Game machine

The gaming machine addresses the lack of interestingness in conventional gaming machines by employing a performance control system that includes determination mechanisms and special performance elements, resulting in more engaging and high-interest performances.

JP2025083443AActive Publication Date: 2025-05-30SANSEI R&D KK
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Patent Information

Application Number
JP2025036972
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-09
Publication Date
2025-05-30
Estimated Expiration
2045-03-09

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 a performance control system that includes a determination mechanism, special symbol display control, special game execution, and various performance elements like hit notification, miss notification, and expectation performances. This system allows for the execution of high-interest performances by displaying special performance images after high-suggestion performances.

Benefits of technology

The implementation of the performance control system enhances the interestingness of gaming machine performances, reducing player disappointment from missed notifications and maintaining high engagement levels.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025083443000001_ABST
    Figure 2025083443000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of executing a highly interesting performance.SOLUTION: Performances based on the result of the determination of whether or not to execute a special game advantageous to a player include a winning notification performance that notifies a player that the special game is to be executed, a losing notification performance that notifies a player that the special game is not to be executed, and an expectation performance that causes a player to expect that the winning notification performance is to be executed. Performance control means can execute the expectation performance and then execute the losing notification performance. The expectation performances include a low suggestion performance suggesting that the possibility of the winning notification performance being executed is relatively low, and a high suggestion performance suggesting that the possibility of the winning notification performance being executed is relatively high. When executing the high suggestion performance and then executing the losing notification performance, the performance control means executes the high suggestion performance and then displays a special performance image.SELECTED DRAWING: Figure 67
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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 the 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 an effect symbol along with the variable display of the special symbol, and can perform step-up previews that can develop step by step up to any number of steps within a predetermined number of steps, dialogue previews that display a character speaking a line, group previews that display a number of characters moving in a predetermined direction, and cut-ins that superimpose a predetermined cut-in image on the displayed effect image (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 performed by conventional gaming machines do not necessarily have sufficient interestingness, and there is room for improvement in terms of improving the interestingness.

[0005] Therefore, an object of the present invention is to provide a gaming machine capable of executing a highly interesting performance.

Means for Solving the Problems

[0006] The gaming machine of the first invention for solving the above problems includes a determination means for determining whether to execute a special game advantageous to the player, a 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, a 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 a performance control means for controlling the performance, In the performance based on the result of the determination, there are a hit notification performance for notifying that the special game is executed, a miss notification performance for notifying that the special game is not executed, and an expectation performance for making the player expect that the hit notification performance will be executed. The performance control means is capable of executing the miss notification performance after executing the expectation performance, In the expectation performance, there are a low suggestion performance for suggesting that the possibility of executing the hit notification performance is relatively low and a high suggestion performance for suggesting that the possibility of executing the hit notification performance is relatively high. The performance control means is characterized in that when the miss notification performance is executed after executing the high suggestion performance, a special performance image can be displayed after executing the high suggestion performance.

[0007] According to this gaming machine, when the miss notification performance is executed after the high suggestion performance is executed, a special performance image is displayed after the high suggestion performance is executed. Therefore, instead of a low suggestion performance that suggests that the possibility of executing the hit notification performance is relatively low, a high suggestion performance that suggests that the possibility of executing the hit notification performance is relatively high is executed, but it is possible to execute a performance with high interest that can reduce the player's disappointment caused by the execution of the miss notification performance.

Effects of the Invention

[0008] According to the present invention, it is possible to execute an interesting effect.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

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

[0011] [Configuration Example of Gaming Machine 1] First, with reference to FIGS. 1 and 2, a configuration example of the gaming machine 1 will be described. 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 include 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 dish 33 for storing game balls supplied to a firing device (not shown), and a lower dish 34 for storing game balls that cannot be stored in the upper dish 33. When the player holds the firing handle 32 and rotates it clockwise, the game balls stored in the upper dish 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 directions 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 balls that have once entered the game area 3 from returning to the firing device side. Also, a stop button is provided at a position close to the firing handle 32, and the player can temporarily stop the firing of the game balls by operating this stop button without returning the firing handle 32 to its initial position.

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

[0015] In the passage of the game ball in the left game area 3L, as devices related to winning and determination, a first starting port 21, a second starting port 22, an opening and closing member 23, and three general winning ports 24 are provided (see FIG. 2). Further, in the passage of the game ball in the right game area 3R, as devices related to winning and determination, the above-mentioned second starting port 22, the above-mentioned 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 ball fired from the firing device may win in any of the first starting port 21, the second starting port 22, the general winning port 24, the first major winning port 26, and the second major winning port 28 in the process of flowing down the game area 3 along the game board 2. In this case, a predetermined number of prize balls are paid out to the upper tray 33 or the lower tray 34 according to the winning position. 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 major winning port 26, ten prize balls are paid out, and every time one game ball wins in the second major 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] Note that a center decorative body 10 is provided in the opening formed in the center of the game board 2. This center decorative body 10 is composed of a stage portion 11 having a game ball rolling surface on which game balls can roll, and a warp portion 12 having a warp entrance and a warp exit at both ends. The game balls flowing down in 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 start port 21. Therefore, the game balls guided to the stage portion 11 via the warp portion 12 are more likely to win the first start port 21 than the game balls flowing down in 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 blocked 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 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 the 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 called "first special symbol determination", and the determination executed in response to the winning of a game ball at the second start port 22 is called "second special symbol determination", and these are collectively called "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 posture that forms 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 and is 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 performed in which the opening and closing member 27 maintains an open posture (see Fig. 2) to open the first major winning opening 26 and then returns to a closed posture to close 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 are won at 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 being won at the first major winning opening 26). In this way, a long-opening round game for opening the first major winning opening 26 for a long time is performed during the jackpot game. For this reason, the player can obtain more prize balls by hitting the right side during the long-opening round game for opening the first major winning opening 26 compared to 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 and is 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 performed in which the opening and closing member 29 maintains an open posture (see Figs. 2, 4(B) and (C)) to open the second major winning opening 28 and then returns to a closed posture to close the second major winning opening 28.

[0022] As will be described in detail later, for the round game that opens and closes 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, 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 ball to win into 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 by making a right hit during the long-opening round game in which the second large winning opening 28 is opened for a long time 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 and closing members 27 and 29 are controlled, and a big win game in which the player can acquire a game ball as a gaming 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 which the opening and closing member 29 maintains the open posture of 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 ball does not win into 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 and closing members 27 and 29 are in the open posture of 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 and closing members 27 and 29 do not assume 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 and closing member 23 (see FIG. 2) is disposed in the vicinity of the second start port 22. The opening and closing member 23 can change its posture between a closed posture in which the opening and closing member 23 closes the second start port 22 and an open posture (see FIG. 2) in which the second start port 22 is opened.

[0027] The second start port 22 is normally closed by the opening and closing member 23. On the other hand, when a game ball hit by a player passes through the gate 25, although no prize ball is paid out, a determination is made as to whether or not to open the second start port 22. Here, when it is determined to open the second start port 22, an operation in which the opening and 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 start port 22 is in a state where it is difficult for a game ball to pass through when the opening and closing member 23 is not operating, whereas it becomes a state where a game ball can easily pass through when the opening and 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 start 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 start 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 to notify 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 to notify 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 "big win symbol" that notifies a big win or a "losing symbol" that notifies a loss is stopped and displayed. In the gaming machine 1, a plurality of different big win symbols are prepared according to the types of big wins. When the big win symbol is stopped and displayed, a big win 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 big win symbol.

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

[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 round games is executed and cases where a jackpot game including ten round games is executed. For this reason, in the present embodiment, the round display 47 is configured to include an LED for 3R and an LED for 10R, and the number of rounds is notified by lighting any of these LEDs.

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

[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 include a plurality of color LEDs, and performs various effects by light by changing the lighting and blinking patterns of the respective LEDs or changing the emission colors of the respective LEDs.

[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 incorporated in 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 incorporated 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 changing the 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 can be overlooked 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 either the movement and the light of the robotic gimmick 15 itself. In the present embodiment, the robotic gimmick 15 is configured to be capable of executing 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 portion 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 variation display of the special symbol is in progress, 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 with two LEDs, variably displays the symbols in accordance with the variable display of the special symbol and the performance symbol, and stops displaying the 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 with 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 with 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 the 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 that can be input by the player. The first performance button 35 is a push button for inputting operation information when the player presses it. The second performance button 36 is a push button for inputting operation information when the player holds the grip 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 this embodiment, and other configurations may be used. That is, for example, in this 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 the touch operation of the player, for example, an optical sensor capable of detecting the hand of the player held in front of the display screen 70, a joystick for designating the position and direction by moving it back and forth and left and right, and an operation means that the player can hold and change the posture.

[0050] [Internal configuration example of the second largest winning opening 28] FIG. 4 is an explanatory diagram for explaining the opening / closing control of the second largest winning opening 28 and the V winning opening 287. An opening / closing member 29 for opening and closing the second largest winning opening 28 is provided at the opening of the second largest winning opening 28 (see FIGS. 1 and 4(A)). Further, as illustrated in FIGS. 4(A) to 4(C), inside the second largest winning opening 28, a second largest 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 largest winning opening sensor 281 detects the game balls that have entered the second largest winning opening 28. In the present embodiment, every time a game ball passes through the second largest winning opening sensor 281, 10 prize balls are paid out. The V winning opening sensor 283 detects the passage of game balls with respect to the V winning opening 287 partitioned by the V winning opening sensor 283. The discharge port sensor 284 detects the passage of game balls with respect to the discharge port partitioned by the discharge port sensor 284. The slide member 285 guides the game balls that have passed through the second largest 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 (the 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 largest winning opening 26 is long opened, the second largest 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 largest winning opening 28, the second largest 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 the opening / closing member 29 rotates with the slide member 285 in the right position, 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 but 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 the second large winning opening 28 is open and 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 open, 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 the 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 open, after the jackpot game ends, the game will be controlled in the "time shortening game state" described later.

[0056] In the round game for opening and closing the second largest winning opening 28, as illustrated in FIG. 4(D), since the opening / 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 balls enter the second largest winning opening 28.

