Game machine
The gaming machine addresses the monotony of conventional gaming machines by implementing an effect execution and control system that dynamically changes visibility based on character movement, enhancing player engagement and interest.
Patent Information
- Application Number
- JP2024159116
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-13
- Publication Date
- 2025-06-18
AI Technical Summary
Conventional gaming machines have monotonous display effects even when performing similar effects, as the display positions differ but the effects themselves remain unchanged.
A gaming machine with an effect execution means and an effect control means, capable of executing two distinct effects with varying visibility states based on character movement, allowing for different degrees of player expectation and engagement.
The solution enhances player interest by providing dynamic and varied display effects, differing in visibility changes and expectation levels, thus breaking the monotony of conventional gaming machines.
Smart Images

Figure 2025091348000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a gaming machine.
Background Art
[0002] Conventionally, as a gaming machine configured to perform display effects, one equipped with a main liquid crystal device and a sub-liquid crystal device is known. Patent Document 1 discloses that in the main liquid crystal device and the sub-liquid crystal device, display effects similar to each other are performed.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional gaming machines, even when performing display effects having a predetermined similarity, the display positions are merely different, and the effects are monotonous.
Means for Solving the Problems
[0005] A gaming machine according to one aspect of the present disclosure is a gaming machine capable of executing a variable game and controllable to an advantageous state favorable to a player, and includes an effect execution means capable of executing an effect, and an effect control means for controlling the effect execution means. The gaming machine is capable of executing a first effect that performs a first subsequent part after performing a first preceding part, and a second effect that performs a second subsequent part after performing a second preceding part. A character can be displayed in the first preceding part and the second preceding part. The first effect has a first state in which the visibility of the image being displayed is reduced according to the movement of the character in the first preceding part, and a second state in which the visibility is different from that of the first state after the first state. The second effect is an effect that becomes the second state in a period different from the period from the first state to the second state in the first effect according to the movement of the character in the second preceding part. The degree of expectation of being controlled to the advantageous state is different when the first effect is executed and when the second effect is executed. At least the first effect among the first effect and the second effect has a special state in which the visibility changes after the start of the first state.
Advantages of the Invention
[0006] According to the present disclosure, the interest of the player can be improved.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] (First Embodiment) Hereinafter, a first embodiment of a gaming machine according to one aspect of the present disclosure will be described. As shown in FIG. 1, the gaming machine 10 is configured as a pachinko gaming machine that uses game balls as game media. The gaming machine 10 includes a frame body W for installing the machine body in island facilities, and a game board YB having a game area YBa. The gaming machine 10 is an enclosed pachinko gaming machine that circulates game balls inside the machine. However, the gaming machine 10 may be a non-enclosed pachinko gaming machine.
[0009] The frame body W is composed of a combination of a plurality of frames. For example, the frame body W may include an outer frame W1 fixed to the island equipment, a middle frame W2 holding the game board YB, and a front frame W3 protecting the game board YB. The middle frame W2 and the front frame W3 are supported so as to be openable and closable with respect to the outer frame W1.
[0010] The gaming machine 10 includes a firing handle HD. For example, the firing handle HD is disposed on the front side of the front frame W3. The gaming machine 10 is configured to fire a game ball toward the game area YBa with an intensity corresponding to the amount of rotation operation of the firing handle HD.
[0011] The gaming machine 10 includes a decorative lamp LA. For example, the decorative lamp LA is disposed on the front side of the front frame W3. The decorative lamp LA incorporates a light-emitting body (not shown) such as an LED. The decorative lamp LA can execute a light-emitting effect. The decorative lamp LA can execute a light-emitting notification. The light-emitting effect and the light-emitting notification are realized by causing the light-emitting body to emit light, blink, and turn off. For example, the decorative lamp LA includes a first decorative lamp LA1 above the center frame CW described later and a second decorative lamp LA2 below the center frame CW. Note that the decorative lamps LA1 and LA2 may be arranged at different positions.
