremely low. From this fact, it can be said that the three effect symbols showing any of the four types of triples composed of three even symbols are basically effect symbols for which a sure change big win cannot be expected.

[0271] (Features of 1 symbol, 5 symbols, 9 symbols) Also, regarding the three types of identical triples of odd symbols (excluding 3 symbols and 7 symbols) of "111", "555", and "999", they have the following characteristics. That is, when the jackpot symbol X2 (see Fig. 6(B)) that notifies winning the 3R normally stops displaying, and when the jackpot symbol X1 (see Fig. 6(B)) that notifies winning the 3R sure change A stops displaying, in either case, the three effect symbols indicating any of the above three types of identical triples stop, but the three effect symbols indicating an identical triple of "111", "555", or "999" are more likely to stop in the latter case (3R sure change A) than in the former case (3R normal). Therefore, it can be said that the three effect symbols indicating an identical triple of "111", "555", or "999" are effect symbols for which a sure change jackpot can be expected more than the three effect symbols indicating any of the above four types of identical triples composed of three even symbols.

[0272] (Features of the reach symbol attention effect) By the way, as is clear from the above description of each effect symbol, the gaming machine 1 of this embodiment has the feature that when the three effect symbols indicating any of the four types of identical triples of "222", "444", "666", and "888" pseudo-stop and then stop, basically, a sure change jackpot cannot be expected (that is, the probability of 3R normal is extremely high). Therefore, for example, if a configuration such as executing a reach symbol attention effect that makes the player focus on the reach symbol (even symbol) following the even symbol reach establishment effect illustrated in Fig. 16(D) is easily applied, the player will be conscious of 3R normal at the time of reach establishment, and although the reach symbol attention effect should improve the interest, it may instead reduce the interest.

[0273] Therefore, in the gaming machine 1 of the present embodiment, as described above, when a reach by odd symbols is established as illustrated in FIG. 13(F), a reach symbol attention effect that draws attention to the reach symbol (here, odd symbols) is executed. On the other hand, when a reach by even symbols is established as illustrated in FIG. 16(D), a reach symbol attention effect that draws attention to the reach symbol (here, even symbols) is not executed. By adopting such a configuration, while suppressing the occurrence of the above problems, a reach symbol attention effect with high interestingness is executed.

[0274] Although not shown in the drawings, in the gaming machine 1 of the present embodiment, for example, when the left 3 symbols and the left 4 symbols constituting the symbol column in the left column are pseudo-stopped and displayed, and the right 3 symbols and the right 4 symbols constituting the symbol column in the right column are pseudo-stopped and displayed, a reach by 3 symbols and a reach by 4 symbols may be established simultaneously. Thus, when reaches by two different reach symbols are established simultaneously, a reach symbol attention effect that draws attention to the 3 symbols is executed, while a reach symbol attention effect that draws attention to the 4 symbols is not executed.

[0275] (Other configurations related to the reach symbol attention effect) Regarding the reach symbol attention effect, other embodiments may adopt the following configurations. That is, in the present embodiment, a configuration is adopted in which when a reach by odd symbols is established, a reach symbol attention effect is executed, while when a reach by even symbols is established, a reach symbol attention effect is not executed. In contrast, in other embodiments, in consideration of the above characteristics regarding each effect symbol, for example, when a reach by 7 symbols or 3 symbols is established (that is, when it is determined that a jackpot game related to 3R certain variation A will be executed when the symbols are aligned as they are), a reach symbol attention effect is executed, while when a reach by effect symbols other than 7 symbols and 3 symbols is established (that is, when it is determined that a jackpot game related to 3R normal will be executed when the symbols are aligned as they are), a reach symbol attention effect is not executed. Such a configuration may be adopted.

[0276] In addition, in the present embodiment, an effect that combines the enlarged movement of the left symbol and the right symbol (see Fig. 13(G)) that are pseudo-stopped as the reach symbols, the rotation of these left symbol and right symbol (see Fig. 13(G)), and the combination effect (see Fig. 13(I)) that combines these left symbol and right symbol is taken as an example to explain the case of executing as a reach symbol attention effect. On the other hand, in other embodiments, a reach symbol attention effect that causes attention to the reach symbols may be adopted, in which the left symbol and the right symbol that are pseudo-stopped as the reach symbols are not moved or their sizes are not changed. In order to adopt such a configuration, for example, a decorative image that improves the attention level of the reach symbols (left symbol and right symbol) may be displayed around the reach symbols, or a decorative image that improves the attention level of the reach symbols (left symbol and right symbol) may be displayed so as to overlap a part of the reach symbols.

[0277] In addition, in other embodiments, an effect that combines two or more of a change in the display mode (for example, at least one of size, shape, and display color) of the reach symbols (left symbol and right symbol), a change in the display position of the reach symbols, and the display of the above decorative image may be executed as a reach symbol attention effect.

[0278] In addition, as a reach symbol attention effect, an effect is conceivable as another reach symbol attention effect in which two characters appear on the display screen 70, one character points at the left symbol as the reach symbol, the other character points at the right symbol as the reach symbol, and along with this, a voice such as "Attention!!" is output from the speaker 38.

[0279] In addition, in other embodiments, an attention effect that causes attention to the second effect symbol (the odd symbols in the present embodiment) may be executed at a timing different from when the reach is established. In the gaming machine 1 of the present embodiment, as described above with reference to Figs. 10(D) and (G), since seven symbols are pseudo-stopped as the middle symbols that notify the execution of the pseudo-sequence effect, an attention effect that causes attention to these seven middle symbols may be executed at the timing when these seven middle symbols are pseudo-stopped.

[0280] [Regarding the production route of SPSP reach] In the gaming machine 1 of the present embodiment, as a series of production flows performed during SPSP reach, as illustrated in FIG. 9, two production routes, a first production route and a second production route, are prepared. Note that FIG. 9 illustrates a production flow in which there is a production branch after the reach establishment encouragement production (see FIG. 9(A)), and the production of the first production route or the production of the second production route proceeds. On the other hand, as described above with reference to FIG. 8, the gaming machine 1 of the present embodiment has a development pattern that develops from a normal reach (see FIG. 8(L)) via an SP reach (see FIG. 8(O)) to an SPSP reach (see FIG. 8(P)), and a development pattern that directly develops from a normal reach to an SPSP reach without passing through an SP reach. Even when developing to an SPSP reach in any of these development patterns, the production of the first production route or the production of the second production route illustrated in FIG. 9 proceeds during the SPSP reach.

[0281] [Production of the first production route of SPSP reach] Here, first, while referring to FIGS. 9 and 11, a series of production flows in the first production route and specific examples of these productions will be described. FIG. 11 is a screen diagram showing a specific example of the production of the first production route of SPSP reach, and shows a specific example of a series of productions from a normal reach directly developing to an SPSP reach until a losing notification production is executed.

[0282] Regarding the case where the SPSP reach effect progresses along the first effect route in FIG. 9, there are mainly the following three patterns. The first pattern is that a reach establishment effect (refer to FIG. 9(B)) that notifies the establishment of a reach by odd symbols is followed by a reach symbol attention effect (refer to FIG. 9(C)) that draws attention to the odd symbols as the reach symbols, and then a reach symbol reduction movement effect (refer to FIG. 9(D)) is performed. Next, the second pattern is that a reach establishment effect (refer to FIG. 9(B)) that notifies the establishment of a reach by even symbols is performed, and then, without performing the reach symbol attention effect (refer to FIG. 9(C)), a reach symbol reduction movement effect (refer to FIG. 9(D)) is performed. And the third pattern is that a reach symbol reduction movement effect (refer to FIG. 9(D)) is performed when developing from a normal reach (or SP reach) to an SPSP reach as shown in FIG. 8.

[0283] Here, regarding the specific examples of the series of effects when the effect of the second pattern is performed and then the effect progresses along the first effect route, they are as described above based on FIG. 16. Here, the flow of the series of effects and its specific examples when the effect of the third pattern is performed and then the effect progresses along the first effect route will be described.

[0284] FIG. 11(A) illustrates a state where a normal reach is performed following the reach establishment effect of FIG. 10(I) that notifies the establishment of a reach by four symbols. In the normal reach here, as illustrated in FIG. 11(A), after the establishment of a reach by the left four symbols and the right four symbols, the scroll speed of the symbol column in the middle row gradually decreases, and an effect is performed in which the middle symbols (here, the middle four symbols) that are the same as the reach symbols (here, the left four symbols and the right four symbols) descend so as to approach the effective line defined by the reach symbols.

[0285] (Reach symbol reduction movement effect) Here, when the sub-CPU 91 sets a variation effect pattern that directly develops from normal reach to SPSP reach without going through SP reach at the start of the variation, a reach symbol reduction movement effect (see Fig. 9(D)) is performed following normal reach (see Fig. 11(B)). Specifically, when the scroll display of the symbol column in the middle column during normal reach is in progress, the same middle symbol as the reach symbol (here, the middle 4 symbol) passes through the valid line without stopping on the valid line, and then, the scroll speed of the symbol column in the middle column increases, passing through a state where it is difficult to identify the middle symbol, and the middle symbol becomes non-displayed. Then, as illustrated in Fig. 11(B), while the left 4 symbols are being reduced and moving to the upper left area of the display screen 70, they rotate clockwise once around the scroll direction as the axial direction and then move to the upper left area, and at the same time, while the right 4 symbols are being reduced and moving to the upper right area of the display screen 70, they rotate clockwise once around the scroll direction as the axial direction and then move to the upper right area.