[0057] 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 the 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, etc. 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. The main CPU 81 performs various arithmetic processes related to determination and the number of payout bonus balls based on programs and the like stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used when the main CPU 81 executes the above program 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 and closing member 23, and operates the opening and 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 and closing member 27, and operates the opening and 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 and closing member 29, and operates the opening and 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 it is a jackpot. 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 it is a loss. 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, it controls the opening and closing (operation of the opening and closing member 27) of the first big winning port 26 via the first big winning port solenoid 262, controls the opening and closing (operation of the opening and closing member 29) of the second big winning port 28 via the second big winning port solenoid 282, and controls the opening and closing (operation of the slide member 285) of the V winning port 287 via the V winning port 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 port 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 port 22 via the second start port solenoid 222, thereby executing an auxiliary game for opening the second start port 22.

[0070] Also, the following are connected to the main control board 80: 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.

[0071] The main CPU 81 controls these displays 41 to 49 that constitute the main display 40, and causes the above-described display process to be executed 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 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 for 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, effects associated with jackpot games, etc. 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 and the like 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 an 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, the VDP 104 performs a drawing process on the frame buffer using the image data stored in the decompression storage area based on the display list stored in the display list 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 is connected to an audio ROM 108, an SDRAM 109, and an amplifier 110. The audio ROM 108 stores various audio data related to music, voices, sound effects, warning sounds, etc. The SDRAM 109 is used as a working area for data processing by the audio DSP 107. The audio DSP 107 reads out 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 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, the case where the VDP is responsible for drawing management and the audio DSP is responsible for sound management will be described. However, in other embodiments, a configuration in which the VDP is responsible for 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 is connected to 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. 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. 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, from the light emission pattern data stored in the lamp ROM 122, the light emission pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the light emission of the LEDs built in the frame lamp 37, the panel lamp 5, the movable decorative member 14, and the robot-type gimmick 15. Further, the lamp CPU 121 reads out, from the operation pattern data (for the robot-type gimmick 15, the swinging pattern data) stored in the lamp ROM 122, the operation pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the driving 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] Also, 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 game state] Next, the game 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 the three game states: "normal game state", "probability-variable game state", and "time-saving game 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 to execute a big win game is relatively low, and a support function (a function called "electric support" or the like) that supports the winning of game balls into the second start port 22 is not provided. In the normal gaming state, the probability of determining to execute a big win game by special symbol determination is set to a relatively low probability (for example, 1 / 210) (see FIG. 6(A)). Also, the probability of determining to open the second start port 22 by normal symbol determination is set to a relatively low probability (for example, 1 / 11), the variation time of the normal symbol is set to a relatively long time (for example, 20 seconds), and the opening time of the second start port 22 when it is determined to open the second start port 22 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 to execute a big win game is relatively high, and the above support function is provided. That is, in the probability-variable gaming state, the probability of determining to execute a big win game by special symbol determination is set to a relatively high probability (for example, 1 / 60) (see FIG. 6(A)). Also, the probability of determining to open the second start port 22 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 the opening time of the second start port 22 when it is determined to open the second start port 22 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 the opening time of the second start port 12 when it is determined to open the second start port 12 is set to a relatively long time (for example, 1.5 seconds × 3 times).

[0093] 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] [Flow of the game] 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-limit 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-limit game state. On the other hand, if a jackpot cannot be won in the probability-variable game state or the time-limit game state, the game state will return from the probability-variable game state (or the time-limit game state) to the normal game state.

[0100] [Regarding the 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 set individually.

[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-limited game state" correspond to this), if the acquired jackpot random number matches any of these four winning values, it is determined that a jackpot game is to be executed. 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 that a jackpot game is to be executed.

[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)). For this reason, 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 that a jackpot game is to be executed, based on which random number value among 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, "3R Certainty Variation 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 this "3R Certainty Variation A" is won, 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 shot. 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 "certainty variation game state" after the jackpot game ends. In this embodiment, after the jackpot game related to "3R Certainty Variation A" ends, the number of times (the ST number of 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 "certainty variation game state" is set to 100 times. If no jackpot is determined during the process, the certainty variation game state will continue until 100 special symbol determinations are executed. And if all 100 special symbol determinations are losses, then 100 short-time games will be awarded thereafter. Here, the "short-time game" means a game including the second special symbol determination (or the first special symbol determination) executed in the "short-time game state" and the variable display of the second special symbol (or the first special symbol) executed in response to the special symbol determination.

[0107] When winning this "3R Certainty Variation A", in the first-round round game, both the second major winning opening 28 and the V winning opening 287 are long-opened. For this reason, the player can pass the game ball through the V winning opening 287 simply by making a right shot. 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 "certainty variation game state" after the jackpot game ends.

[0108] Note that in this embodiment, after the jackpot game related to "3R Certainty Variation A" ends, the number of times (the ST number of 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 "certainty variation game state" is set to 100 times. If no jackpot is determined during the process, the certainty variation game state will continue until 100 special symbol determinations are executed. And if all 100 special symbol determinations are losses, then 100 short-time games will be awarded thereafter. Here, the "short-time game" means a game including the second special symbol determination (or the first special symbol determination) executed in the "short-time 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 "3R Normal" (see FIG. 6(B)), in response to the jackpot symbol X2 being stopped and displayed on the first special symbol display 41, a single short-opening round game (the round game in the first round) that short-opens the second big winning opening 28 and two long-opening round games (the round games in the second to third rounds) that long-open the first big winning opening 26 are included, and a jackpot game composed of a total of three round games is executed. When winning the "3R Normal", in the round game of the first round, basically no game balls win the second big winning opening 28, so no prize balls are paid out. Therefore, when winning the "3R Normal", since the number of long-opening round games executed during the jackpot game is two, it can be said that the "3R Normal" is a jackpot with a virtual two-rounds.

[0110] When winning the "3R Normal", as the round game of the first round, a short-opening round game that short-opens the second big winning opening 28 is executed. Therefore, no game balls win the V winning during the jackpot game related to the 3R Normal, and after the jackpot game related to the "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 the "3R Normal" is set to 100. When the jackpot game is executed in response to the jackpot symbol X2 (notifying winning the "3R Normal") being stopped and 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] Thus, while the "3R Probability Variable A" is a jackpot with an ST count of "100" and a time-saving count (the number of time-saving games) of "100", the "3R Normal" is a jackpot with an ST count of "0" and a time-saving count of "100" (see FIG. 6(B)).

[0112] Incidentally, although the winning of "3R Probability Variation A" allows the player to obtain the right to have the game controlled in the "probability variation game state" after the jackpot game ends, for example, due to a ball jam in the game area 3 or the like, a situation may occur where no game ball is detected by the V winning port sensor 283 during the round game of the first round. Therefore, 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, if no game ball wins at the V winning port during the round game of the first round related to "3R Probability Variation 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 Variation A", and 50 random number values are stored for "3R Normal".

[0114] In the present embodiment, the range of possible values of the symbol random number is set to 100 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 Variation A" is selected at a rate of 50% (=50 / 100×100), and "3R Normal" is also selected at the same rate of 50% (=50 / 100×100) (see FIG. 6(B)).

[0115] Therefore, when the determination result of the first special symbol determination is a jackpot, the probability that the jackpot symbol X1 indicating "3R Probability Variation 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] As described above, 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 game ball winning 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) that long-opens the second big winning port 28 (and the V winning port 287) in response to the big winning symbol Y1 stopping and being displayed on the second special symbol display 42, and nine long-opening round games (the second-round to tenth-round round games) that long-open the first big winning port 26.

[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) that long-opens the second big winning port 28 (and the V winning port 287) and nine long-opening round games (the second-round to tenth-round round games) that long-open the first big winning port 26, similar to the case of winning "10R sure change A", in response to the big winning symbol Y2 stopping and being displayed on the second special symbol display 42.

[0120] On the one hand, when winning the "3R Certain Variable B", the big win symbol Y3 is stopped and displayed on the second special symbol display 42. When winning the "3R Certain Variable 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 Certain Variable B" or "3R Certain Variable C", similar to the case of winning the "3R Certain Variable A" (see Fig. 6(B)), one long-opening round game (the first-round round game) that long-opens the second big winning opening 28 (and the V winning opening 287) and two long-opening round games (the second-round to third-round round games) 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 Certain Variable A", the "10R Certain Variable B", the "3R Certain Variable B", or the "3R Certain Variable C", in any case, both the second big winning opening 28 and the V winning opening 287 are long-opened during the first-round round game. Therefore, if the player makes a right bet during the first-round round game related to these big wins, the player can easily obtain the right to play the game in the "certain variable 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 Certain Variable A" and the "3R Certain Variable B", both the ST times and the short-time times are set to "100". Also, regarding the "10R Certain Variable B" and the "3R Certain Variable C", the ST times are set to "100" and the short-time times are set to "0". Therefore, when winning the "10R Certain Variable B" or the "3R Certain Variable 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 Certain Variable A" or the "3R Certain Variable B", if all 100 special symbol determinations after the end of the big win game are losses, the game state will shift from the "certain variable 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, random number values for determining the type of jackpot when the determination result of the second special symbol determination is a jackpot are 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 symbol random numbers is set to 100 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 presentation or the random number value corresponding to the no-reach presentation, it decides whether to perform a reach-with-effect presentation or a no-reach presentation.

[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 presentation, and when the obtained reach random number matches any of these 10 random number values, the main CPU 81 decides to perform a reach-with-effect presentation. Also, 90 random number values are stored for the no-reach presentation, and when the obtained reach random number matches any of these 90 random number values, the main CPU 81 decides to perform a no-reach presentation. 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 reach presentations is 10% (= 10 / 100 × 100), and the ratio of non-reach presentations (the ratio of no-reach presentations) is 90% (= 90 / 100 × 100).

[0129] When the main CPU 81 decides to perform a reach-with-effect presentation, as the variation pattern of the special symbol, it selects the variation pattern that will cause the sub-control board 90 to select the variation presentation pattern of the presentation symbol accompanied by the reach presentation. Conversely, when it decides to perform a no-reach presentation, as the variation pattern of the special symbol, it selects the variation pattern that will cause the sub-control board 90 to select the variation presentation pattern of the presentation symbol not accompanied by the reach presentation.