[0012] The gaming machine 10 includes a speaker SP. As an example, the speaker SP is disposed on the front side of the front frame W3. The speaker SP can execute a sound output effect. The speaker SP can execute a sound output notification. The sound output effect and the sound output notification are realized by outputting sounds such as the voices of people and animals, sound effects, and music. For example, the speaker SP includes a first speaker SP1 above the center frame CW described later and a second speaker SP2 below the center frame CW. Note that the speakers SP1 and SP2 may be arranged at different positions.
[0013] The gaming machine 10 is provided with an effect button BT. The effect button BT is an example of an operation means that can be operated by a player. The effect button BT is a button-type operation device configured to be able to be pressed. Not limited to this, the operation means may be a lever-type operation device configured to be able to be pushed in or pulled, or may be a gun-type or joystick-type operation device. The effect button BT may incorporate a vibration motor. The effect button BT may be capable of executing a vibration effect when the vibration motor generates vibration.
[0014] The gaming machine 10 is provided with a first special symbol display section 13a. The first special symbol display section 13a can display a first special symbol variation game in which a predetermined symbol is variably displayed and finally a first special symbol is derived. The gaming machine 10 is provided with a second special symbol display section 13b. The second special symbol display section 13b can display a second special symbol variation game in which a predetermined symbol is variably displayed and finally a second special symbol is derived. Hereinafter, the "special symbol variation game" is abbreviated as the "special game".
[0015] The first special symbol and the second special symbol each have a winning symbol and a losing symbol. For example, the second special game is executed prior to the first special game. The first special game and the second special game are not executed simultaneously. In this specification, "variable display" of a symbol means a state in which the type of the displayed symbol changes over time. "Stop display" of a symbol means a state in which the symbol is displayed so as to stop without changing. The stop display may include a temporary stop display and a confirmed stop display.
[0016] The gaming machine 10 includes a first special hold display section 13c. The first special hold display section 13c displays the first special hold count. The first special hold count is the number of times of the first special game whose execution is held because the hold condition is satisfied but the execution condition is not satisfied yet. The gaming machine 10 includes a second special hold display section 13d. The second special hold display section 13d displays the second special hold count. The second special hold count is the number of times of the second special game whose execution is held because the hold condition is satisfied but the execution condition is not satisfied yet. For example, the maximum value of each special hold count is 4 respectively.
[0017] The gaming machine 10 includes a normal symbol display section 13e. The normal symbol display section 13e can display a normal symbol variation game that variably displays predetermined symbols and finally derives a normal symbol. In the following description, the normal symbol variation game is abbreviated as "normal game". The normal symbol includes a winning symbol and a losing symbol. The gaming machine 10 includes a normal hold display section 13f. The normal hold display section 13f displays the normal hold count. The normal hold count is the number of times of the normal game whose execution is held because the hold condition is satisfied but the execution condition is not satisfied yet. For example, the maximum value of the normal hold count is 4.
[0018] The game area YBa is formed by partitioning the front side of the game board YB into a substantially circular shape by rails or the like. The gaming machine 10 includes a center frame CW with various decorations at substantially the center of the game area YBa. The center frame CW includes an opening YBb.
[0019] The gaming machine 10 is provided with an effect display device EH. For example, the effect display device EH includes a first effect display device EH1 and a second effect display device EH2. Each of the effect display devices EH1, EH2 is provided with an image display unit capable of displaying various images. Each of the effect display devices EH1, EH2 is assembled to the game board YB through the opening YBb of the center frame CW so that the player can visually recognize each image display unit. Each of the effect display devices EH1, EH2 can execute a display effect. The display effect is realized by displaying, as an image, an object imitating a pattern, a person, an animal, a vehicle, a number, a symbol, a character (character string), etc. Any of these objects (images) can also be grasped as a character. Each of the effect display devices EH1, EH2 is an example of an effect execution means (effect display means) capable of executing an effect.
[0020] The area of the display region R1 in the image display unit of the first effect display device EH1 is larger than the area of the display region R2 in the image display unit of the second effect display device EH2. As viewed from the player, the center C1 of the display region R1 in the first effect display device EH1 is located at a position biased toward the peripheral edge side of the opening YBb from the center Cb of the opening YBb as compared with the center C2 of the display region R2 in the second effect display device EH2. For example, the second effect display device EH2 is arranged such that the center C2 of its display region R2 is located below the center C1 of the display region R1 of the first effect display device EH1. Not limited to this, the second effect display device EH2 may be arranged such that the center C2 of its display region R2 is located above, to the left, or to the right of the center C1 of the display region R1 of the first effect display device EH1. The second effect display device EH2 is not limited to being arranged on the game board YB and may be provided on the frame body W. The first effect display device EH1 is a so-called main screen, and the second effect display device EH2 is a so-called sub-screen.