[0286] (State where the effect symbol is displayed in the first display mode) By performing such a reach symbol reduction movement effect, until the end stage of the variation display of the current first special symbol, the reach symbol will be pseudo-stopped and displayed in a reduced state in the upper left and right areas (see Fig. 9(E), Fig. 11(C)). Fig. 11(C) illustrates a state where the left 4 symbols are pseudo-stopped and displayed in a reduced state in the upper left area, and the right 4 symbols are pseudo-stopped and displayed in a reduced state in the upper right area.

[0287] In this way, when the reach symbol is in a state of being pseudo-stopped and displayed in a reduced state in the upper left and right areas, SPSP reach (the effect of the first route) is started (see Fig. 9(F), Fig. 11(D)). When this SPSP reach is started, although not shown in Fig. 11(D), as the SPSP reach effect image displayed during SPSP reach, an effect image of the latter half of the battle, etc., is displayed in the central area of the display screen 70 (see Fig. 9(G)).

[0288] (First possibility suggestion effect) Next, in the process where the SPSP reach progresses while the reach symbol is pseudo-stopped in a state of being reduced to the upper left and right regions, a first possibility suggestion effect may be performed to suggest that there is a possibility that a winning notification effect (see Fig. 9(S)) may be executed (see Fig. 9(H), Fig. 11(E)). The first possibility suggestion effect in this embodiment is an effect of displaying possibility suggestion characters indicating the degree of possibility that the winning notification effect will be executed between the left and right reach symbols in the upper region of the display screen 70. Fig. 11(E) exemplifies a state in which the characters "CHANCE" are displayed as the possibility suggestion characters.

[0289] In this embodiment, two types of these possibility suggestion characters are prepared: "CHANCE" and "VERY GOOD CHANCE". The first possibility suggestion effect of displaying the characters "VERY GOOD CHANCE" has a higher jackpot reliability than the first possibility suggestion effect of displaying the characters "CHANCE".

[0290] Note that this first possibility suggestion effect is an effect that can be executed when the SPSP reach effect is progressing along the first effect route, and is not executed when the SPSP reach effect is progressing along the second effect route, and can be said to be an effect dedicated to the first effect route.

[0291] Although not shown in Fig. 9, Fig. 11(F) exemplifies a state in which a first effect button operation promotion effect for prompting the player to operate the first effect button 35 is performed after the latter half of the SPSP reach. In the first effect button operation promotion effect here, 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 effective are displayed on the display screen 70.

[0292] Here, when the player operates the first effect button 35 within the valid period related to the first effect button operation promotion effect in FIG. 11(F), or when the valid period ends without the first effect button 35 being operated, for example, a cut-in is performed in which a predetermined cut-in image is superimposed on the effect image (other than the reach symbol) displayed on the display screen 70 (see FIG. 11(G)). This cut-in is an effect that suggests the degree of possibility that a winning notification effect will be executed in the current symbol variation. As types of cut-ins, three types are prepared: a weak cut-in, a medium cut-in, and a strong cut-in. The weak cut-in is an effect that displays a cut-in image that is entirely expressed in green and represents one character. The medium cut-in is an effect that displays a cut-in image that is entirely expressed in red and represents two characters. The strong cut-in is an effect that displays a cut-in image that is entirely expressed in gold and represents three characters. Here, when the above three types of cut-ins are arranged in ascending order of the jackpot reliability (the possibility that a winning notification effect will be performed in the current symbol variation), the order is weak cut-in, medium cut-in, strong cut-in. Note that FIG. 11(G) illustrates a state in which a strong cut-in is being performed.

[0293] In this way, when a cut-in is performed and it reaches the end stage of SPSP reach, although not shown in FIG. 9, a second effect button operation promotion effect that prompts the player to operate the second effect button 36 is performed (see FIG. 11(H)). In this second effect button operation promotion effect, as illustrated in FIG. 11(H), a second effect button image imitating the second effect button 36, characters indicating the operation content of the second effect button 36, which is "Press it!", and a valid period gauge indicating the remaining time of the valid period during which the operation of the second effect button 36 is valid, are displayed.

[0294] Here, when the determination result of the first special symbol determination executed by the main CPU 81 at the start of the current symbol variation is "loss", in response to the second effect button 36 being operated during the valid period related to the second effect button operation promotion effect, or the expiration of the valid period related to the second effect button operation promotion effect without the second effect button 36 being operated, a defeat effect (see FIGS. 9(I) and 11(I)) showing the protagonist character losing to the enemy character is performed as an operation-corresponding effect. FIG. 11(I) exemplifies the state in which the defeat effect showing the enemy character that has defeated the protagonist character leaving is performed.

[0295] In this way, when a defeat effect is performed as the result effect of the battle effect (latter half battle) during SPSP reach, although not shown in FIG. 11, three effect symbols indicating the reach loss result (for example, here, the three effect symbols of "434") are pseudo-stopped and displayed near the end of the current symbol variation, and along with the loss symbol being stopped and displayed as the first special symbol, a loss notification effect (see FIG. 9(J)) that fully stops the three effect symbols indicating the reach loss result is performed. In this way, when the loss notification effect is performed, the double symbol effect symbol attention effect is not performed.

[0296] (Double symbol effect symbol attention effect) On the other hand, in the production example shown in FIG. 11, when the determination result of the first special symbol determination executed at the start of the current symbol variation is "big win", depending on whether the second production button 36 has been operated during the valid period related to the second production button operation promotion production, or the valid period related to the second production button operation promotion production has ended without the second production button 36 being operated, instead of the defeat production, a victory production (see FIG. 9(Q)) showing the protagonist character winning against the enemy character and a double symbol production pattern attention production (see FIG. 9(R)) that draws attention to the production symbol suggesting that the big win game is being executed are performed as operation corresponding productions. In the production example shown in FIG. 11, since a reach by 4 symbols is established, as the double symbol production pattern attention production, a production that draws attention to three production symbols showing the double symbol of "444" will be performed. Thus, when the victory production and the double symbol production pattern attention production are performed, the three production symbols showing the double symbol of "444" are pseudo-stopped and displayed in the state of returning to the normal size, and as the big win symbol is stopped and displayed as the first special symbol, these three production symbols showing the double symbol of "444" will finally stop.

[0297] So far, while referring to FIG. 11 (and FIG. 9), taking the case where the production of the first production route proceeds directly from the normal reach to the SPSP reach as an example, the production performed during the SPSP reach has been described. However, when the production directly proceeds from the reach establishment production in FIG. 9(B) (here, the even symbol reach establishment production) to the reach symbol reduction movement production in FIG. 9(D), or when the production proceeds from the reach establishment production in FIG. 9(B) (here, the odd symbol reach establishment production), via the reach symbol attention production in FIG. 9(C), to the reach symbol reduction movement production in FIG. 9(D), the production of the first production route is similarly performed.

[0298] <Reach symbol attention production → Production of the first production route> FIG. 17 is a screen diagram showing a specific example of a series of productions until immediately before the production of the first production route is started as the production of the SPSP reach, with the reach symbol reduction movement production (see FIG. 9(D)) being performed after the reach symbol attention production (see FIG. 9(C)).

[0299] FIG. 17(A) illustrates a state in which a reach establishment excitement effect (see FIG. 9(A)) is being performed in the same manner as in FIG. 16(A) and the like described above. Here, when it is set by the sub-CPU 91 at the start of the current symbol variation to establish a reach with 7 symbols, the following effects are performed.

[0300] That is, when the reach establishment excitement effect in FIG. 17(A) is performed, next, a left and right symbol slow movement effect in which the left 7 symbols and the right 7 symbols are simultaneously and slowly lowered is performed (see FIG. 17(B)). The left and right symbol slow movement effect illustrated in FIG. 17(B) is performed in the same manner as the left and right symbol slow movement effect described above based on FIG. 13(D).

[0301] When the left 7 symbols and the right 7 symbols are lowered to a predetermined height in the vertical direction of the display screen 70 by the left and right symbol slow movement effect in FIG. 17(B), a first effect button operation promotion effect that prompts the player to operate the first effect button 35 is performed (see FIG. 16(C)). In the same manner as described above based on FIG. 13(E), a first effect button operation promotion effect that prompts the player to operate the first effect button 35 is performed.

[0302] (Reach establishment effect by odd symbols) Here, since it is set at the start of the current symbol variation to establish a reach with 7 symbols, in response to the player operating the first effect button 35, or in response to the expiration of the valid period related to the first effect button operation promotion effect in FIG. 17(C without the player operating the first effect button 35), a reach establishment effect (see FIG. 9(B)) that notifies that a reach with 7 symbols has been established is performed (see FIG. 17(D)). The reach establishment effect in FIG. 17(D) is performed in the same manner as the reach establishment effect described above based on FIG. 13(F).

[0303] (Reach symbol attention effect) In this way, when a reach achievement effect (odd symbol reach achievement effect: see Fig. 9(B)) for notifying the achievement of a reach with 7 symbols is performed, a reach symbol attention effect (see Fig. 9(C)) is performed following this reach achievement effect (see Figs. 17(E) to (G)). Note that since the reach symbol attention effect here is performed in the same manner as the above-described reach symbol attention effect based on Figs. 13(G) to (I), detailed description thereof is omitted here.