[0130] [Regarding the game flow] Next, with reference 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, a game ball launched into the left game area 3L can win at the first start port 21, while a game ball launched into the right game area 3R cannot 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", any 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)) that announces a certain-variable jackpot is stopped and displayed (see FIG. 7(A)), and when the jackpot symbol (jackpot symbol X2: see FIG. 6(B)) that announces a normal jackpot is stopped and displayed (see FIG. 7(D)).

[0133] Here, when the jackpot symbol X1 that announces a variable probability 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 a V prize during the long-opening round game (during the first-round game) in which the second big winning opening 28 and the V winning opening 287 are opened for a long time, after the jackpot game ends, the game is controlled in a variable probability game state (see FIG. 7(B)). As described above, this variable probability game state continues until 100 special symbol determinations (and variable displays of special symbols) are performed, provided that it is not determined as 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 a V prize due to a ball jam in the game area 3, 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 variable probability 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 variable probability game state is a right-side advantageous state where it is easier to win a jackpot (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 variable probability 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 variable probability 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 the 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 V prize 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 V prize during the big win game, the game is controlled in the time shortening 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 shortening 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 V prize 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 V prize during the big win game, the game is controlled again in the time shortening game state after the big win game ends (see FIG. 7(K)).

[0137] In addition, in the short-time game state that continues until 100 special symbol determinations (and variable displays of special symbols) are performed, if a big win is never determined even once, 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 big wins related to the second special symbol determination, there are provided "10R probability variation A" and "3R probability variation B" in which 100 short-time games are also given after 100 probability variation games, and "10R probability variation B" and "3R probability variation C" in which no short-time game is given after 100 probability variation games. Therefore, when shifting to the probability variation game state along with the end of the big win game related to "10R probability variation A" or "3R probability variation B", if a big win is never determined until 100 special symbol determinations (and variable displays of special symbols) are performed, it will shift to the short-time game state that continues until 100 short-time games are performed (see Fig. 7(H)). On the other hand, when shifting to the probability variation game state along with the end of the big win game related to "10R probability variation B" or "3R probability variation C", if a big win is never determined until 100 special symbol determinations (and variable displays of special symbols) are performed, the game state will return from the probability variation game state to the normal game state (see Fig. 7(G)).

[0139] [Regarding the variable effects] In the gaming machine 1 of this embodiment, various effects are performed on the display screen 70 as the first special symbol (or the second special symbol) changes from variable display to stop display. 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, as this first special symbol is stopped and displayed, 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 column of an effect symbol in which numbers from 1 to 9 are continuously written vertically from bottom to top is displayed in three horizontal rows. When the variable display of the first special symbol is started, these symbol columns are variably displayed (scrolled) so as to scroll from top to bottom. On the other hand, when the reach effect is performed, prior to all the effect symbols being stopped and displayed, 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 turn or simultaneously so as not to completely stop. FIG. 2 illustrates a state in which three symbols in the left symbol are pseudo-stopped and three symbols in the right symbol are also pseudo-stopped, and the symbol column in the middle column continues to be scrolled. Note that pseudo-stopping is an effect in which the effect symbol is swayed in place with little movement, and in the following description, when distinguishing from the full stop (sometimes simply called "stop display") in which the effect symbol is completely stationary, it may be called pseudo-stopping.

[0142] When the same effect symbol appears as the left symbol handle and the right symbol handle and pseudo-stops on the active line, a reach is achieved, and a reach effect is performed to make the player expect three of the same effect symbols to appear. In this reach effect, with the reach symbols (left symbol handle and right symbol handle) in a pseudo-stopped state, the player can slowly scroll the effect symbols (middle symbols) that make up the middle symbol column at a low speed so that they can be identified. Finally, the middle symbol that is common to the reach symbols or a middle symbol different from the reach symbols is stopped on the active line to notify 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 where the reach effect is performed, the effects performed before the reach is achieved may be referred to as "pre-reach effects".

[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 (for example, "323") pseudo-stop to notify the loss, and as the first special symbol, the loss symbol stops and is displayed, and then 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 (for example, "629") pseudo-stop to notify the loss, and as the first special symbol, the loss symbol stops and is displayed, and then these three effect symbols come to a complete stop. In this way, 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 notify 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 (for example, 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 indicate a 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. Thus, when it is determined that a big win game is to be executed, a hit notification effect is executed to notify the big win (execution of the big win game) by pseudo-stopping the 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 said 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 a left symbol constituting the left symbol column, a middle symbol constituting the middle symbol column, and a 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] Thus, 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 figure 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, if a hold icon is displayed in the hold icon display area 71, not only will the display area used for the reach effect be restricted, but the display of the hold icon may also reduce the interest of the reach effect. For this reason, in the gaming machine 1 of the present embodiment, while displaying display objects (in this embodiment, the pedestal of the hold icon) and hold icons that make up the hold icon display area 71 during normal reaches and SP reaches, as the reach effect develops from normal reaches and SP reaches to SPSP reaches, the display objects and hold icons that make up 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 objects and hold icons that make up the hold icon display area 71 are displayed again.

[0151] Also, when the game is being controlled in the normal gaming state, basically no game balls will win the second start port 22. For this reason, in the normal gaming state, basically, the right to 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 suggesting 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 during 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 displayed in the reserved icon display area 71 (the reserved icon displayed closest to the icon display area 72) is executed. And, 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 the 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 Figure 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, with the shift of the first reserved icon to the icon display area 72, in the reserved icon display area 71, the other reserved icons shift in the direction approaching the icon display area 72. 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 not distinguishing between the reserved icon and the icon, these may be collectively referred to simply as "icons".

[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 the 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 although 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 about 1%, the jackpot reliability of the blue hold icon is set to about 3%, the jackpot reliability of the green hold icon is set to about 15%, and the jackpot reliability of the red hold icon is set to about 45%.

[0156] Here, the case where an icon change effect in which the display color 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 in which the display color of one hold icon changes a plurality of times may be performed, such as when 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. In addition, an icon change effect in which the display color changes may be performed 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] In addition, there may be a case where an icon change effect is performed in both the hold icon display area 71 and the icon display area 72, such that the display color of the hold icon displayed in the hold icon display area 71 changes, and then, when the hold icon shifts to the icon display area 72 and is displayed as the icon, its display color changes. Also, there may be an icon change effect in which the hold icon is initially displayed in a display color other than white (e.g., blue), or an icon change effect in which the display color of a hold 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 special symbol determination is held on the display screen 70 and can change the display mode of the hold information. In the following description, a hold 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 hold 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, a case where the display colors of the icons (hold icon and the icon) are four colors, i.e., white, blue, green, and red, is described as an example. However, in other embodiments, other colors such as gold, which suggests a higher jackpot reliability than red, or a rainbow color that is only selected when a "jackpot" occurs, may be provided.

[0160] Also, in the present embodiment, a case where an icon change effect for changing the display color of the icons (hold icon or the icon) is performed 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, or the like.

[0161] In addition, in the present embodiment, in addition to the icon change effect for the hold icon displayed in the hold 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] Also, in the present embodiment, a case will be described in which a hold icon as hold information is displayed on the display screen 70 and the display color of the hold icon is changed. 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 hold information is changed by changing the emission color of any one of the LEDs.

[0163] [Regarding the preliminary 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 preliminary 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 determined in advance 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 determined in advance which variable pattern will be selected when the first special symbol determination is executed.

[0164] As described above, when the main CPU 81 performs the pre-determination process in response to the reservation of the right to perform the first special symbol determination, it transmits a reservation command including pre-determination information indicating the pre-determination result to the sub-control board 90. On the other hand, based on the pre-determination 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-determination information from the main control board 80, it determines whether to execute the icon change effect based on the pre-determination information. And 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 and 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] Note that in addition to the icon change effect, the gaming machine 1 of this 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 illustrating 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) that is performed in response to the execution of the first special symbol determination that was the subject of the pre-determination process, and "variable before the target" means the variable display of the first special symbol (and performance symbol) that is performed before the variable to be previewed.

[0168] (Pre-target variation) First, as the "pre-target variation", the variable display of the first special symbol and the effect symbol is started (see Fig. 8(A)). Specifically, as the variable display of the first special symbol is started, in 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 is selected as the variation pattern of the first special symbol, 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 variable display of the first special symbol. Along with the loss symbol being stopped and displayed 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 including 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 where the weak chance stage effect for displaying the 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, for example, a configuration different from this embodiment may be adopted, such as 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 where 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 this 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 this 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 this embodiment may be adopted, such as executing the first effect symbol attention effect when the weak chance symbol effect is not being performed (for example, when the first effect symbol is displayed in a state where a reach is not being performed in the pre-read target variation).

[0173] On the other hand, 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" based on the pre-determination result related to the "pre-read 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 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 this embodiment is an odd symbol, and examples of the strong chance include "334", "556", and "776" composed of two odd symbols and one even symbol. FIG. 12(G) illustrates a state in which a strong chance symbol effect of displaying a strong chance 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 is merely an example, and in other embodiments, a configuration different from this embodiment may be adopted, such as displaying three odd symbols as a weak chance.

[0175] (Second effect symbol attention effect) The second winning symbol attention effect (an example of "other attention effects": see Fig. 8(F)) is an effect that draws attention to the second winning symbol (in this embodiment, the odd symbols) when the reach effect is not being executed. Fig. 12(H) shows an enlarged view of the left 7 symbols and the middle 7 symbols displayed in the strong chance symbol effect of Fig. 12(G), and also shows a state where a red lightning strike hits the left 7 symbols and the middle 7 symbols, increasing the attention level of these two groups of 7 symbols. When this second winning symbol attention effect is executed, an effect sound for the second winning symbol attention effect is output from the speaker 38. Thus, in the second winning symbol attention effect in this embodiment, an effect display representing a state where a red lightning strike directly hits the left 7 symbols and the middle 7 symbols is performed, so that 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 for the left 7 symbols and the middle 7 symbols.