[0021] The performance includes a performance symbol variation game. Hereinafter, the performance symbol variation game is abbreviated as the "performance game". For example, the performance game is displayed on the first performance display device EH1. The performance game is realized by variably displaying a plurality of columns of performance symbols and finally stopping and displaying the combination of performance symbols. Hereinafter, the combination of performance symbols is simply referred to as the "symbol combination". The performance symbols are symbols with character decorations such as people, animals, numbers, and patterns. For example, the performance game is performed by variably displaying the symbol columns in the first column, the second column, and the third column so as to scroll in a predetermined direction respectively.
[0022] The performance game starts together with the special game and ends together with the special game. The symbol combination stopped and displayed in the performance game corresponds to the special symbol stopped and displayed in the special game. As an example, when a winning symbol is stopped and displayed in the special game, in the performance game, the symbol combination of a big win is stopped and displayed. When a losing symbol is stopped and displayed in the special game, in the performance game, the symbol combination of a loss is stopped and displayed. The first special game, the second special game, and the performance game are examples of variation games.
[0023] The performance game may include a reach performance. Reach means that the same performance symbol is temporarily stopped and displayed in a specific symbol column (for example, the first column and the third column) among a plurality of symbol columns, and the performance symbols in a symbol column different from the specific symbol column (for example, the second column) continue to be variably displayed. As an example, the reach performance may have a plurality of types of contents such as characters, operations of performance symbols, and performance times that are different. For example, the reach performance includes a normal reach performance (hereinafter referred to as the N-reach performance) and a super reach performance (hereinafter referred to as the SP-reach performance). For example, the SP-reach performance may be executed via the N-reach performance and in a manner of developing the N-reach performance. The SP-reach performance has a higher expectation of winning a big win (hereinafter referred to as the big win expectation degree) compared with the N-reach performance.
[0024] On the game board YB, a first starting port 15 is formed so as to open into the game area YBa. The first starting port 15 is located below the center frame CW in the game area YBa. Game balls can always enter the first starting port 15. The gaming machine 10 is provided with a first special starting sensor SE1 (see Fig. 2). The first special starting sensor SE1 detects game balls that enter the first starting port 15. The holding conditions for the first special game and the conditions for awarding prize balls can be established when the first special starting sensor SE1 detects a game ball.
[0025] On the game board YB, a second starting port 16 is formed so as to open into the game area YBa. The second starting port 16 is located below the center frame CW in the game area YBa. The gaming machine 10 is provided with a second special starting sensor SE2 (see Fig. 2). The second special starting sensor SE2 detects game balls that enter the second starting port 16. The holding conditions for the second special game and the conditions for awarding prize balls can be established when the second special starting sensor SE2 detects a game ball.
[0026] The game board YB is provided with a normal variable member 17. The normal variable member 17 is configured to be operable between an open state (permissible state) and a closed state (restricted state). The open state is a state where game balls can enter or are likely to enter the second starting port 16. The closed state is a state where game balls cannot enter or are difficult to enter the second starting port 16. The gaming machine 10 is provided with a normal solenoid SL1 that operates the normal variable member 17 (see Fig. 2). The normal variable member 17 is operated to the open state during normal winning games.
[0027] On the game board YB, a large winning port 18 is formed so as to open into the game area YBa. The large winning port 18 is located in the lower right of the center frame CW in the game area YBa. The gaming machine 10 is provided with a special winning sensor SE3 (see Fig. 2). The special winning sensor SE3 detects game balls that enter the large winning port 18. The conditions for awarding prize balls can be established when the special winning sensor SE3 detects a game ball.