[0304] Next, when the effect proceeds from the reach symbol attention effect (see Figs. 9(C), 17(E) to (G)) to the effect of the first effect route of the SPSP reach (see Fig. 9), the following effects are performed. Specifically, a reach symbol separation and reduction effect is performed, which represents a state where one huge 7-symbol displayed by the combination effect in Fig. 17(G) is separated into a left 7-symbol and a right 7-symbol, and these 7-symbols move away from each other while being reduced (see Fig. 17(H)). Fig. 17(H) shows a state where the left 7-symbol moves leftward and the right 7-symbol moves rightward at the same time. In this way, when one huge 7-symbol is separated into two 7-symbols (left 7-symbol and right 7-symbol) by the reach symbol separation and reduction effect in Fig. 17(H), although not shown in the figure, the left 7-symbol and the right 7-symbol each return to the positions displayed during the reach achievement effect (see Fig. 17(D)) and are temporarily pseudo-stopped and displayed at those positions.

[0305] In this way, after the reach symbol attention effect (see Figs. 9(C), 17(E) to (G)) for attracting attention to the 7-symbols as reach symbols is performed and the reach symbol separation and reduction effect (see Fig. 17(H)) is performed, next, a reach symbol reduction and movement effect is performed (see Figs. 9(D), 17(I)). The reach symbol reduction and movement effect illustrated in Fig. 17(I) is performed in the same manner as the above-described reach symbol reduction and movement effect based on Fig. 11(B), except that the effect symbols for reduction and movement are different. And as is clear from the notations in Figs. 11(B) to (I), when the reach symbol reduction and movement effect in Fig. 17(I) is performed, the effect proceeds to the effect of the first effect route of the SPSP reach.

[0306] Here, after the reach symbol attention effect (see FIGS. 17(E) to (G)) that draws attention to the seven symbols as the reach symbols, the reach symbol separation reduction effect (see FIG. 17(H)) and the reach symbol reduction movement effect (see FIG. 17(I)) that separate one large seven symbol into two seven symbols (left seven symbol and right seven symbol) were taken as an example for explanation. However, when a reach symbol attention effect that draws attention to an odd number of symbols different from the seven symbols (for example, three symbols) is performed and then the effect of the first effect route is performed, except for the difference in the reach symbols, the effect will proceed in the same flow as in FIGS. 17(E) to (I).

[0307] Note that the reach symbol separation reduction effect (see FIG. 17(H)) and the reach symbol reduction movement effect (see FIG. 17(I)) are performed when the effect proceeds to the effect of the first effect route of the SPSP reach after the reach symbol attention effect. When the effect proceeds to the effect of the second effect route of the SPSP reach (see FIG. 9) after the reach symbol attention effect, these reach symbol separation reduction effects and reach symbol reduction movement effects are not performed, and other effects are performed.

[0308] <Effect of the second effect route of SPSP reach> Next, while referring to FIGS. 9, 14, and 15, the flow and specific examples of the effect of the second effect route shown in FIG. 9 will be described. Here, FIGS. 14 and 15 are screen diagrams showing specific examples of the effect of the second effect route of the SPSP reach. Note that FIGS. 14 and 15 show specific examples of the effect of the second effect route when the reach establishment effect (see FIGS. 9(B) and 13(F)) and the reach symbol attention effect (see FIGS. 9(C) and 13(G) to (I)) are performed and then the effect of the second effect route shown in FIG. 9 (the effect after FIG. 9(K)) is performed.

[0309] When the performance of the second performance route proceeds after the reach symbol attention performance (see FIGS. 9(C), 13(G) to (I)), a reach symbol splitting performance (see FIGS. 9(K), 14(A) to (B)) is performed following the reach symbol attention performance. This reach symbol splitting performance is a performance that splits one huge reach symbol (in the example shown in FIG. 13(I), one huge 7-symbol) displayed by the reach symbol attention performance into a number of extremely small reach symbols (here, extremely small 7-symbols). FIGS. 14(A) to (B) illustrate that continuous explosions occur for one huge 7-symbol, and a number of extremely small 7-symbols scatter from the huge 7-symbol, and accordingly, the huge 7-symbol gradually becomes smaller.

[0310] Incidentally, the reach symbol separation and reduction performance described above based on FIG. 17(H) separates one huge 7-symbol into two 7-symbols of normal size in order to advance the performance to the first performance route of SPSP reach. However, the reach symbol splitting performance (see FIGS. 14(A) to (B)) is a different performance from the reach symbol separation and reduction performance in that the extremely small 7-symbols that are the reach symbols after splitting are considerably smaller than the two 7-symbols of the above normal size, and the number of extremely small 7-symbols after splitting is extremely large (compared to the two 7-symbols of the above normal size).

[0311] Incidentally, the reach symbol splitting performance (see FIGS. 9(K), 14(A) to (B)) is a performance that splits one huge reach symbol (for example, a 7-symbol) displayed by the reach symbol attention performance (see FIG. 9(C)) that focuses on the reach symbol (here, an odd symbol) into a number of extremely small reach symbols (for example, extremely small 7-symbols). Therefore, while the reach symbol splitting performance (see FIG. 9(K)) may be executed after the reach symbol attention performance, when the reach symbol attention performance is not performed, that is, when a reach establishment performance (see FIG. 9(B)) that notifies the establishment of reach by an even symbol is performed, the reach symbol splitting performance (see FIG. 9(K)) is not performed.

[0312] (State where the performance symbol is displayed in the second display mode) Next, when the reach symbol splitting effect (see FIGS. 9(K) and 14(A) to (B)) is performed, a background image representing the minimum reach symbol is displayed (see FIGS. 9(L) and 14(C)). Specifically, the sub-CPU 91 changes the background image from the state of a normal background image (not shown) to a background image of a minimum odd symbol pattern (here, the minimum 7-symbol background of the minimum 7-symbol pattern). As a result, the player can identify the reach symbol based on the background image displayed during the effect of the second effect route in the SPSP reach. In addition, since the 7 symbols in the present embodiment are winning symbols for which the winning of 3R certain win A (see FIG. 6(B)) is determined when the symbols are aligned, by continuously displaying the minimum 7-symbol background during the effect of the second effect route, it is possible to effectively improve the player's expectation for a certain big win.

[0313] Note that since the minimum 7-symbol background is displayed during the variable display of the first special symbol in the normal game state, for example, the minimum 7-symbol background is displayed full-screen on the display screen 70 so that each minimum 7-symbol represented by the minimum 7-symbol background appears to swing. For this reason, the player can recognize that the variable display of the first special symbol is in progress by seeing each minimum 7-symbol swinging.

[0314] Here, a comparison is made between the display modes of the reach symbols when the SPSP reach progresses through the first effect route and when the SPSP reach progresses through the second effect route.

[0315] When the SPSP reach progresses through the first effect route, as described above based on FIGS. 11(C) to (I) etc., the left symbol as the reach symbol is pseudo-stopped and displayed in the upper left region in a reduced state, and the right symbol as the reach symbol is pseudo-stopped and displayed in the upper right region in a reduced state. Note that these left and right symbols displayed when the effect is progressing through the first effect route are not shown in the figure but are superimposed on the background image.

[0316] On the other hand, when the SPSP reach progresses along the second production route, there is no concept of left symbol or right symbol. As illustrated in FIGS. 14(C) to (I) and FIG. 15(A), the reach symbol is represented by an odd-numbered symbol background such as the above-mentioned minimum 7-symbol background.

[0317] As described above, since the display modes of the reach symbols are different between the first production route and the second production route, the player can easily determine whether the production is progressing along the first production route or the second production route based on the display mode of the reach symbol during the SPSP reach.

[0318] In FIGS. 14(C) to (I) and FIG. 15(A), since a reach by 7 symbols is established, a state in which the minimum 7-symbol background of the minimum 7-symbol pattern is displayed is illustrated. For example, when a reach by 3 symbols is established, the minimum 3-symbol background of the minimum 3-symbol pattern is displayed. Also, for example, when a reach by 5 symbols is established, the minimum 5-symbol background of the minimum 5-symbol pattern is displayed.

[0319] However, the display of such a minimum odd-numbered symbol background is limited to the case where a reach by odd-numbered symbols is established and a reach symbol attention production (see FIG. 9(C)) that attracts attention to the odd-numbered symbol as the reach symbol is performed. Therefore, the minimum even-numbered symbol background of the even-numbered symbol pattern is not displayed.

[0320] When the display of the minimum odd-numbered symbol background (here, the minimum 7-symbol background) starts as described above, a background minimum reach symbol intermittent light emission production (see FIG. 9(M)) that intermittently emits light the minimum reach symbol (here, the minimum 7-symbol) represented by the minimum odd-numbered symbol background starts. This background minimum reach symbol intermittent light emission production is a production that intermittently emits light each minimum odd-numbered symbol (the minimum 7-symbol in the example shown in FIG. 14) represented by the minimum odd-numbered symbol background. In FIGS. 14(D), (F), and (H), states in which each minimum 7-symbol is emitting light are illustrated, and in FIGS. 14(E), (G), and (I), states in which each minimum 7-symbol is not emitting light are illustrated.

[0321] In the gaming machine 1 according to the present embodiment, when a reach by odd symbols is established, a reach symbol attention effect for drawing attention to the odd symbols is performed. However, when the effect of the SPSP reach is progressing in the second effect route, as described above, the background ultra-small reach symbol intermittent light emission effect is intermittently performed. Therefore, not only when a reach by odd symbols is established, but also during the effect of the second effect route of the SPSP reach, it is possible to draw attention to the reach symbol (odd symbols).