[0176] Here, when comparing the effect image used for the first winning symbol attention effect and the effect image used for the second winning symbol attention effect, in the first winning symbol attention effect (see Fig. 12(D)), an effect image representing a rain cloud and blue rain is used, while in the second winning symbol attention effect (see Fig. 12(H)), an effect image representing a red lightning strike is used. Thus, in the second winning symbol attention effect, an effect image with a more prominent color than the effect image used for the first winning symbol attention effect is used. Therefore, when comparing these winning symbol attention effects, it can be said that the second winning symbol attention effect is more effective in drawing attention to the left symbols and the middle symbols than the first winning symbol attention effect.

[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 (for example, the 7 symbol) among the odd symbols may be made 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 prediction target variation).

[0178] (Number of executions of the pre-target variation) So far, various prediction 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 prediction 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 prediction effect is executed is not limited to one, and there may be a plurality of pre-target variations in which the prediction effect is executed respectively before the prediction 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 a reach effect, it can execute both a first effect symbol attention effect for attracting attention to the first effect symbol and a second effect symbol attention effect for attracting attention to 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. Therefore, 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). An icon change effect may be 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 symbol effect (or strong chance symbol 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 result 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 result performance is executed. Further, in this embodiment, a case where the second performance symbol attention performance is always executed along with the strong chance result 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 result 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 result 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 result 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 decoration 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, as an example, an effect of causing 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 causing the other color LEDs to emit light in a color different from blue can be cited.

[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 when the pre-target variation is started, first, along with the start of the variation display of the first special symbol, on the display screen 70, the scroll display of the three symbol columns in the effect symbol display area 73 is started. Here, when 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, during the variation display of the first special symbol related to the pre-read target variation, a no-reach effect (see Fig. 8(H)) in which a reach by the effect symbol does not occur is executed. After the three effect symbols indicating a scatter state are pseudo-stopped sequentially or simultaneously, along with the stop display of the losing symbol as the first special symbol, a losing notification effect (see Fig. 8(I)) is performed to keep the three effect symbols indicating the scatter state stopped as they are.

[0188] Note that in the gaming machine 1 of this 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 this 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 production symbol is achieved after the start of the variation display of the first special symbol and the production symbol related to the pre-read target variation, a pre-reach production (see Fig. 8(J)) may be performed. The pre-reach production here is a notice production that suggests the possibility that a winning notice production may be executed in the pre-read target variation before a reach by the production symbol is achieved in the pre-read target variation, and the degree of that possibility. The pre-reach production 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 production symbol related to the pre-read target variation, for example, the left symbol is pseudo-stopped on the effective line, and then the same right symbol as the left symbol is pseudo-stopped on the effective line, thereby performing a reach establishment production indicating that a reach by the production symbol has been achieved (see Fig. 8(K), Fig. 10(I)). When a reach by the production symbol is thus achieved, thereafter, a predetermined reach production 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 effective line to achieve a symbol alignment (that is, a production symbol of a pair of identical symbols will be displayed).

[0192] In the gaming machine 1 of the present embodiment, as reach productions that can be executed along with the variation display of the first special symbol in the normal gaming state, three types of reach productions, 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 middle symbol column, in which two reach symbols (the left symbol and the right symbol) are pseudo-stopped on the active line and the symbol column between the left symbol and the right symbol is scrolled at high speed, 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 pre-read 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 pre-read target variation, at the end of the pre-read target variation, by pseudo-stopping the same middle symbol as the reach symbol on the active line, three effect symbols representing a triple (for example, the effect symbol of "333") are pseudo-stopped and displayed, and as the first special symbol, the jackpot symbol is stopped and displayed, a winning notification effect (see Fig. 8(M)) is performed in which the three effect symbols representing the triple are directly stopped 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 pre-read 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 pre-read target variation, at the end of the pre-read target variation, by pseudo-stopping a middle symbol different from the reach symbol on the active line, three effect symbols representing a reach loss (for example, the effect symbol of "343") are pseudo-stopped and displayed, and as the first special symbol, the loss symbol is stopped and displayed, a loss notification effect (see Fig. 8(N)) is performed in which the three effect symbols representing the reach loss are directly stopped 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 (refer to 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 (refer to 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 (refer to 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 (refer to 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 representing a state where the main 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 prediction target variation is "jackpot", a victory effect representing a state where the main character wins 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 prediction target variation is "loss", a defeat effect representing a state where the main character loses to the enemy character as the result of the battle is performed prior to the loss notification effect (see Fig. 8(N)).

[0199] (SPSP Reach) Also, by the variation effect pattern setting process executed by the sub CPU 91 at the start of the prediction 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 SPSP reach (see Fig. 8(P)), or a variation effect pattern that directly develops to the SPSP reach without passing through the SP reach from the normal reach may be set. In these cases, the SPSP reach is started from the middle of the prediction 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 prediction target variation is "loss", three effect symbols (for example, the effect symbol of "767") representing the reach loss eyes are pseudo-stopped and displayed at the end of the prediction target variation. Along with the stop display of the loss symbol as the first special symbol, a loss notification effect (see Fig. 8(N)) that directly stops the three effect symbols representing the reach loss eyes is performed. Fig. 11(I) illustrates a state in which three effect symbols representing the reach loss eyes of "454" are pseudo-stopped and displayed as a result of the execution of the SPSP 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 pre-read target variation is "big hit", a triple-bar symbol attention effect (an example of "another attention effect": refer to FIG. 8(Q)) that draws attention to three effect symbols representing triple-bar (for example, the effect symbol of "777") is performed at the end of the pre-read target variation. Then, the three effect symbols representing triple-bar are pseudo-stopped and displayed, and as the big hit symbol is stopped and displayed as the first special symbol, a hit notification effect (refer to FIG. 8(R)) that stops the three effect symbols representing triple-bar as they are is performed.

[0202] In FIGS. 15(D) to (E) described later, an example is shown of a triple-bar symbol attention effect that draws attention to three effect symbols representing the triple-bar of "777" prior to the hit notification effect of FIG. 15(F). Also, in FIGS. 16(G) to (H), an example is shown of a triple-bar symbol attention effect that draws attention to three effect symbols representing the triple-bar of "222" prior to the hit notification effect of FIG. 16(I). These triple-bar symbol attention effects are effects that draw attention to the effect symbols representing 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 pre-read target variation is "big hit". 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 hit 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 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 hit 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] As described above, in the gaming machine 1 of this embodiment, the battle effect is performed both during the SP reach and 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 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, an effect pattern in which the ally character who appears during the second half battle and the protagonist character fight together and win against the enemy character is prepared.

[0206] So far, we have described three types of reach effects: normal reach, SP reach, and SPSP reach. When these three types of reach effects are arranged in ascending order of the probability 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 in Fig. 8(J) is performed, a reach establishment exciting effect (see Fig. 8(S), Fig. 13(C), Fig. 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 situation 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 scatter stop are pseudo-stopped and then stopped for real.

[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 characteristic that the subsequent effect changes according to the type of effect symbol constituting 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 thereafter, 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 thereafter, it directly develops into an SPSP reach without going through a normal reach or an SP reach. Further, 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 characteristics 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 for drawing attention 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 for drawing attention 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, regardless of the presence or absence of the reach symbol attention effect of FIG. 8(V), it directly develops into an SPSP reach (see FIG. 8(P)). A series of effects performed after developing into the SPSP reach will be described in detail later with reference to FIG. 9.

[0213] <Specific Examples of the Pre-Reach Performance in the Normal Gaming State> Next, with reference to FIG. 10, specific examples of the pre-reach performance carried out during the variable display of the first special symbol in the normal gaming state will be described. Here, FIG. 10 is a screen diagram showing specific examples of a series of performances from the start of the variable to the reach establishment performance in the normal gaming 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 gaming 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 (for example, 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 "526" scatter is shown in a stopped display state. In this way, when a predetermined confirmation time (0.5 seconds in the present embodiment) has elapsed since the losing symbol as the first special symbol stopped 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 the 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 virtual stop of the left and right design patterns, which are different from each other as the performance design patterns, when 7 design patterns are virtually stopped in the middle column, a second consecutive variation performance (see Fig. 10(E)) following the first consecutive variation performance is started. Specifically, after the character "×2" indicating the start of the second consecutive variation performance is largely displayed in the central area of the display screen 70, this character "×2" is then displayed small in the upper left area of the display screen 70. Along with this, the left 6 design patterns, the middle 7 design patterns, and 4 design patterns resume moving downward, and thus, the scroll display of the three design pattern columns in the performance design pattern display area 73 resumes (see Figs. 10(D) and (E)).

[0219] When this second consecutive variation performance is being carried out, as a second preview, for example, a dialogue preview is executed. Specifically, as illustrated in Fig. 10(F), a performance image (second preview performance image) showing a predetermined character uttering a dialogue is displayed in the central area of the display screen 70, and at the same time, a performance sound related to the dialogue preview (for example, the voice of the character) is output from the speaker 38.

[0220] Although not shown in Fig. 10, when the second consecutive variation performance is started, a first performance button operation promotion performance similar to that illustrated in Fig. 18(C) described later is carried out. And if the player operates the first performance button 35 during the valid period related to this first performance button operation promotion performance, as the operation corresponding performance, the above-mentioned dialogue preview is executed. As is clear from the explanations so far, the above step-up preview is a reach-before performance that is carried out regardless of the player's operation, while the dialogue preview is a reach-before performance that is carried out in response 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, and then, the scroll speed of the symbol column in the right column decreases and the right symbol (for example, the 5 symbol) appears to stop, and 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 characters "×3" indicating the start of the virtual third consecutive variation effect are largely displayed in the central region of the display screen 70, these characters "×3" are then small displayed in the upper left region of the display screen 70, and accordingly, the scroll display of the three symbol columns in the 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, and then, the scroll speed of the symbol column in the right column decreases and the right symbol (the same as the left symbol, here the 4 symbol) appears to stop, and a reach establishment effect (see FIG. 8(K)) for notifying that a reach with the 4 symbols has been established is performed (see FIG. 10(I)).

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

[0225] <Specific Examples of the First Effect Symbol Focusing Effect and the Second Effect Symbol Focusing 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 read-ahead 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, being 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" stops being displayed. This is an exemplified state. 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: refer to 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 carried out.