[0028] The game board YB is provided with a special variable member 19. The special variable member 19 is configured to be operable between an open state (permissible state) and a closed state (regulated state). The open state is a state in which a game ball can be made to enter the big winning opening 18 or is in a state where it is easy for the game ball to enter. The closed state is a state in which a game ball cannot be made to enter the big winning opening 18 or is in a state where it is difficult for the game ball to enter. The gaming machine 10 is provided with a special solenoid SL2 for operating the special variable member 19 (see FIG. 2). During a winning game, the special variable member 19 is operated to the open state.
[0029] The game board YB is provided with a gate 25. An entrance opening through which a game ball can pass (enter) is formed in the gate 25. The gate 25 is provided with a normal start sensor SE4 (see FIG. 2). The normal start sensor SE4 detects a game ball that passes through or enters the gate 25. The hold condition for a normal game can be established when the normal start sensor SE4 detects a game ball.
[0030] A general winning opening (not shown) is formed in the game board YB so as to open into the game area YBa. The general winning opening is to the right of the center frame CW. The gaming machine 10 is provided with a general winning sensor (not shown). The general winning sensor detects a game ball that has entered the general winning opening. The condition for awarding prize balls can be established when the general winning sensor detects a game ball. There may be a plurality of general winning openings.
[0031] The first start opening 15, the second start opening 16, the big winning opening 18, and the general winning opening are so-called "winning openings". Different winning openings may be formed in the game board YB from these winning openings. An out opening 20 is formed in the game board YB so as to open into the game area YBa. As an example, the out opening 20 opens at the lower end of the game area YBa. Game balls that have not won in any of the winning openings are discharged from the game area YBa through the out opening 20.
[0032] The gaming state of the gaming machine 10 will be described. The gaming machine 10 is equipped with a probability variation function that variably changes the probability of winning a big hit (hereinafter referred to as the big hit probability) to a high probability in a special lottery described later, a ball entry assistance function that assists the entry of game balls into the second start port 16, and a time shortening function that shortens the variation time of a special game. The gaming state of the gaming machine 10 can be configured by combining the operating states (operating and non-operating) of these functions.
[0033] The probability variation function (hereinafter referred to as the probability change function) will be described. The gaming machine 10 has a plurality of probability states as states with different big hit probabilities. The plurality of probability states include a low probability state and a high probability state in which the big hit probability is higher than that of the low probability state. When the probability change function operates, the probability state shifts from the low probability state to the high probability state, increasing the possibility of winning a big hit. The high probability state is an advantageous state for the player. The high probability state is a so-called "probability variation state (probability change state)".
[0034] The ball entry assistance function will be described. The ball entry assistance function is a function that supports winning at the second start port 16, which is also called an ordinary electric accessory, and is a so-called "electric support function". The gaming machine 10 has a plurality of ball entry rate states as states with different ball entry rates into the second start port 16. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than that of the low ball entry rate state. When the ball entry assistance function operates, the ball entry rate state shifts from the low ball entry rate state to the high ball entry rate state, making it easier to satisfy the start condition of the second special game. The high ball entry rate state is an advantageous state for the player.
[0035] For example, the high hit rate state can be realized by executing any one of the three auxiliary controls described below, or by combining and executing a plurality of controls. The first auxiliary control is a control that makes the variation time of the normal game shorter than that in the low hit rate state. The second auxiliary control is a control that varies the normal winning probability in the normal lottery to a higher probability than that in the low hit rate state. Note that the normal winning probability in the low hit rate state may be 0 or may exceed 0. The low hit rate state may be a state where the normal lottery is not performed, and the high hit rate state may be a state where the normal lottery is performed.
[0036] The third auxiliary control is a control that makes the total opening time of the normal variable member 17 in one normal winning game longer than that in the low hit rate state. The third auxiliary control may include at least one of a control that increases the number of opening times of the normal variable member 17 in one normal winning game compared to the low hit rate state, and a control that makes the opening time of the normal variable member 17 in one normal winning game longer than that in the low hit rate state.
[0037] The variation time shortening function (hereinafter referred to as the time shortening function) will be described. The gaming machine 10 has a plurality of variation time states as states where the variation time (average variation time) of the special game is different. The plurality of variation time states include a long variation time state and a short variation time state in which at least the average variation time of the second special game is shorter than that of the long variation time state. When the time shortening function is activated, the variation time state shifts from the long variation time state to the short variation time state, and the number of special games that can be substantially executed per unit time increases. That is, the digestion efficiency of the hold of the special game is improved. As an example, the time shortening function operates in association with the ball entry assistance function. That is, the time shortening function operates together with the ball entry assistance function and becomes inoperative together with the ball entry assistance function.