[0322] Next, the SPSP reach is started (see FIGS. 9(N) and 14(E)). The effect of the SPSP reach here is basically the same as when the effect of the first effect route progresses. When the SPSP reach is started, although not shown in FIG. 14(E), as an SPSP reach effect image displayed during the SPSP reach, an effect image of the second half battle or the like is displayed in the entire screen area of the display screen 70 (see FIG. 9(O)).

[0323] When the effect of the first effect route progresses, since the left-out symbol is reduced and displayed in the upper left area and the right symbol is reduced and displayed in the upper right area, as described above based on FIG. 9(G), the effect of the second half battle is performed using the central area of the display screen 70. On the other hand, when the effect of the second effect route progresses, since the reach symbol is expressed by the ultra-small odd symbol background, it is possible to perform the effect of the second half battle in a wider display area compared to when the effect of the first effect route progresses.

[0324] (Second Possibility Suggestion Effect) Next, in the process of the second production route of the SPSP reach production progressing, a second possibility suggestion production may be performed to suggest that a hit notification production (see Fig. 9(S)) may be executed (see Fig. 9(P), Fig. 14(G)). The second possibility suggestion production in the present embodiment is a production that displays a vertically long strip-shaped image representing a character indicating the degree of possibility that the hit notification production will be executed on both the left and right sides of the display screen 70. In Fig. 14(G), a strip-shaped image representing the character "SUPER" is displayed on the left side of the display screen 70, and a strip-shaped image representing the character "CHANCE!" is displayed on the right side of the display screen 70, exemplifying the state where the second possibility suggestion production is being performed.

[0325] Note that in the present embodiment, the production pattern of the second possibility suggestion production is only one type exemplified in Fig. 14(G). In the process of the production of the second production route progressing, there are cases where the second possibility suggestion production is executed and cases where the second possibility suggestion production is not executed, and the former case has a higher jackpot reliability than the latter case (that is, in this symbol variation, the hit notification production in Fig. 9(S) is likely to be executed).

[0326] Therefore, when the production of the second production route progresses as the production of the SPSP reach, the player can enjoy the game while expecting the occurrence of the second possibility suggestion production.

[0327] Note that this second possibility suggestion production is a production that can be executed when the production of the SPSP reach progresses on the second production route, and is never executed when the production of the SPSP reach progresses on the first production route, and can be said to be a production dedicated to the second production route.

[0328] Although not shown in Fig. 9, Fig. 14(H) exemplifies the state where a first production button operation promotion production that prompts the player to operate the first production button 35 is performed after the second half of the SPSP reach. Since this first production button operation promotion production is performed in the same manner as during the production of the first production route described above based on Fig. 11(F), detailed description here is omitted.

[0329] In FIG. 14(I), in response to the first effect button 35 being operated during the valid period related to the first effect button operation promotion effect in FIG. 14(H), or in response to the expiration of the valid period without the first effect button 35 being operated, an example of a cut-in being performed is illustrated. Here, the cut-ins include a weak cut-in, a medium cut-in, and a strong cut-in, similar to the cut-ins that occur during the effect of the first effect route. FIG. 14(H) illustrates an example of a medium cut-in being performed.

[0330] In this way, when a cut-in is performed and it reaches the end stage of SPSP reach, although not shown in FIG. 9, a second effect button operation promotion effect that prompts the player to operate the second effect button 36 is performed (see FIG. 11(H)). This second effect button operation promotion effect is performed in the same manner as the second effect button operation promotion effect in FIG. 11(H) that is performed during the effect of the first effect route, except that it is performed with the extremely small 7-symbol background displayed.

[0331] Here, when the determination result of the first special symbol determination executed by the main CPU 81 at the start of the current symbol variation is "loss", in response to the second effect button 36 being operated during the valid period related to the second effect button operation promotion effect, or in response to the expiration of the valid period related to the second effect button operation promotion effect without the second effect button 36 being operated, a defeat effect similar to the above-described one based on FIG. 11(I) (see FIG. 9(T)) is performed, and as a loss suggestion effect that suggests a loss, a background destruction effect that shows the panel of the extremely small 7-symbol background being destroyed is performed (see FIG. 15(G)). The display of the extremely small 7-symbol background ends and returns to the normal background.

[0332] Thereafter, as the loss notification effect in FIG. 9(U), three effect symbols indicating the loss eyes of "767" are pseudo-stopped and displayed just before the end of the variation display of the current first special symbol (see FIG. 15(H)). As the loss symbol is stopped and displayed as the first special symbol, the three effect symbols indicating the loss eyes of "767" come to a complete stop (see FIG. 15(I)).

[0333] (Zebra Pattern Attention Performance) On the other hand, when the determination result of the first special symbol determination executed by the main CPU 81 at the start of the current symbol variation is "big win", in response to the second performance button 36 being operated during the valid period related to the second performance button operation promotion performance, or the valid period related to the second performance button operation promotion performance ending without the second performance button 36 being operated, a victory performance (see Fig. 9(Q)) showing the protagonist character winning against the enemy character and a zebra pattern attention performance (see Fig. 9(R)) that draws attention to the symbol pattern suggesting that the big win game is being executed are performed as operation-corresponding performances. In Fig. 15, the illustration of the victory performance is omitted, and specific examples of the zebra pattern attention performance are shown in Figs. 15(B) to (E).

[0334] Here, when the performance progresses on the first performance route, regardless of whether the three symbol patterns showing a zebra pattern are odd-numbered patterns or even-numbered patterns, a zebra pattern attention performance similar to the above-described zebra pattern attention performance is performed based on Figs. 16(G) to (H). This is because when the performance progresses on the first performance route, the extremely small odd-numbered symbol background (see Figs. 14(C) to (I)) is not displayed. In contrast, as illustrated in Figs. 14 and 15, when the zebra pattern attention performance is performed after the performance on the second performance route progresses with the extremely small odd-numbered symbol background (here, the extremely small 7-symbol background) being displayed, a zebra pattern attention performance that is partially different from when the performance progresses on the first performance route is performed. Specifically, it is as follows.

[0335] That is, in response to the operation of the second effect button 36 for the second effect button operation promotion effect in FIG. 15(A), although not shown in FIG. 15, first, a victory effect representing the protagonist character winning against the enemy character is performed. Then, as part of the double-identical symbol effect symbol attention effect following this victory effect, each extremely small odd symbol represented by the extremely small odd symbol background is made to gather (move) to each of the left symbol display area where the left symbol is pseudo-stopped and displayed, the middle symbol display area where the middle symbol is pseudo-stopped and displayed, and the right symbol display area where the right symbol is pseudo-stopped and displayed, and the extremely small odd symbols gathered in each display area are combined to generate an effect symbol, and by repeating these series of effects, a combined and enlarged effect of gradually enlarging the same effect symbol that appears in each display area is performed (see FIGS. 15(B) to (C)). In FIGS. 15(B) to (C), an example is shown of the state where the extremely small 7 symbols displayed at various positions on the display screen 70 gather and are combined in any of the above three display areas, and the 7 symbols generated in each display area gradually become larger.

[0336] As a result of performing the combined and enlarged effect in this way, when the normal-sized 7 symbols are pseudo-stopped and displayed in each of the right symbol display area, the middle symbol display area, and the right symbol display area, the same double-identical symbol effect symbol attention effect as described above based on FIGS. 16(G) to (H) is continuously executed (see FIGS. 15(D) to (E)). In FIGS. 15(D) to (E), an example is shown of the state where the degree of attention to the three effect symbols showing the double-identical symbol of "777" pseudo-stopped and displayed by the combined and enlarged effect in FIGS. 15(B) to (C) is increased by being enlarged and displayed so as to gradually become larger.

[0337] As described above, when a victory presentation (see Fig. 9(Q)) and a double symbol presentation symbol attention presentation (see Figs. 9(R) and 15(B) to (E)) are performed in response to an operation of the second presentation button 36, three presentation symbols indicating "777" as double symbols are pseudo-stopped and displayed in a state where they have returned to the normal size (see Fig. 15(F)). As the first special symbol, a big win symbol (here, the big win symbol X1 that notifies the winning of 3R sure change A: see Fig. 6(B)) is stopped and displayed, and a win notification presentation (see Fig. 9(S)) is performed to finally stop these three presentation symbols indicating "777" as double symbols.

[0338] (Other configurations related to the double symbol presentation symbol attention presentation) Regarding the double symbol presentation symbol attention presentation, the following configuration may be adopted. That is, in the present embodiment, when performing a win notification presentation after performing the presentation of the first presentation route of SPSP reach, the double symbol presentation symbol attention presentation illustrated in Figs. 16(G) to (H) is executed. When performing a win notification presentation after performing the presentation of the second presentation route of SPSP reach, a case will be described as an example where the double symbol presentation symbol attention presentation illustrated in Figs. 16(G) to (H), which is partially different from the double symbol presentation symbol attention presentation illustrated in Figs. 16(G) to (H), is executed. On the other hand, in another embodiment, for example, when the presentation of the second presentation route progresses, a configuration may be adopted in which the double symbol presentation symbol attention presentation of Figs. 15(D) to (E) is performed without performing the combined expansion presentation of Figs. 15(B) to (C), so that when the presentation progresses in the second presentation route, a double symbol presentation symbol attention presentation common to the case where the presentation progresses in the first presentation route is performed.