[0227] (First pre-target variation) That is, in accordance with 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 icons of hold 2 and 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) Thus, when a predetermined time elapses after 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 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 (here, the hold icon of hold 2 suggesting that the second pre-target variation is on hold: refer to Fig. 12(E)) displayed in the hold icon display area 71 is executed. And when the determination result of this first special symbol determination is "losing" and it is determined to execute a "reachless effect", 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 starts (refer to Figs. 12(E) and (F)). Also, along with this, 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] In this way, 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 7 symbols, the middle 7 symbols, and the right 6 symbols simultaneously pseudo-stop (see Fig. 12(G)). Along with this, the left 7 symbols and the middle 7 symbols that are pseudo-stopped are enlarged while the right 6 symbols are reduced, and a red lightning strike hits the left 7 symbols and the middle 7 symbols, and a second effect symbol attention effect for increasing the attention of these two 7-symbol sequences is performed (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) exemplifies the state in which the second effect symbol attention effect for increasing the attention of two 7-symbol sequences as the second effect symbols (in this embodiment, odd symbols) is performed. However, for example, there may be a case where the second effect symbol attention effect for increasing the attention of two 3-symbol sequences is performed, or a case where the second effect symbol attention effect for increasing the attention of two 5-symbol sequences is performed.

[0235] After that, when it comes to the end stage of the second pre-target variation, although not shown in the figure, after an effect display for returning the sizes of the left 7 symbols, the middle 7 symbols, and the right 6 symbols to the normal size, these three effect symbols indicating "776" are pseudo-stopped and displayed, and along with the stop display of the losing symbol as the first special symbol, a losing notification effect for actually stopping these three effect symbols is performed. Fig. 12(I) exemplifies the state in which the three effect symbols indicating "776" have actually stopped. In this way, 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 (here, the hold 3 hold icon suggesting that the pre-read target variation is on hold: see Fig. 12(I)) displayed in the hold icon display area 71 is executed. However, the effect 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 establishment exciting effect and reach establishment failure effect> Next, with reference to FIG. 18, a specific example of a series of effects when a reach failure effect (see FIG. 8(T)) is performed after a reach establishment excitement 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 failure effect.

[0237] (Reach establishment excitement effect) As described above with reference to FIG. 8, in the pre-read target variation, a reach establishment excitement 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 excitement effect that makes the player expect a reach establishment by the effect symbols is shown.

[0238] After such a reach establishment excitement 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 slowly lowered simultaneously is performed (see FIG. 18(B)). FIG. 18(B) illustrates a state in which the left 4 symbols and the right 4 symbols are slowly lowered simultaneously 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 4 symbols and the right 4 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 an effective period gauge indicating the remaining time of the effective period during which the operation of the first effect button 35 is valid are displayed on the display screen 70 by the first effect button operation promotion effect.

[0239] (Reach Success or Failure Presentation) Here, when it is set by the sub-CPU 91 at the start of the pre-read target change that the reach success failure presentation (see Fig. 8(T)) is to be executed after the reach success inciting presentation (see Fig. 8(S)), a series of reach success failure presentations exemplified in Figs. 18(D) to (G) are performed. Here, in Fig. 18(D), the left four symbols pseudo-stop at a predetermined height in the vertical direction of the display screen 70, and the downward movement speed of the right four 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 five symbols that appeared in the upper right slowly descend. Also, in the subsequent Fig. 18(F), with the left four symbols and the right five 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 drops sharply, and the middle five symbols that appeared above slowly descend.

[0240] After such a series of reach success failure presentations are performed, three presentation 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 presentation for actually stopping these three presentation symbols is performed (see Figs. 18(H) and (I)).

[0241] [Series of Presentations after the Reach Success Inciting Presentation and before the Reach Success Presentation] Next, while referring to Fig. 9, a series of presentations in the case where the reach success presentation (see Fig. 8(U)) is performed following the reach success inciting presentation (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 presentations after the reach success inciting presentation and before the reach success presentation.

[0242] In the above description regarding FIG. 18, a specific example of a series of effects was 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, after the reach establishment excitement effect (see FIG. 8(S)), the reach establishment effect (see FIG. 8(U)) is performed and then develops into an SPSP reach (see FIG. 8(P)) is set by the sub-CPU 91 at the start of the preview 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 preview target variation, the reach establishment excitement effect (see FIG. 9(A)) and the reach establishment effect (see FIG. 9(B)) are performed in order. Regarding the reach establishment excitement effect, it 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 (for example, see FIG. 16(D)) and cases where an odd symbol reach establishment effect for notifying reach establishment by odd symbols (for example, see FIG. 13(F)) are performed. Triggered by the performance of either one of the reach establishment effects, the post-reach effects (an example of "expected effects") after FIG. 9(C) are 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 characteristic 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 achievement effect (see Fig. 9(B)) as a reach achievement effect, it executes a reach symbol attention effect (see Fig. 9(C)) following the odd-symbol reach achievement effect. On the other hand, when the sub-CPU 91 executes an even-symbol reach achievement effect (see Fig. 9(B)) as a reach achievement 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 the 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 (here, the hold icon of hold 3) 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 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 Fig. 8(S), Fig. 9(A), Fig. 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 preview is performed 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 preview here, a performance image showing 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 preview is performed as a pre-reach performance is described as an example. However, for example, there may be a case where a step-up preview described above is performed as a pre-reach performance, or a case where both a step-up preview and a line preview are performed as pre-reach performances.

[0250] (Reach establishment exciting performance) After such a pre-reach performance (see Fig. 8(J), Fig. 13(B)) is performed, a reach establishment exciting performance (see Fig. 8(S), Fig. 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) illustrates 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 invisible. 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 illustrated in 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 reaching with 7 symbols is preset by the sub-CPU 91 at the start of the current preview target variation, 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 valid 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 with 7 symbols has been established is performed (see FIG. 13(F)). FIG. 13(F) illustrates a state in which, as the reach establishment effect, the left 7 symbols and the right 7 symbols that are pseudo-stopped, a reach line that extends left and right so as to pass over these 7 symbols, the character "Reach!", a specific character, and a speech bubble representing the line 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.

[0253] (Reach symbol attention effect) Next, here, since a reach is established by the seven symbols which are odd-numbered symbols, 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 to the right while expanding, and the right seven symbols that were also pseudo-stopped in the reach establishment effect move to the left 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 in a direction approaching each other, these seven symbols are illustrated as rotating clockwise with the scroll direction (here, the downward direction) of each symbol column as the axial direction. Further, in the subsequent FIG. 13(I), a merging effect representing a state in which the left seven symbols and the right seven symbols that have approached each other to a specific distance merge is performed, and a state in which one huge seven symbol is displayed as a result of the merging 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 panel lamp 5, and the movable decorative member 14 are provided. Therefore, it is conceivable that the player may not be looking at 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 panel 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 same-symbol effect that focuses on three effect symbols showing the triplet 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 and right symbols 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 by two symbols is preset by the sub-CPU 91 at the start of the preview target variation 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)) for notifying that a reach by 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 extending left and right so as to pass over these two symbols, the character "Reach!", a specific character, and a speech bubble representing the lines 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 for notifying the establishment of a reach by 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 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 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 this movement is illustrated.

[0263] Subsequent Figure 16(F) shows a specific example of an effect in which the reach symbol of Figure 9(E) is pseudo-stopped and displayed in a reduced size in the upper left and right regions, and the start of the SPSP reach of Figure 9(F). In Figure 16(F), it is exemplified that the left two symbols are pseudo-stopped and displayed in a reduced size in the upper left region, and the right two symbols are pseudo-stopped and displayed in a reduced size in the upper right region. Also, when the SPSP reach is started, although not shown in Figure 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) Figures 16(G) and (H) show a specific example of the doubles symbol attention effect of Figure 9(R), which is an attention effect that draws attention to the symbol that suggests the execution of a big win game. 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 of Figure 9(Q) is performed as the result effect of the SPSP reach, and then, three symbol display patterns showing doubles (here, doubles of "222") are displayed on the display screen 70. The doubles symbol attention effect exemplified in Figures 16(G) and (H) is an effect that draws attention to the three symbol images showing doubles displayed along with the end of the SPSP reach in this way. In Figures 16(G) to (H), it is exemplified that an effect is performed to increase the attention level to these three symbol display patterns by expanding and displaying the three symbol display patterns of "222" that are pseudo-stopped and displayed so as to gradually become larger.

[0265] Note that although not shown in Figures 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 according to the light emission pattern for the doubles symbol attention effect.

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

[0267] So far, with reference to Fig. 16, taking the case where the even symbol reach establishment effect (see Fig. 9(B)) is performed as the reach establishment effect and then the reach symbol reduction movement effect (see Fig. 9(D)) is performed as an example, the specific examples of a series of effects have 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, with reference 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 makes the player notice 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 combination 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 combination remain stopped as they are. In the gaming machine 1 of the present embodiment, nine types of triple combinations, namely, "111", "222", "333", "444", "555", "666", "777", "888", and "999", are prepared as the above-mentioned triple combinations. Regarding two types of triple combinations, "777" and "333" out of these nine types of triple combinations, 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 combination 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 combination of "777" or "333" are not stopped as they are. From these facts, it can be said that both the three effect symbols showing the triple combination of "777" and the three effect symbols showing the triple combination of "333" are effect symbols that definitely notify a sure change big win.

[0270] (Features of 2-symbol, 4-symbol, 6-symbol, 8-symbol) On the other hand, regarding four types of triple combinations 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 triple combinations 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 triple combinations 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 triple combinations 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-symbol, 9-symbol) Also, regarding three types of identical triples of odd symbols (excluding 3-symbol and 7-symbol combinations) such as "111", "555", and "999", they have the following characteristics. That is, when the jackpot symbol X2 (see Fig. 6(B)) that announces a normal win in 3R stops being displayed, and when the jackpot symbol X1 (see Fig. 6(B)) that announces a win in 3R sure change A stops being displayed, in either case, the three effect symbols indicating any of the above three types of identical triples will stop. However, 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). For this reason, 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 the present embodiment has the characteristic 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). For this reason, for example, if a configuration such as executing a reach symbol attention effect that focuses 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 interest should be improved by executing the reach symbol attention effect, it is conceivable that the interest will instead be reduced.