[0038] As an example, the gaming states include a normal state, a first advantageous state, and a second advantageous state. The normal state is a gaming state in which the probability variation function, the ball entry assist function, and the time shortening function are all inoperative. The first advantageous state is a gaming state in which the probability variation function, the ball entry assist function, and the time shortening function are all operative. The second advantageous state is a gaming state in which the probability variation function is inoperative while the ball entry assist function and the time shortening function are operative. The gaming machine 10 is not limited to having three gaming states, and a part or all of them may be different gaming states in which the functions to be operated among the probability variation function, the ball entry assist function, and the time shortening function are changed. The number of gaming states may be one or two, or four or more.
[0039] An example of a jackpot, which is a winning case, will be described. The gaming machine 10 includes a plurality of types of jackpot symbols as winning symbols for the special symbols. The type of jackpot is determined for each jackpot symbol. The type of jackpot game is determined for each jackpot symbol (type of jackpot). The gaming machine 10 is provided with a jackpot game after the jackpot symbol stops being displayed in the special game. The gaming machine 10 is provided with a winning game after the symbol combination of the jackpot stops being displayed in the production game. The jackpot game is an example of an advantageous state that is advantageous to the player.
[0040] In the jackpot game, an opening production for notifying the start of the jackpot game is performed over the opening time. In the jackpot game, after the elapse of the opening time, a round game in which the big winning opening 18 is opened a plurality of times is performed. The round game is performed with an upper limit on the number of times. One round game ends when one of the first end condition that the upper limit number (for example, 9) of game balls enter the big winning opening 18 and the second end condition that the upper limit time elapses is satisfied. In the round game, the big winning opening 18 is opened in a predetermined opening mode. In the round game, a round production is performed. In the jackpot game, when the final round game ends, an ending production for notifying the end of the jackpot game is performed over a predetermined ending time. The jackpot game ends as the ending time elapses.
[0041] Describe a specific example of a big win. Out of the 100 big win symbols that can be stopped and displayed after the first special game, 65 big win symbols can be classified as symbol ZA and 35 big win symbols can be classified as symbol ZB. Out of the 100 big win symbols that can be stopped and displayed in the second special game, 65 big win symbols can be classified as symbol Za and 35 big win symbols can be classified as symbol Zb. The big wins based on symbols ZA, ZB, Za, and Zb are denoted as big wins ZA, ZB, Za, and Zb respectively. The big win games based on symbols ZA, ZB, Za, and Zb are denoted as big win games ZA, ZB, Za, and Zb respectively.
[0042] For big win games ZA and Za, 10 times is set as the upper limit of the number of rounds of the round game. For big win games ZB and Zb, 4 times is set as the upper limit of the number of rounds of the round game. For each of the big win games ZA, ZB, Za, and Zb, 25s is specified as the upper limit time of the round game. For each of the multiple rounds of the round game, an interval time between rounds (for example, 2s) is set after the end of the round game. When the interval time between rounds elapses, the next round game or the ending time starts. Big win games ZA, ZB, Za, and Zb are set with the same opening time (for example, 8s) and the same ending time (for example, 10s).
[0043] For symbols ZA and Za, the first favorable state is defined as the game state after the big win game. After the end of the big win games ZA and Za, the first favorable state is given until the next big win game is granted. For symbols ZB and Zb, the second favorable state is defined as the game state after the big win game. The second favorable state is given until the end of a predetermined upper limit number of times (for example, 100 times) of the special game after the end of the big win games ZB and Zb, or until a big win game is granted before the end of the upper limit number of times of the special game.
[0044] The big win ZA, Za is advantageous in terms of the number of prize balls that can be obtained during the big win game compared to the big win ZB, Zb. The big win ZA, Za is advantageous in terms of the probability of being given a high-probability state (probability-variable state) after the big win game compared to the big win ZB, Zb. In the following description, the big win ZA, Za may be referred to as the "advantageous win", and the big win ZB, Zb may be referred to as the "normal win".