[0339] Further, in the present embodiment, a case where an effect of simultaneously enlarging three effect symbols indicating a pair is executed as an effect of focusing on the pair effect symbols will be described as an example. However, as long as the player can be made to focus on the three effect symbols indicating a pair, other effects different from the effects exemplified in the present embodiment may be executed as the effect of focusing on the pair effect symbols. Examples of other effects here include, for example, an effect of adding a decorative image of a predetermined color to these effect symbols in a state where the three effect symbols indicating a pair are pseudo-stopped and displayed. Also, with respect to such other effects, a method of improving the degree of attention of these three effect symbols by combining the movement and rotation of the three effect symbols indicating a pair may be considered.

[0340] [Features of each attention effect and its related effects executed in the normal effect mode] So far, mainly with reference to FIGS. 8 to 18, each attention effect performed when the effect is controlled in the normal effect mode, and the flow and specific examples of each effect related to these attention effects have been described. Hereinafter, with reference to FIG. 19, the features of each attention effect executed in the normal effect mode and its related effects will be described. Here, FIG. 19 is an explanatory diagram for explaining the features of each attention effect executed in the normal effect mode and its related effects.

[0341] Note that in FIG. 19, an effect with a variation type of "pre-target variation" is a pre-reading effect performed in a symbol variation before the pre-reading target variation based on the pre-determination result related to the pre-reading target variation. Also, an effect with a variation type of "pre-reading target variation" (the said variation) is an effect performed in the pre-reading target variation based on the determination result of the first special symbol determination performed at the start of the pre-reading target variation.

[0342] (Effect of focusing on the pair effect symbols) The gaming machine 1 of the present embodiment is configured to be capable of executing an identical-eye symbol attention performance, which is a "different attention performance" different from any of a reach symbol attention performance that draws attention to a second effect symbol (an odd symbol displayed as a reach symbol), a first effect symbol attention performance that draws attention to a first effect symbol (for example, an even symbol), and a second effect symbol attention performance that draws attention to a second effect symbol (for example, an odd symbol displayed when a reach performance is not being performed). Specifically, for example, prior to the winning notification performance illustrated in FIG. 9(S), the gaming machine 1 executes a post-reach performance (an example of an "anticipated performance") after FIG. 9(C) that makes it expected that this winning notification performance will be executed, and then is configured to execute an identical-eye symbol attention performance that draws attention to an effect symbol (in the present embodiment, three effect symbols indicating identical eyes) that suggests that a big win game will be executed.

[0343] As described above with reference to FIGS. 8(Q), 9(R), 15(B) to (E), 16(G) to (H), etc., regarding this identical-eye symbol attention performance, the identical-eye symbol attention performance can be executed when the determination result of the first special symbol determination executed by the main CPU 81 at the start of the variation of the first special symbol in the normal gaming state is "big win", while it is characterized in that it is not executed when the determination result of this first special symbol determination is "loss". From this, it can be said that the identical-eye symbol attention performance is a performance in which a big win becomes highly likely at the time of occurrence (that is, a performance with a 100% big win reliability), and is a conclusive suggestion performance that definitely suggests that a winning notification performance will be executed.

[0344] Note that in the gaming machine 1 of the present embodiment, the identical-eye symbol attention performance is executed prior to the winning notification performance only in the first case where the winning notification performance is executed in an SPSP reach, and a configuration is adopted in which the identical-eye symbol attention performance is not executed in the second case where the winning notification performance is executed in a normal reach or in the third case where the winning notification performance is executed in an SP reach. On the other hand, in other embodiments, in the second case and the third case as well, the identical-eye symbol attention performance may be executed prior to the winning notification performance in the same manner as in the first case.

[0345] (First performance symbol attention performance) The first performance symbol attention performance (see Fig. 8(D)) is a performance that makes the player pay attention to the first performance symbol (in this embodiment, an even symbol) displayed by the weak chance symbol performance (see Fig. 8(C)) when the pre-target variation in which the reachless performance and the miss notification performance are performed ends, as described above with reference to Figs. 8 and 12 (see Figs. 12(C) to (D)). In this embodiment, the jackpot reliability of the first performance symbol attention performance is set to approximately 15% (see Fig. 19).

[0346] In this embodiment, as described above, the jackpot reliability of the first performance symbol attention performance is set to a relatively high value of approximately 15%. In the gaming machine 1 of this embodiment, when the first performance symbol attention performance is executed in the pre-target variation (together with the weak chance symbol performance), some reach performance will surely be executed in the subsequent prediction target variation. This is because the sub-CPU 91 executes the first performance symbol attention performance only when it obtains the pre-judgment information indicating that the variation pattern of the first special symbol, in which any reach performance will be executed in the prediction target variation, is selected at the start of the prediction target variation. Also, when the weak chance symbol performance and the first performance symbol attention performance are combined in the pre-target variation, it is easier for the same symbol performance symbol attention performance (and the hit notification performance) to be executed in the prediction target variation than when the weak chance symbol performance is executed alone in the pre-target variation. Therefore, by executing the first performance symbol attention performance in the pre-target variation prior to the reach being established and the reach performance being performed in the prediction target variation, the player's attention can be directed to the performance symbol, and as a result, it is possible to effectively suggest that there is a possibility that attention performances such as the same symbol performance symbol attention performance will be executed in the prediction target variation.

[0347] (Second performance symbol attention performance) The second winning symbol attention effect (refer to Fig. 8(F)) is an effect that makes the player pay attention to the second winning symbol (in this embodiment, the odd symbol) displayed by the strong chance symbol effect (refer to Fig. 8(E)) when the pre-target variation during which the reachless effect and the losing notification effect are performed ends, as described above with reference to Figs. 8 and 12 (refer to Figs. 12(G)-(H)). In this embodiment, the jackpot reliability of the second winning symbol attention effect is set to approximately 31% (refer to Fig. 19).

[0348] In this embodiment, as described above, the jackpot reliability of the second winning symbol attention effect is set to approximately 31%, which is higher than the jackpot reliability of the first winning symbol attention effect (in this embodiment, approximately 15%). In the gaming machine 1 of this embodiment, when the second winning symbol attention effect is executed during the pre-target variation (in combination with the strong chance symbol effect), a reach effect of SP reach or higher (at least one of SP reach or SPSP reach) will surely be executed in the subsequent prediction target variation. This is because the sub-CPU 91 executes the second winning symbol attention effect only when pre-judgment information indicating that the variation pattern of the first special symbol, in which at least one of SP reach and SPSP reach will be executed in the prediction target variation, is selected at the start of the prediction target variation is obtained. Also, the second winning symbol attention effect has the characteristic that when the strong chance symbol effect and the second winning symbol attention effect are combined during the pre-target variation, it is easier for the same symbol pattern attention effect (and the winning notification effect) to be executed in the prediction target variation than when the strong chance symbol effect is executed alone during the pre-target variation. For this reason, by executing the second winning symbol attention effect during the pre-target variation prior to the establishment of a reach and the execution of a reach effect of SP reach or higher in the prediction target variation, compared with the case of executing the first winning symbol attention effect, the player's attention can be more effectively directed towards the winning symbol, and as a result, it is possible to effectively suggest that there is a possibility that attention effects such as the same symbol pattern attention effect will be executed in the prediction target variation.

[0349] (Reach Symbol Attention Effect) The reach symbol attention effect (see FIGS. 8(V) and 9(C)) is an attention effect that causes the player to pay attention to the second performance symbol (in this embodiment, the odd symbol) when a reach by the performance symbol is achieved. When a reach by the performance symbol is achieved for the first performance symbol (in this embodiment, the even symbol), the attention effect that causes the player to pay attention to this first performance symbol is not executed.

[0350] Note that the reach symbol attention effect (see FIG. 8(V)) is, as is clear from the notation in FIG. 8, an effect executed following the reach achievement effect (see FIG. 8(U)) after the reach build-up effect (see FIG. 8(S)) and before the start of the SPSP reach (see FIG. 8(P)). In the gaming machine 1 of this embodiment, the reach symbol attention effect is not executed following the reach achievement effect in FIG. 8(K). Thus, the reason for not executing the reach symbol attention effect when executing the reach achievement effect in FIG. 8(K) is that after the reach achievement effect in FIG. 8(K), a loss notification effect (see FIG. 8(N)) is often executed in the normal reach (see FIG. 8(L)), and if the reach symbol attention effect is performed before the start of such a normal reach, it is feared that it will give the player an uncomfortable feeling and, instead of improving the interestingness, will rather reduce the interestingness.

[0351] Thus, the reach symbol attention effect (see FIG. 8(V)) executed following the reach achievement effect (see FIG. 8(U)) executed after the reach build-up effect (see FIG. 8(S)) is, in this embodiment, set such that the jackpot reliability is approximately 39%. Thus, in this embodiment, the reach build-up effect with a relatively high jackpot reliability is performed when a reach by the odd symbol is achieved, but not when a reach by the even symbol is achieved. Therefore, the player can enjoy the game while expecting that the reach achievement effect (see FIG. 8(U)) that notifies the achievement of a reach by the odd symbol, rather than the reach achievement effect (see FIG. 8(U)) that notifies the achievement of a reach by the even symbol, will be executed.