[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. In this way, 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 certain that a jackpot game related to 3R sure change A will be executed when the symbols are aligned as they are), a reach symbol attention effect is executed, while when a reach by an effect symbol other than 7 symbols and 3 symbols is established (that is, when it is certain 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] Further, in the present embodiment, an effect combining the enlarged movement of the left symbol and the right symbol (see FIG. 13(G)) pseudo-stopped as the reach symbol, the rotation of these left symbol and right symbol (see FIG. 13(G)), and the combination effect (see FIG. 13(I)) of combining 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 may be adopted in which the left symbol and the right symbol pseudo-stopped as the reach symbol are made to attract attention to the reach symbol without moving or changing the size. In order to adopt such a configuration, for example, a decorative image that improves the attention level of the reach symbol (left symbol and right symbol) may be displayed around the reach symbol, or a decorative image that improves the attention level of the reach symbol (left symbol and right symbol) may be displayed so as to overlap a part of the reach symbol.

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

[0278] Also, 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] Also, in other embodiments, an attention effect for attracting attention to the second effect symbol (the odd symbol in the present embodiment) may be executed at a timing different from when reach is established. In the gaming machine 1 of the present embodiment, as described above based on FIGS. 10(D) and (G), since seven symbols pseudo-stop as the middle symbol for notifying the execution of the pseudo-consecutive effect, an attention effect for attracting attention to these seven middle symbols may be executed at the timing when these seven middle symbols pseudo-stop.

[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 exciting 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 to an SPSP reach without passing through an SP reach from a normal 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, with reference 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 proceeds along the first effect route in FIG. 9, there are mainly the following three patterns. The first pattern is that after a reach establishment effect (refer to FIG. 9(B)) that notifies the establishment of a reach by an odd symbol, a reach symbol attention effect (refer to FIG. 9(C)) that makes the player focus on the odd symbol as the reach symbol is performed, 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 an even symbol 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 when developing from a normal reach (or SP reach) to an SPSP reach as shown in FIG. 8, a reach symbol reduction movement effect (refer to FIG. 9(D)) is performed.

[0283] Here, regarding the specific examples of a series of effects when the effect proceeds along the first effect route after the effect of the second pattern is performed, they are as described above based on FIG. 16. Here, the flow of a series of effects and its specific examples when the effect proceeds along the first effect route after the effect of the third pattern is performed 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 variable effect pattern that directly develops from a normal reach to an SPSP reach without going through an SP reach at the start of the variation, a reach symbol reduction movement effect (see Fig. 9(D)) is performed following the normal reach (see Fig. 11(B)). Specifically, when the scroll display of the symbol column in the middle row in the 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, after the scroll speed of the symbol column in the middle row increases and it becomes difficult to identify the middle symbol, the middle symbol becomes non-displayed. Then, as illustrated in Fig. 11(B), while the left 4 symbols are moving to the upper left area of the display screen 70 while being reduced, 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 moving to the upper right area of the display screen 70 while being reduced, 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 symbols are displayed in the first display mode) By performing such a reach symbol reduction movement effect, until the end stage of the variable display of the first special symbol this time, the reach symbol will be pseudo-stopped and displayed in a reduced state in the upper left and right areas (see Figs. 9(E) and 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, an SPSP reach (the effect of the first route) is started (see Figs. 9(F) and 11(D)). When this SPSP reach is started, although not shown in Fig. 11(D), as an SPSP reach effect image displayed during the 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 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 is 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 such 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 progresses along the first effect route, and is not executed when the SPSP reach effect progresses along the second effect route, and can be said to be an effect exclusive 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 in the latter half and later 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 this 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 in which an entire cut-in image represented in green and showing one character is displayed. The medium cut-in is an effect in which an entire cut-in image represented in red and showing two characters is displayed. The strong cut-in is an effect in which an entire cut-in image represented in gold and showing three characters is displayed. Here, when arranging the above three types of cut-ins in ascending order of the low to high jackpot reliability (the possibility that a winning notification effect will be performed in this symbol variation), the order is weak cut-in, medium cut-in, strong cut-in. Note that FIG. 11(G) exemplifies a state in which a strong cut-in is being performed.

[0293] As described above, when a cut-in is performed and it reaches the end game 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 exemplified 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 such as "Push!", 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 valid period related to the second effect button operation promotion effect ending without the second effect button 36 being operated, a defeat effect (see FIGS. 9(I) and 11(I)) that shows 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 a reach loss (for example, here, the three effect symbols of "434") are pseudo-stopped and displayed near the end of the current symbol variation, and as the loss symbol is 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 is performed. In this way, when a 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 symbol 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 with 4 symbols is established, as the double symbol production symbol attention production, a production that draws attention to three production symbols showing the double symbol "444" will be performed. Thus, when the victory production and the double symbol production symbol attention production are performed, the three production symbols showing the double symbol "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 "444" will actually stop.

[0297] So far, with reference to FIG. 11 (and FIG. 9), taking the case where the production of the first production route progresses 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 progresses 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 progresses 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) exemplifies a state in which a reach establishment excitement effect (see FIG. 9(A)) similar to that of FIG. 16(A) and the like described above is being performed. 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 of 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 exemplified 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 of FIG. 17(B), a first effect button operation promotion effect for prompting the player to operate the first effect button 35 is performed (see FIG. 16(C)). Similar to that described above based on FIG. 13(E), a first effect button operation promotion effect for prompting 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 effective period related to the first effect button operation promotion effect of FIG. 17(C without the player operating the first effect button 35), a reach establishment effect (see FIG. 9(B)) for notifying that a reach with 7 symbols has been established is performed (see FIG. 17(D)). The reach establishment effect of 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 establishment effect (odd symbol reach establishment effect: refer to Fig. 9(B)) that notifies the establishment of a reach by 7 symbols is performed, a reach symbol attention effect (refer to Fig. 9(C)) is performed following this reach establishment effect (refer to Figs. 17(E) to (G)). Note that since the reach symbol attention effect here is performed in the same manner as the reach symbol attention effect described above 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 (refer to Figs. 9(C), 17(E) to (G)) to the effect of the first effect route of the SPSP reach (refer to Fig. 9), the following effect is 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) separates into the left 7 symbols and the right 7 symbols, and these 7 symbols move away from each other while being reduced (refer to Fig. 17(H)). Fig. 17(H) shows a state where the left 7 symbols move leftward and the right 7 symbols move rightward at the same time. In this way, when one huge 7 symbol is separated into two 7 symbols (left 7 symbols and right 7 symbols) by the reach symbol separation and reduction effect in Fig. 17(H), although not shown in the figure, the left 7 symbols and the right 7 symbols return to the positions where they were displayed during the reach establishment effect (refer to Fig. 17(D)) respectively, and are temporarily pseudo-stopped and displayed at those positions.

[0305] In this way, after the reach symbol attention effect (refer to Figs. 9(C), 17(E) to (G)) that makes the user focus on the 7 symbols as the reach symbols is performed, when the reach symbol separation and reduction effect (refer to Fig. 17(H)) is performed, next, the reach symbol reduction and movement effect is performed (refer to Figs. 9(D), 17(I)). The reach symbol reduction and movement effect exemplified in Fig. 17(I) is performed in the same manner as the reach symbol reduction and movement effect described above 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, taking as an example the case where after a reach symbol attention effect (refer to FIGS. 17(E) to (G)) that makes the player pay attention to the seven symbols as the reach symbols, a reach symbol separation and reduction effect (refer to FIG. 17(H)) that separates one large seven symbol into two seven symbols (left seven symbol and right seven symbol) and a reach symbol reduction and movement effect (refer to FIG. 17(I)) are performed, an explanation is given. However, when a reach symbol attention effect that makes the player pay 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 and reduction effect (refer to FIG. 17(H)) and the reach symbol reduction and movement effect (refer to 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 (refer to FIG. 9) after the reach symbol attention effect, instead of these reach symbol separation and reduction effects and reach symbol reduction and movement effects, other effects are performed.

[0308] <Effect of the second effect route of the 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 in the case where after a reach establishment effect (refer to FIGS. 9(B) and 13(F)) and a reach symbol attention effect (refer to FIGS. 9(C) and 13(G) to (I)) are performed, 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 numerous extremely small 7-symbols scatter from the huge 7-symbol, and accordingly, the huge 7-symbol gradually becomes smaller.

[0310] Note that 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, which 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] Note that 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 a 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 a 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. Further, 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. Therefore, 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 on the first effect route and when the SPSP reach progresses on the second effect route.

[0315] When the SPSP reach progresses on 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 on 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 are no concepts of left symbols or right symbols. 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 draws 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 an effect that intermittently emits light each minimum odd-numbered symbol (minimum 7-symbol in the example shown in FIG. 14) represented by the minimum odd-numbered symbol background. FIGS. 14(D), (F), and (H) illustrate states in which each minimum 7-symbol is emitting light, and FIGS. 14(E), (G), and (I) illustrate states in which each minimum 7-symbol is not emitting light.

[0321] In the gaming machine 1 according to this 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 SPSP reach effect proceeds along the second effect route, as described above, the background ultra-small reach symbol intermittent lighting 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 proceeds. 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 latter 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 proceeds, 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 latter 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 proceeds, since the reach symbol is represented by the ultra-small odd symbol background, it is possible to perform the effect of the latter half battle in a wider display area than when the effect of the first effect route proceeds.

[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 this 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 a state where the second possibility suggestion production is being performed.

[0325] Note that in this embodiment, the production pattern of the second possibility suggestion production is only one type exemplified in Fig. 14(G). In the process of the second production route of the SPSP reach production progressing, there are cases where the second possibility suggestion production is executed and cases where the second possibility suggestion production is not executed. The former case has a higher big win 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 second possibility suggestion production to occur.

[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 a state where a first production button operation promotion production for prompting the player to operate the first production button 35 is performed after the latter 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. The cut-ins here are the same as the cut-ins that occur during the effect of the first effect route, including a weak cut-in, a medium cut-in, and a strong cut-in. 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 a background of extremely small 7 symbols being 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 that described above 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 background of extremely small 7 symbols being destroyed is performed (see FIG. 15(G)). The display of the background of extremely small 7 symbols will end and return to the normal background.

[0332] After that, as the loss notification effect in FIG. 9(U), three effect symbols indicating the loss eyes of "767" for the reach of the current first special symbol are pseudo-stopped and displayed (see FIG. 15(H)) when the variation display of the current first special symbol is about to end. As the losing 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 operation of the second effect button 36 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 operation of the second effect button 36, a victory effect (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 the execution of the big win game are performed as the operation corresponding effects. In Fig. 15, the illustration of the victory effect is omitted, and specific examples of the zebra pattern attention performance are shown in Figs. 15(B) to (E).

[0334] Here, when the effect progresses in the first effect route, regardless of whether the three symbol patterns showing the zebra pattern are odd-numbered symbols or even-numbered symbols, 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 effect progresses in the first effect route, the extremely small odd-numbered symbol background (see Figs. 14(C) to (I)) is not displayed. On the other hand, as illustrated in Figs. 14 and 15, when the zebra pattern attention performance is performed after the effect of the second effect route progresses with the extremely small odd-numbered symbol background (here, the extremely small 7-symbol background) displayed, a zebra pattern attention performance that is partially different from the case where the effect progresses in the first effect 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's victory over the enemy character is performed. Then, as part of the double-eye effect symbol attention effect following this victory effect, each minimum odd symbol represented by the minimum odd symbol background is moved (assembled) 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 minimum odd symbols assembled 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 minimum 7 symbols displayed at various positions on the display screen 70 are assembled and combined in any of the above three display areas, and the 7 symbols generated in each display area are gradually enlarged.

[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-eye 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 attention degree for these three effect symbols increases as the three effect symbols showing the double-eye of "777" pseudo-stopped and displayed by the combined and enlarged effect in FIGS. 15(B) to (C) are 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 the operation of the second presentation button 36, three presentation symbols indicating "777" are pseudo-stopped and displayed in a state where they have returned to their normal size (see Fig. 15(F)). As the jackpot symbol (here, the jackpot symbol X1 that notifies the winning of 3R sure change A: see Fig. 6(B)) is stopped and displayed as the first special symbol, a winning notification presentation (see Fig. 9(S)) is performed to finally stop these three presentation symbols indicating "777".

[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 a winning notification presentation is performed after 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 a winning notification presentation is performed after the presentation of the second presentation route of SPSP reach, 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), will be taken as an example for explanation. In contrast, in other embodiments, 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 illustrated in Figs. 15(D) to (E) is performed without performing the combined expansion presentation illustrated in Figs. 15(B) to (C). By adopting such a configuration, 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 may be performed.

[0339] In addition, in the present embodiment, a case where an effect of simultaneously enlarging three effect symbols indicating a pair is executed as an effect for drawing attention to the pair effect symbols will be described as an example. However, as long as the player can be made to pay attention to the three effect symbols indicating a pair, other effects different from the effects exemplified in the present embodiment may be executed as the effect for drawing attention to 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-Drawing Effect and Its Related Effects Executed in the Normal Effect Mode] So far, mainly with reference to FIGS. 8 to 18, each attention-drawing 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-drawing effects have been described. Hereinafter, with reference to FIG. 19, the features of each attention-drawing 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-drawing effect executed in the normal effect mode and its related effects.

[0341] Note that in FIG. 19, an effect in which the variation type is "pre-variation before the target" 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 in which the variation type is "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 for Drawing Attention to the Pair Effect Symbols) The gaming machine 1 of this embodiment is configured to be capable of executing a double symbol display pattern attention performance, which is "another attention performance" different from any of a reach symbol attention performance that draws attention to a second presentation symbol (an odd symbol displayed as a reach symbol), a first presentation symbol attention performance that draws attention to a first presentation symbol (for example, an even symbol), and a second presentation symbol attention performance that draws attention to a second presentation 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 the player anticipate the execution of this winning notification performance, and then is configured to execute a double symbol display pattern attention performance that draws attention to a display pattern (in this embodiment, three display patterns showing double symbols) that suggests that a big win game is to be executed.

[0343] Regarding this double symbol display pattern attention performance, as described above based on FIGS. 8(Q), 9(R), 15(B) to (E), 16(G) to (H), etc., the double symbol display pattern 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 not executed when the determination result of this first special symbol determination is "loss". From this, it can be said that the double symbol display pattern attention performance is a performance where 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 the execution of the winning notification performance.

[0344] Note that in the gaming machine 1 of this embodiment, the double symbol display pattern 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 in the second case where the winning notification performance is executed in a normal reach and the third case where the winning notification performance is executed in an SP reach, the double symbol display pattern attention performance is not executed. On the other hand, in other embodiments, in the second case and the third case as well, the double symbol display pattern attention performance may be executed prior to the winning notification performance in the same manner as in the first case.

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

[0346] In this embodiment, as described above, the jackpot reliability of the first winning symbol attention presentation is set to a relatively high value of approximately 15%. In the gaming machine 1 of this embodiment, when the first winning symbol attention presentation is executed in the pre-target variation (in combination with the weak chance symbol presentation), some reach presentation is always executed in the subsequent prediction target variation. This is because the sub-CPU 91 executes the first winning symbol attention presentation only when prior determination information indicating that the variation pattern of the first special symbol in which some reach presentation will be executed in the prediction target variation is selected at the start of the prediction target variation is obtained. Also, when the weak chance symbol presentation and the first winning symbol attention presentation are combined in the pre-target variation, it is easier for the same symbol attention presentation (and winning notification presentation) to be executed in the prediction target variation than when the weak chance symbol presentation is executed alone in the pre-target variation. For this reason, by executing the first winning symbol attention presentation in the pre-target variation prior to the establishment of a reach and the execution of a reach presentation in the prediction target variation, the player's attention can be directed to the winning symbol, and as a result, it is possible to effectively suggest that there is a possibility that an attention presentation such as the same symbol attention presentation will be executed in the prediction target variation.

[0347] (Second winning symbol attention presentation) 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, an 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) to (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 more (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 prior determination 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. In addition, 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 display 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. Therefore, 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 more in the prediction target variation, compared with the case of executing the first winning symbol attention effect, the player's awareness can be further directed towards the winning symbol, and as a result, it is possible to effectively suggest that there is a possibility that an attention effect such as the same symbol display 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 (the odd symbol in this embodiment) when a reach by the performance symbol is established, and when a reach by the performance symbol is established for the first performance symbol (the even symbol in this embodiment), this attention effect that causes the player to pay attention to the 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 establishment effect (see FIG. 8(U)) after the reach establishment provoking 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 establishment effect in FIG. 8(K). Thus, the reason for not executing the reach symbol attention effect when executing the reach establishment effect in FIG. 8(K) is that after the reach establishment effect in FIG. 8(K), a losing 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, there is concern that it will give the player an uncomfortable feeling and, rather than improving the interest, may reduce the interest.

[0351] Thus, the reach symbol attention effect (see FIG. 8(V)) executed following the reach establishment effect (see FIG. 8(U)) executed after the reach establishment provoking effect (see FIG. 8(S)) has a jackpot reliability set to approximately 39% in this embodiment. Thus, in this embodiment, the reach establishment provoking effect with a relatively high jackpot reliability is performed when a reach by the odd symbol is established, but not when a reach by the even symbol is established. Therefore, the player can enjoy the game while expecting that the reach establishment effect (see FIG. 8(U)) that notifies the establishment of a reach by the odd symbol, rather than the reach establishment effect (see FIG. 8(U)) that notifies the establishment of a reach by the even symbol, is 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 first performance route is performed as the SPSP reach performance, as the performance of displaying the performance symbols 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 notations in FIG. 9, in the gaming machine 1 of the present embodiment, in part of the cases where the double symbol performance symbol attention performance (see FIG. 9(R)) and the winning notification performance (see FIG. 9(S)) are performed, the performance 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 performance symbol attention performance, as described above based on FIGS. 16(G) to (H) etc., the performance of making the player pay attention to the three performance symbols indicating double symbols is performed. On the other hand, in the performance of reducing and displaying the reach symbol in the upper left and right regions, as is clear from the comparison between the notations in FIG. 16(F) and the notations in FIGS. 16(G) to (H), the performance of making the player pay attention to the left symbol and the right symbol among the above three performance symbols in a restrained manner is performed. From this, it can be said that the performance of reducing and displaying the reach symbol in the upper left and right regions, and the double symbol performance symbol attention performance, as shown in FIG. 19, are performances that suggest the possibility that the double symbol performance symbol attention performance may be executed, and the jackpot reliability is set to about 27% in the present embodiment.

[0354] (First possibility suggesting performance) The first possibility suggestion effect (refer to Fig. 9(H) and Fig. 11(E)) is an effect that, as described above, displays possibility suggestion characters indicating the degree of possibility that the hit notification effect 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 effect that displays the character "CHANCE" is set to approximately 18%, and the jackpot reliability of the first possibility suggestion effect that displays the character "VERY GOOD CHANCE" is set to approximately 40%. Fig. 11(E) illustrates a state in which the first possibility suggestion effect that displays the character "CHANCE" is performed.

[0355] Note that this first possibility suggestion effect (refer to Fig. 9(H)) is an effect that can be executed in part when the effect of reducing and displaying the reach symbols in the upper left and right regions (refer to Fig. 9(E)) is being performed, that is, when the effect of the first effect route is progressing as the SPSP reach effect, and is not executed when the effect of the second effect route is progressing as the SPSP reach effect (that is, when the effect of displaying the background image representing the extremely small reach symbol is being executed) (refer to Fig. 19).

[0356] Also, in the gaming machine 1 of the present embodiment, based on the result (pre-judgment information) of the pre-judgment 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 effect targeting a hold icon suggesting that the advance reading target variation is on hold can be executed. The first possibility suggestion effect has the 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. Therefore, by executing an icon change effect targeting a hold icon suggesting 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 effect of the first effect route progresses as the SPSP reach effect in the advance reading target variation, and the first possibility suggestion effect is executed in the process.