[0352] (Effect of reducing and displaying the reach symbol in the upper left and right regions) As described above based on FIGS. 9(D) to (F) and FIGS. 16(D) to (F), in the gaming machine 1 of the present embodiment, when the effect of the first effect route is performed as the SPSP reach effect, as the effect of displaying the effect symbol in the first display mode, the left symbol as the reach symbol is pseudo-stopped and displayed in a reduced state in the upper left region on the display screen 70, and the right symbol as the reach symbol is pseudo-stopped and displayed in a reduced state in the upper right region on the display screen 70.

[0353] As is clear from the notation in FIG. 9, in the gaming machine 1 of the present embodiment, in a part of the case where the double symbol effect symbol attention effect (see FIG. 9(R)) and the winning notification effect (see FIG. 9(S)) are performed, the effect of reducing and displaying the reach symbol in the upper left and right regions (see FIG. 9(E)) is performed. And in the double symbol effect symbol attention effect, as described above based on FIGS. 16(G) to (H) etc., the effect of making the player pay attention to the three effect symbols indicating double symbols is performed. On the other hand, in the effect of reducing and displaying the reach symbol in the upper left and right regions, as is clear from the comparison between the notation in FIG. 16(F) and the notation in FIGS. 16(G) to (H), the effect of making the player pay attention to the left symbol and the right symbol among the above three effect symbols in a restrained manner is performed. From this, it can be said that the effect of reducing and displaying the reach symbol in the upper left and right regions, and the double symbol effect symbol attention effect, as shown in FIG. 19, are effects that suggest the possibility that the double symbol effect symbol attention effect may be executed. The jackpot reliability in this embodiment is set to about 27%.

[0354] (First possibility suggesting effect) The first possibility suggestion presentation (refer to FIG. 9(H) and FIG. 11(E)) is a presentation that, as described above, displays possibility suggestion characters indicating the degree of possibility that a winning notification presentation will be executed between the left and right reach symbols in the upper region of the display screen 70. As described above, in the present embodiment, two types of possibility suggestion characters, "CHANCE" and "VERY GOOD CHANCE", are prepared. The jackpot reliability of the first possibility suggestion presentation that displays the character "CHANCE" is set to approximately 18%, and the jackpot reliability of the first possibility suggestion presentation that displays the character "VERY GOOD CHANCE" is set to approximately 40%. FIG. 11(E) illustrates a state in which the first possibility suggestion presentation that displays the character "CHANCE" is performed.

[0355] Note that this first possibility suggestion presentation (refer to FIG. 9(H)) is, as is clear from the notation in FIG. 9, an executable presentation in a part when a presentation that reduces and displays the reach symbols in the upper left and right regions (refer to FIG. 9(E)) is being performed, that is, when the presentation of the first presentation route is progressing as the SPSP reach presentation, and it has the feature that it is not executed when the presentation of the second presentation route is progressing as the SPSP reach presentation (that is, when a presentation that displays a background image representing a minimum reach symbol is being executed) (refer to FIG. 19).

[0356] Also, in the gaming machine 1 of the present embodiment, based on the result (preliminary determination information) of the preliminary determination process related to the right of the first special symbol determination corresponding to the advance reading target variation (refer to FIG. 8), an icon change presentation targeting a hold icon that suggests that the advance reading target variation is on hold can be executed. The first possibility suggestion presentation has the feature that when the icon change presentation is executed, the first possibility suggestion presentation is more likely to be executed than when the icon change presentation is not executed. Therefore, by executing an icon change presentation targeting a hold icon that suggests that the advance reading target variation is on hold prior to the start of the advance reading target variation, it is possible to make the player expect that the presentation of the first presentation route progresses as the SPSP reach presentation in the advance reading target variation, and the first possibility suggestion presentation is executed in the process.

[0357] In addition, in this embodiment, in order to produce the above-described characteristic that when the icon change effect is executed, the first possibility suggestion effect is more likely to be executed than when the icon change effect is not executed, the sub-CPU 91 performs the following processing. That is, as the pre-determination information related to the right of the first special symbol determination corresponding to the pre-read target variation, when the pre-determination information indicating that the variation pattern of the first special symbol in which the SPSP reach is executed in the pre-read target variation is selected at the start of the pre-read target variation is obtained, compared with the case where the pre-determination information indicating that the variation pattern of the first special symbol in which the SPSP reach is not executed in the pre-read target variation is selected at the start of the pre-read target variation, the icon change effect for the hold icon indicating that the pre-read target variation is on hold is executed with a higher probability.

[0358] (Effect of displaying the background image representing the mini reach symbol) As described above with reference to FIGS. 9(K) to (N) and FIG. 14 and the like, in the gaming machine 1 of this embodiment, when the effect of the second effect route (see FIG. 9) is performed as the SPSP reach effect, as the effect of displaying the effect symbol in the second display mode, the background image of the mini reach symbol pattern is displayed on the entire display screen 70. For example, in FIG. 14(C), since the reach by 7 symbols is established, a state in which the mini 7-symbol background of the mini 7-symbol pattern is displayed on the entire screen as the background image of the mini reach symbol pattern is illustrated.

[0359] As is clear from the notation in FIG. 9, in the gaming machine 1 of the present embodiment, in a part of the case where the double symbol effect symbol attention effect (see FIG. 9(R)) and the winning notification effect (see FIG. 9(S)) are performed, the effect of FIG. 9(L) for displaying a background image representing an extremely small reach symbol (in this embodiment, an extremely small odd symbol background) is performed. As illustrated in FIG. 19, the jackpot reliability of the effect of displaying the background image representing the extremely small reach symbol is set to about 42% in this embodiment, which is higher than the jackpot reliability of the effect of reducing and displaying the reach symbol in the upper left and right regions (about 27% in this embodiment). From this, it can be said that when the effect of displaying the background image representing the extremely small reach symbol is executed, the double symbol effect symbol attention effect (see FIG. 9(R)) and the winning notification effect (see FIG. 9(S)) are more likely to be executed than when the effect of reducing and displaying the reach symbol in the upper left and right regions is executed.

[0360] As described above based on FIG. 9 and the like, the effect of reducing and displaying the reach symbol in the upper left and right regions (see FIG. 9(E)) can be executed regardless of whether the reach symbol is an odd symbol or an even symbol, whereas the effect of displaying the background image representing the extremely small reach symbol (see FIG. 9(L)) is executed only when the reach symbol is an odd symbol. And in the gaming machine 1 of the present embodiment, when the effect of displaying the background image representing the extremely small reach symbol (see FIG. 9(L)) is executed, prior thereto, an odd symbol reach establishment effect (see FIG. 9(B)) for notifying the establishment of a reach by an odd symbol and a reach symbol attention effect (see FIG. 9(C)) for causing attention to the reach symbol (an odd symbol in this embodiment) are always executed. For this reason, the player can enjoy the game while expecting that, first, the odd symbol reach establishment effect for notifying the establishment of a reach by an even symbol is not executed, but the odd symbol reach establishment effect for notifying the establishment of a reach by an odd symbol is executed, and further, the effect of displaying the background image representing the extremely small reach symbol is performed.

[0361] In this way, by continuously executing an odd-symbol reach establishment effect that notifies the establishment of a reach by odd symbols and a reach symbol attention effect that draws attention to the reach symbol (in this embodiment, the odd symbol), and further executing an effect of displaying a background image representing the minimum reach symbol, it is possible to effectively improve the player's sense of expectation regarding the execution of the same-symbol effect reach symbol attention effect (and winning notification effect).

[0362] Note that the reach symbol (minimum odd symbol: see, for example, FIG. 14(C)) displayed by the effect of displaying a background image representing the minimum reach symbol (see FIG. 9(L)) is smaller than the reach symbol (left symbol and right symbol: see FIG. 16(F)) displayed by the effect of reducing and displaying the reach symbol in the upper left and right regions (see FIG. 9(E)). In other words, the reach symbol displayed when the effect of the second effect route progresses as the SPSP reach effect is smaller than when the effect of the first effect route progresses as the SPSP reach effect. Therefore, the player can enjoy the game while also paying attention to the size of the reach symbol displayed during the SPSP reach.

[0363] (Intermittent light emission effect of the minimum reach symbol in the background) The intermittent light emission effect of the minimum reach symbol in the background (see FIG. 9(M)) is an effect of intermittently emitting light from the minimum reach symbol (in this embodiment, the minimum odd symbol) represented by the minimum odd symbol background. FIGS. 14(D) to (I) illustrate a state in which a number of minimum 7 symbols as the minimum reach symbol intermittently emit light. This intermittent light emission effect of the minimum reach symbol in the background is characterized in that it is only executed when the minimum reach symbol is displayed by the minimum odd symbol background (see FIG. 19).

[0364] Note that in the gaming machine 1 of this embodiment, when the effect of displaying a background image representing the minimum reach symbol is executed, the intermittent light emission effect of the minimum reach symbol in the background is always executed as a set. Therefore, the jackpot reliability of the intermittent light emission effect of the minimum reach symbol in the background is approximately 42%, which is the same as that of the effect of displaying a background image representing the minimum reach symbol.

[0365] In the gaming machine 1 of this embodiment, when a reach is established by odd symbols after a reach establishment exciting performance (see Fig. 9(A)), a reach establishment performance (see Fig. 9(B)) and a reach symbol attention performance (see Fig. 9(C)) are executed. During the performance of the second performance route after that, since the intermittent light emission performance described above is executed, not only when a reach is established by odd symbols, but also after that, it is possible to make the player pay attention to the reach symbol.

[0366] (Second possibility suggestion performance) As described above, the second possibility suggestion performance (see Figs. 9(P) and 14(G)) is a performance in which vertical strip images representing characters indicating the degree of possibility that a winning notification performance will be executed are displayed on both the left and right sides of the display screen 70. As illustrated in Fig. 19, in this embodiment, the jackpot reliability is set to approximately 55%. Fig. 14(G) illustrates a state in which a second possibility suggestion performance is being performed, in which a strip image representing the character "SUPER" is displayed on the left side of the display screen 70 and a strip image representing the character "CHANCE!" is displayed on the right side of the display screen 70.

[0367] Note that this second possibility suggestion performance (see Fig. 9(P)) is, as is clear from the notation in Fig. 9, an executable performance in part when a performance of displaying a background image representing a mini reach symbol (see Fig. 9(L)) is being performed, that is, when the performance of the second performance route is in progress as the SPSP reach performance, and it has the feature that it is not executed when the performance of the first performance route is in progress as the SPSP reach performance (that is, when a performance of reducing and displaying the reach symbol in the upper left and right regions is being executed) (see Fig. 19).

[0368] In addition, in the gaming machine 1 of the present embodiment, based on the result (pre-determination information) of the pre-determination process related to the right of the first special symbol determination corresponding to the pre-read target variation (see FIG. 8), an icon change effect targeting a hold icon suggesting that the pre-read target variation is on hold can be executed. In the second possibility suggestion effect, as in the first possibility suggestion effect, when the icon change effect is executed, compared to the case where the icon change effect is not executed, there is a characteristic that the second possibility suggestion effect is more likely to be executed. Therefore, prior to the start of the pre-read target variation, by executing an icon change effect targeting a hold icon suggesting that the pre-read target variation is on hold, it is possible to make the player expect that in the pre-read target variation, the effect of the second effect route proceeds as the SPSP reach effect, and in the process, the second possibility suggestion effect is executed.

[0369] Note that in the present embodiment, in order to cause the above characteristic that when the icon change effect is executed, the second possibility suggestion effect is more likely to be executed compared to the case where the icon change effect is not executed, the sub-CPU 91 performs the following processing. That is, as pre-determination information related to the right of the first special symbol determination corresponding to the pre-read target variation, when pre-determination information indicating that the variation pattern of the first special symbol in which SPSP reach is executed in the pre-read target variation is selected at the start of the pre-read target variation is obtained, compared to the case where pre-determination information indicating that the variation pattern of the first special symbol in which SPSP reach is not executed in the pre-read target variation is selected at the start of the pre-read target variation is obtained, an icon change effect targeting a hold icon suggesting that the pre-read target variation is on hold is executed with a higher probability.

[0370] By performing such processing, in the gaming machine 1 of the present embodiment, by executing an icon change effect targeting a hold icon suggesting that the pre-read target variation is on hold, it is possible to effectively suggest that there is a possibility that either the first possibility suggestion effect or the second possibility suggestion effect is executed.

[0371] [Effects during jackpot games] As described above, when the determination result of the first special symbol determination in the normal game state is "jackpot", one of the jackpot symbols X1 to X2 (see Fig. 6(B)) stops and is displayed on the first special symbol display 41. Accordingly, on the display screen 70, for example, three effect symbols indicating a triplet such as "222" stop and are displayed. Here, in the gaming machine 1 of the present embodiment, the triplet of "777" and the triplet of "333" are effect symbols that definitely notify that the game will be controlled in the probability-variable game state after the jackpot game ends. Regarding a part when 3R probability-variable A is selected as the type of jackpot related to the first special symbol determination (when the jackpot symbol X1 stops and is displayed), one of these triplets will stop and be displayed on the display screen 70 as the three effect symbols for notifying the probability-variable jackpot.

[0372] Thus, when the three effect symbols indicating the triplet of "777" or "333", which definitely notify the probability-variable jackpot, stop and are displayed as the jackpot symbol X1 stops and is displayed, based on Fig. 6(B) as described above, a jackpot 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. Therefore, during this long-opening round game, a hitting promotion effect (see Figs. 20(B) and (C)) that prompts the player to hit a game ball aiming at the V winning port 287 is executed as an in-round effect. When the game ball passes through the V winning port 287 during this long-opening round game, the hitting promotion effect ends, and a V winning notification effect (see Fig. 20(D)) that notifies that the game ball has won at the V winning port is executed.

[0373] On the one hand, as the type of jackpot related to the first special symbol determination, when 3R sure change A is selected, and when 3R normal (see 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 effect symbols indicating the symbol combination of "777" or "333" come to a stop, a sure change confirmation notification effect that definitely notifies that it is a sure change jackpot during the opening period of the jackpot game is performed. On the other hand, when the three effect 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 effect that prompts the player to operate the first effect button 35 is performed, and according to the operation of the first effect button 35, a success effect (an effect that notifies that it is a sure change jackpot) or a failure effect (an effect that notifies that it is a normal jackpot) is performed. Specifically, when the type of jackpot is 3R sure change A, a success effect is executed according to the operation of the first effect button 35, and when the type of jackpot is 3R normal, a failure effect is executed according to the operation of the first effect button 35.

[0374] In this way, when the above-mentioned sure change confirmation notification effect or (success effect according to the operation of the first effect button 35) is executed during the opening period of the jackpot game (when winning 3R sure change A), a three-round long opening round game including a long opening round game in which the second big winning opening 28 and the V winning opening 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 effect is executed during the opening period of the jackpot game (when winning 3R normal), as described above based on Fig. 6(B), a one-round round game in which the second big winning opening 28 is opened for a short time and two long opening round games in which the first big winning opening 26 is opened for a long time are executed.

[0375] <When V winning is notified> FIG. 20 is a screen diagram showing an example of an effect when a V winning is notified during a jackpot game. When the determination result of the first special symbol determination in the normal game state becomes "jackpot" and the jackpot symbol X1 indicating 3R sure change A (see FIG. 6(B)) stops and is displayed on the first special symbol display 41, for example, three effect symbols showing a triple "777" may come to a full stop on the display screen 70. In this case, during the jackpot game related to 3R sure change A, the following effects are performed.

[0376] First, during the opening period of the jackpot game related to 3R sure change A, a predetermined opening effect is executed (see FIG. 20(A)). Specifically, as illustrated in FIG. 20(A), the characters "RUSH BONUS" notifying the type of this jackpot are displayed in the central area of the display screen 70, and the characters "RIGHT HIT" and a right arrow prompting the player to hit the right are displayed in the upper right area of the display screen 70. The characters "RUSH BONUS" definitely notify that the game will be controlled in the sure change game state after the jackpot game ends, and the effect of displaying the characters "RUSH BONUS" functions as the above-mentioned sure change confirmation notification effect.

[0377] Following the opening period of the jackpot game related to 3R sure change A in which such an opening effect is performed, along with the first round of round games, which is a long-opening round game in which the second big winning opening 28 and the V winning opening 287 are opened for a long time, a predetermined in-round effect is executed (see FIGS. 20(B) and (C)). Specifically, as illustrated in FIGS. 20(B) and (C), three arrows indicating the V winning opening 287 (with the characters "RIGHT HIT" written) and the large characters "AIM AT V" are largely displayed on the display screen 70, and a hitting promotion effect of outputting the voice "AIM AT V" from the speaker 38 is executed. Also, the three effect symbols of "777" that came to a full stop before the start of this jackpot game are small displayed in the upper left area of the display screen 70.

[0378] Thus, in the first-round game in which a launch promotion effect for prompting the player to launch the game ball aiming at the V winning port 287 is performed, the second major winning port 28 is opened for a long time, and when 1.5 seconds have elapsed since the start of the opening of the second major winning port 28, the long opening of the V winning port 287 is started. Then, the long opening of this V winning port 287 continues until the 10th game ball wins the second major winning port 28 or the opening time of the V winning port 287 reaches 10 seconds. For this reason, if the player just makes a right shot according to the launch promotion effect, it is possible to easily make the game ball win the V winning port 287. In addition, in the present embodiment, the case where the launch promotion effect is started with the start of the first-round game is described as an example, but in other embodiments, the launch promotion effect may be started from the middle of the opening period or from the start of the opening period.

[0379] Next, when the game ball passes through the V winning port 287 during the first-round game, a predetermined V winning notification effect for notifying that the game ball has won the V prize is executed (see FIG. 20(D)). Specifically, for example, an effect display is performed in which two characters lift up a star-shaped emblem including the character "V" and show a happy expression, and a predetermined V winning notification sound is output from the speaker 38.

[0380] In this way, when a V-win notification effect that notifies that a game ball has won a V-win during the first-round round game is executed, a predetermined interval period is set. During the subsequent second-round round game (the long-opening round game of the first big winning opening 26), the above-described star emblem is displayed small in the lower left area of the display screen 70 (see Fig. 20(E)). Although not shown in Fig. 20, in the third-round round game, the same effect as that during the second-round round game is performed. Then, when it comes to the ending period of the jackpot game following the third-round round game, in order to notify that an effect in an effect mode named "Fierce Battle RUSH" that definitely notifies that it is in the "probability-variable game state" is started, the characters "Fierce Battle RUSH Invasion!" are displayed large in the central area of the display screen 70, and the voice of "Fierce Battle RUSH Invasion!" is output from the speaker 38.