[0357] In addition, in the present embodiment, in order to produce the above-described feature 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 pre-determination information regarding the right to perform 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 with 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, an icon change effect targeting a hold icon indicating that the pre-read target variation is on hold is executed with a higher probability.

[0358] (Effect of displaying a background image representing a mini reach symbol) As described above with reference to FIGS. 9(K) to (N) and FIG. 14, etc., in the gaming machine 1 of the present embodiment, when the effect of the second effect route (see FIG. 9) is performed as the effect of SPSP reach, as the effect of displaying the effect symbol in the second display mode, the background image of the mini reach symbol pattern is displayed full-screen on the display screen 70. For example, in FIG. 14(C), since a reach by 7 symbols is established, a state in which the mini 7-symbol background of the mini 7-symbol pattern is displayed full-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 cases 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) is performed to display a background image (in the present embodiment, the extremely small odd symbol background) representing the extremely small reach symbol. 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 the present embodiment, which is higher than the jackpot reliability (about 27% in the present embodiment) of the effect of reducing and displaying the reach symbol in the upper left and right regions. 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 to that, 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 attracting attention to the reach symbol (in the present embodiment, an odd symbol) 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 odd symbol is executed instead of the even symbol reach establishment effect for notifying the establishment of a reach by an even symbol, and further, the effect of displaying the background image representing the extremely small reach symbol is performed.

[0361] In this way, by continuously executing the odd symbol reach establishment effect that notifies the establishment of a reach by odd symbols and the reach symbol attention effect that draws attention to the reach symbol (in this embodiment, odd symbols), and further executing the 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 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 symbols (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, when the effect of the second effect route progresses as the SPSP reach effect, the displayed reach symbol is smaller than when the effect of the first effect route progresses as the SPSP reach effect. For this reason, the player can enjoy the game while also paying attention to the size of the reach symbol displayed during 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 the state in which a number of minimum 7 symbols as the minimum reach symbol intermittently emit light. Since the minimum reach symbol represented by the minimum odd symbol background is used for this intermittent light emission effect of the minimum reach symbol in the background, it has the characteristic of being executed only 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 the present embodiment, when a reach is established by odd symbols after a reach establishment exciting effect (see Fig. 9(A)), a reach establishment effect (see Fig. 9(B)) and a reach symbol attention effect (see Fig. 9(C)) are executed. During the effect of the second effect route thereafter, since the intermittent light emission effect described above is executed, not only when a reach is established by odd symbols, but also thereafter, it is possible to make the player pay attention to the reach symbol.

[0366] (Second possibility suggestion effect) The second possibility suggestion effect (see Figs. 9(P) and 14(G)) is an effect in which a vertically long strip-shaped image representing characters indicating the degree of possibility that a winning notification effect will be executed is displayed on both the left and right sides of the display screen 70, as described above. As illustrated in Fig. 19, in the present embodiment, the jackpot reliability is set to approximately 55%. Fig. 14(G) illustrates a state in which a second possibility suggestion effect is being performed, in which 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.

[0367] Note that this second possibility suggestion effect (see Fig. 9(P)) is an effect that can be executed in part when an effect of displaying a background image representing a minimum reach symbol (see Fig. 9(L)) is being performed, that is, when the effect of the second effect route is progressing as the SPSP reach effect. It has the feature that it is not executed when the effect of the first effect route is progressing as the SPSP reach effect (that is, when an effect 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-judgment information) of the pre-judgment 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 that targets a hold icon suggesting that the pre-read target variation is on hold can be executed. In the second possibility suggestion effect, similar to the first possibility suggestion effect, when the icon change effect is executed, there is a characteristic that the second possibility suggestion effect is more likely to be executed than when the icon change effect is not executed. Therefore, prior to the start of the pre-read target variation, by executing an icon change effect that targets 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 progresses as the SPSP reach effect, and the second possibility suggestion effect is executed in the process.

[0369] In the present embodiment, in order to produce the above characteristic that when the icon change effect is executed, the second possibility suggestion effect is more likely to be executed than when the icon change effect is not executed, the sub-CPU 91 is configured to perform the following processing. That is, as pre-judgment information related to the right of the first special symbol determination corresponding to the pre-read target variation, when pre-judgment 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 with the case where pre-judgment 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, an icon change effect that targets 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 that targets 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. Along with this, on the display screen 70, for example, three effect symbols indicating a triplet such as "222" come to a final stop. 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 come to a final stop on the display screen 70 as the three effect symbols for notifying a probability-variable jackpot.

[0372] Thus, when the three effect symbols indicating the triplet of "777" or "333", which definitely notify a probability-variable jackpot as the jackpot symbol X1 stops and is displayed, come to a final stop, as described above based on FIG. 6(B), a jackpot game including a long-open 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-open 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-open 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 a 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 triples of "111", "222", "444", "555", "666", "888", and "999" (excluding the triples of "777" and "333") will come to a stop on the display screen 70. Here, when the three effect symbols indicating the triple 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 triples 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 a 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 3-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 3-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 1-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-win 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 certain variable A (see FIG. 6(B)) stops and is displayed on the first special symbol display 41, for example, three effect symbols showing "777" may come to a complete stop on the display screen 70. In this case, during the jackpot game related to 3R certain variable A, the following effects are performed.

[0376] First, during the opening period of the jackpot game related to 3R certain variable 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 the 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 certain variable game state after the jackpot game ends, and the effect of displaying the characters "RUSH BONUS" functions as the above-mentioned certain variable confirmation notification effect.

[0377] Following the opening period of the jackpot game related to 3R certain variable A in which such an opening effect is performed, along with the first-round game of the long-opening round game in which the second big winning port 28 and the V-winning port 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 port 287 (with the characters "RIGHT HIT" written) and the large characters "AIM FOR V" are prominently displayed on the display screen 70, and a hitting promotion effect of outputting the voice "AIM FOR V" from the speaker 38 is executed. Also, the three effect symbols of "777" that came to a complete stop before the start of this jackpot game are displayed small 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 opening 287 is performed, the second-largest winning opening 28 is opened for a long time, and when 1.5 seconds have elapsed since the start of the opening of the second-largest winning opening 28, the long opening of the V winning opening 287 is started. Then, the long opening of this V winning opening 287 continues until the 10th game ball wins in the second-largest winning opening 28 or until the opening time of the V winning opening 287 reaches 10 seconds. Therefore, if the player simply makes a right shot according to the launch promotion effect, it is possible to easily make the game ball win in the V winning opening 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 opening 287 during the first-round game, a predetermined V winning notification effect for notifying that the game ball has won in the V winning opening 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 look, and a predetermined V winning notification sound is output from the speaker 38.

[0380] As described above, when a V-win notification effect that notifies that a game ball has won a V-win during the first-round game is executed, a predetermined interval period is set. During the subsequent second-round game (the long-opening 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 game, the same effect as that during the second-round game is performed. Then, when it comes to the ending period of the jackpot game following the third-round game, in order to notify that the production in the production mode named "Fierce Battle RUSH", which definitely notifies that it is in the "probability-variable game state", starts, the characters "Fierce Battle RUSH Invasion!" are largely displayed in the central area of the display screen 70, and the voice of "Fierce Battle RUSH Invasion!" is output from the speaker 38.

[0381] 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 rocking 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 rocking 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 where it can be overlooked by the seated player. Since this robot-type gimmick 15 is provided on the back side of the upper tray 33, when the player looks at the upper tray 33, the player 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 above the waist of the ally character, and the lower body 152 represents below the waist of the ally character.

[0383] ​The lower body 152 has both feet portions (the 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 has its rotating shaft provided in the front frame 31 such that the axial direction is perpendicular to the plane of Fig. 21, similar to the rotating shaft of the connecting portion 153. 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 capable of drive transmission. 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 where 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. Further, Fig. 21(C) illustrates the robotic gimmick 15 in a right-tilted posture where 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] In the gaming machine 1 of this embodiment, the lamp CPU 121 (see Fig. 5) controls the rotation of the robotic gimmick swing motor 154, thereby enabling the execution of 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)) will be referred to as "subsequent effects", and the effects performed before that will be 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, the main CPU 81 executes pre-determination processing based on the acquisition information such as the jackpot random number acquired at the time of winning. 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) In this way, when it is set to execute the pre-swing effect, the sub-CPU 91 executes a pre-swing effect of swinging the robot-type gimmick 15 when the variable display of the first special symbol and the effect symbol as the pre-variable target is being performed (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 (latter half 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 latter half battle will be carried out in the pre-read target variation and that the ally character will appear during the latter half 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-variable target is "loss" and the variation pattern of the first special symbol for which the no-reach effect is performed is selected. Therefore, in the pre-variable target, a pseudo-stop display of three effect symbols indicating a scattered state is performed on the display screen 70, and as the loss symbol is stopped and displayed as the first special symbol, a no-reach loss notification effect of actually stopping the three effect symbols indicating the scattered state is performed (see Fig. 22(C)).

[0391] Although not shown in FIG. 22, the pre-sway effect is executed using the pre-variation before the target (for example, the 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 corresponding 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 corresponding to the operation of the second effect button 36 for the second effect button operation promotion effect, the pre-sway effect is not executed.

[0392] So far, with reference to FIG. 22, the case where the pre-sway effect (see FIG. 22(B)) is executed in the pre-variation before the target has been described as an example. However, there may be a case where a non-reach losing notification effect (see FIG. 22(C)) is performed without performing the pre-sway effect. The pre-sway effect has the following characteristics. That is, when the pre-judgment result regarding the rig...

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 effects based on the result of the judgment include a winning notification effect that notifies the player that the special game will be executed, a losing notification effect that notifies the player that the special game will not be executed, and an expectation effect that gives the player hope that the winning notification effect will be executed. The performance control means includes: It is possible to execute the miss notification effect after executing the expected effect, The expected effects include a low indication effect that indicates that the possibility of the winning notification effect being executed is relatively low, and a high indication effect that indicates that the possibility of the winning notification effect being executed is relatively high, The performance control means includes: This gaming machine is characterized in that, when the high suggestion effect is executed and then the miss notification effect is executed, a special effect image can be displayed after the high suggestion effect is executed.

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