[0381] [Robot-type gimmick 15 and swinging effect] Next, while referring to Fig. 21, the schematic configuration of the robot-type gimmick 15 provided in the gaming machine 1 of the present embodiment and the swinging effect using this robot-type gimmick 15 will be described. Here, Fig. 21 is an explanatory diagram for explaining the robot-type gimmick 15 and the swinging effect using the robot-type gimmick 15. As described above with reference to Fig. 1, in the front frame 31 of the gaming machine 1 of the present embodiment, the robot-type gimmick 15 is provided at a position that can be looked down upon by the seated player. Since this robot-type gimmick 15 is provided on the back side of the upper tray 33, when the player turns their eyes to the upper tray 33, they will naturally see the robot-type gimmick 15.

[0382] As illustrated in Fig. 21, the robot-type gimmick 15 includes an upper body 151, a lower body 152, and a connecting portion 153. This robot-type gimmick 15 is a movable effect object that imitates an ally character that may appear midway through the above-described SPSP reach (second half battle). The connecting portion 153 represents around the waist of the ally character, the upper body 151 represents the part above the waist of the ally character, and the lower body 152 represents the part below the waist of the ally character.

[0383] The lower body 152 has both feet portions (lower ends at two locations) fixed to the front frame 31 (see FIG. 1). In contrast, the upper body 151 and the connecting portion 153 are fixed to each other, and the upper body 151 and the connecting portion 153 are configured to be operable integrally on the lower body 152. Although not shown in the figure, the connecting portion 153 is provided with a rotating shaft having an axial direction perpendicular to the plane of FIG. 21. Also, although not shown in the figure, a robotic gimmick swing motor 154 (see FIG. 5) for operating the robotic gimmick 15 is provided in the front frame 31 such that its rotating shaft has the same axial direction as the rotating shaft of the connecting portion 153, i.e., the direction perpendicular to the plane of FIG. 21. The rotating shaft of the robotic gimmick swing motor 154 is connected to the rotating shaft of the robotic gimmick 15 via a drive transmission mechanism (not shown) so as to be drive-transmittable. Therefore, by alternately repeating the forward rotation and reverse rotation of the rotating shaft of the robotic gimmick swing motor 154, it is possible to swing the upper body 151 (and the connecting portion 153) counterclockwise and clockwise.

[0384] FIG. 21(A) illustrates the robotic gimmick 15 in its initial posture. Also, FIG. 21(B) illustrates the robotic gimmick 15 in a left-tilted posture in which the upper body 151 (and the connecting portion 153) is tilted to the left by rotating the rotating shaft of the robotic gimmick swing motor 154 forward, and FIG. 21(C) illustrates the robotic gimmick 15 in a right-tilted posture in which the upper body 151 (and the connecting portion 153) is tilted to the right by rotating the rotating shaft of the robotic gimmick swing motor 154 in reverse.

[0385] The gaming machine 1 of this embodiment is configured such that the lamp CPU 121 (see FIG. 5) controls the rotation of the robotic gimmick swing motor 154 to execute various swing effects in which the robotic gimmick 15 swings between a left-tilted posture and a right-tilted posture (via the initial posture). These swing effects will be described in detail later with reference to FIGS. 22 to 25.

[0386] [Flow of a series of effects including swing effects] Hereinafter, with reference to FIGS. 22 and 23, various swinging effects performed during the variable display of the first special symbol in the normal game state will be described. Here, FIG. 22 is an explanatory diagram illustrating a series of effect flows in the pre-target variation, and FIG. 23 is an explanatory diagram illustrating a series of effect flows in the pre-read target variation.

[0387] Note that the pre-target variation illustrated in FIG. 22 is the same pre-target variation as the pre-target variation described above with reference to FIG. 8. In the gaming machine 1 of the present embodiment, in the pre-target variation illustrated in FIG. 8, based on the pre-determination information regarding the right of the first special symbol determination corresponding to the pre-read target variation, a series of effects illustrated in FIG. 22 may be performed. Further, the pre-read target variation illustrated in FIG. 23 is the same pre-read target variation as the pre-read target variation described above with reference to FIG. 8. In the gaming machine 1 of the present embodiment, in the pre-read target variation illustrated in FIG. 8, based on the determination result of the first special symbol determination performed at the start of the pre-read target variation, a series of effects illustrated in FIG. 23 may be performed. In the following description, the effects after SPSP reach in the pre-read target variation (effects after FIG. 23(J)) are referred to as "subsequent effects", and the effects performed before that are referred to as "preceding effects".

[0388] <Flow of a series of effects in the pre-target variation> First, similar to the above described with reference to FIG. 8(A), in the normal game state, with the right of the first special symbol determination corresponding to the pre-read target variation being reserved, the variable display of the first special symbol and the effect symbol as the pre-target variation may be started (see FIG. 22(A)). Here, when a game ball wins in the first start port 21 during the variable display of the first special symbol in the normal game state and the right of the first special symbol determination related to the pre-read target variation is reserved, based on the acquisition information such as the jackpot random number acquired at the time of winning, the main CPU 81 executes pre-determination processing, and based on the result of this pre-determination processing (pre-determination information), the sub CPU 91 may be set to execute a pre-swinging effect in the pre-target variation.

[0389] (Pre-swinging effect) When it is set to execute the pre-swing effect in this way, when the sub-CPU 91 is performing the variable display of the first special symbol and the effect symbol as the pre-variation target, it executes the pre-swing effect of swinging the robot-type gimmick 15 (an example of the "first first swing effect", see Fig. 22(B)). This pre-swing effect is an effect of swinging the robot-type gimmick 15 at an extremely high speed by alternately switching the forward rotation and reverse rotation of the robot-type gimmick swing motor 154 at extremely short time intervals (for example, at 0.1-second intervals). The swing time from the start to the end of the swing of the robot-type gimmick 15 in the pre-swing effect is set to 1 second in advance (see Fig. 22(B)). Since the robot-type gimmick 15 imitates an ally character that may appear during the SPSP reach (the second half of the battle) as described above, by executing such a pre-swing effect prior to the pre-read target variation, it is possible to effectively make the player expect that the second half of the battle will be carried out in the pre-read target variation and that the ally character will appear during the second half of the battle.

[0390] Note that such a pre-swing effect is performed when the determination result of the first special symbol determination performed at the start of the pre-variation target is "loss" and the variation pattern of the first special symbol in which the reachless effect is performed is selected. Therefore, in the pre-variation target, a reachless loss notification effect is performed in which three effect symbols indicating a scattered state are pseudo-stopped on the display screen 70 and, as the first special symbol, the loss symbol is stopped and displayed, and then the three effect symbols indicating the scattered state are actually stopped (see Fig. 22(C)).

[0391] Although not shown in FIG. 22, the pre-swing effect is executed using a pre-variation (for example, a pre-variation with a variation time of 5 seconds) in which the variation time of the first special symbol is relatively short. For this reason, during the execution of the first effect button operation promotion effect that prompts the player to operate the first effect button 35, or during the execution of the operation corresponding effect according to the operation of the first effect button 35 for the first effect button operation promotion effect, during the execution of the second effect button operation promotion effect that prompts the player to operate the second effect button 36, and during the execution of the operation corresponding effect according to the operation of the second effect button 36 for the second effect button operation promotion effect, the pre-swing effect is not executed.

[0392] So far, with reference to FIG. 22, the case where the pre-swing effect (see FIG. 22(B)) is executed in the pre-variation has been described as an example. However, there may be a case where a reachless losing notification effect (see FIG. 22(C)) is performed without performing the pre-swing effect. The pre-swing effect has the following characteristics. That is, when the pre-judgment result regarding the right to the first special symbol judgment corresponding to the pre-read target variation indicates "big win", the pre-swing effect is more likely to be executed than when it indicates "loss". Also, the longer the variation time of the first special symbol specified based on the pre-judgment result (pre-judgment information) regarding the right to the first special symbol judgment corresponding to the pre-read target variation, the more likely the pre-swing effect is to be executed.

[0393] Since the pre-swing effect is an effect that does not use the display screen 70, it can be combined with other pre-read effects. In the pre-variation, after the pre-swing effect (see FIG. 22(B)) is performed, the weak chance eye effect (see FIG. 9(C)) and the first effect symbol attention effect (see FIG. 9(D)) may be performed, or after the pre-swing effect (see FIG. 22(B)) is performed, the strong chance eye effect (see FIG. 9(E)) and the second effect symbol attention effect (see FIG. 9(F)) may be performed. I...

Claims

[Claim 1] A determination means for determining whether or not to execute a special game advantageous to a player; a special symbol display control means for, when the determination is made, causing a predetermined special symbol display means to variably display a special symbol and then causing a special symbol indicating the result of the determination to be stationary displayed; a special game execution means for executing the special game when a special symbol indicating that the determination means has determined that the special game is to be executed is stopped and displayed on the special symbol display means; A performance control means for controlling the performance, The performance control means includes: Based on the result of the determination, a winning notification effect for notifying that the special game will be executed and a notice effect for notifying that the winning notification effect may be executed can be executed. The preview performance includes a first change performance that changes a first preview image to a second preview image, and a second change performance that changes the second preview image to the first preview image after executing the first change performance. The performance control means includes: A first performance sound is output before the start of the first change performance, while a second performance sound different from the first performance sound is output during a period from the end of the first change performance to the start of the second change performance; A gaming machine characterized in that a first time required for the first change presentation and a second time required for the second change presentation are different from each other.

Citation Information

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