[0045] The big win probability is 345 / 65536 in the low-probability state and 734 / 65536 in the high-probability state. The normal win probability is 1 / 65536 in the low ball-entrance rate state and 65534 / 65535 in the high ball-entrance rate state. The total opening time of the normal variable member 17 in one normal win game is 396 ms in the low ball-entrance rate state and 5680 ms in the high ball-entrance rate state. The number of prize balls is 4 when detected by the first special start sensor SE1, 1 when detected by the second special start sensor SE2, 15 when detected by the special winning sensor SE3, and 5 when detected by the general winning sensor.
[0046] The electrical configuration of the gaming machine 10 will be described. As shown in FIG. 2, the gaming machine 10 includes a main control board 40 on the back side (rear) of the game board YB. The main control board 40 performs various processes and outputs a control signal (control command) according to the result of the process. The gaming machine 10 includes a sub-control board 50 on the back side (rear) of the game board YB. The sub-control board 50 and the main control board 40 are connected. The control boards 40, 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes various processes based on the control signal input from the main control board 40.
[0047] The main control board 40 will be described. The main control board 40 includes a CPU 41, a ROM 42, and an RWM 43. The CPU 41 performs various processes by executing the main control program. The main control board 40 is configured to be able to generate random numbers. The random numbers may be hardware random numbers generated by a random number circuit 44, or may be software random numbers generated by the CPU 41. As an example, the CPU 41, the ROM 42, the RWM 43, and the random number circuit 44 may constitute a one-chip processor 40A.
[0048] The ROM 42 stores the main control program, a table used for a predetermined lottery, determination values, etc. The ROM 42 stores a plurality of types of variation patterns. The RWM 43 stores various information that can be rewritten during the operation of the gaming machine 10. The information stored in the RWM 43 is a flag, a counter, a timer, etc.
[0049] The variation pattern is information that can specify the variation time from when the special game starts until the special game ends. The variation pattern is information that can specify the production content (production mode) of the production game performed during the period from when the special game starts until the special game ends. Not limited to this, as long as the variation pattern is information that can specify the variation time, it does not have to be information that can specify the production content of the production game.
[0050] As shown in FIG. 3, the variation patterns include a jackpot variation pattern that can be selected when a jackpot is won, and a losing variation pattern that can be selected when a jackpot is not won (a miss). For the jackpot variation pattern, as the production content of the production game, it is determined that after a reach production, finally a jackpot symbol combination is stopped and displayed. For the losing variation pattern with a reach, as the production content of the production game, it is determined that after a reach production, finally a losing symbol combination is stopped and displayed. For the losing variation pattern without a reach, as the production content of the production game, it is determined that without going through a reach production, finally a losing symbol combination is stopped and displayed.
[0051] As shown in FIG. 2, the CPU 41 is connected to the sensors SE1 to SE4. The CPU 41 is configured to be able to input detection signals output when the sensors SE1 to SE4 detect a game ball. The CPU 41 is connected to the solenoids SL1 and SL2. The CPU 41 is configured to be able to control the operations of the solenoids SL1 and SL2. That is, the CPU 41 is configured to be able to control the opening and closing operations of the variable members 17 and 19. The CPU 41 is connected to each of the display units 13a to 13f. The CPU 41 is configured to be able to control the display contents of each of the display units 13a to 13f.
[0052] The sub-control board 50 will be described. The sub-control board 50 includes a CPU 51, a ROM 52, and an RWM 53. The CPU 51 performs various processes by executing a sub-control program. The sub-control board 50 is configured to be able to generate random numbers. The random numbers may be hardware random numbers generated by a random number circuit, or may be software random numbers generated by the CPU 51.
[0053] The ROM 52 stores a sub-control program, a table used for lottery, determination values, and the like. The ROM 52 stores display effect data related to the display effect by the effect display device EH. The ROM 52 stores light emission effect data related to the light emission effect by the decorative lamp LA. The ROM 52 stores sound output effect data related to the sound output effect by the speaker SP. The RWM 53 stores various information that can be rewritten as appropriate during the operation of the gaming machine 10. For example, the information stored in the RWM 53 is a flag, a counter, a timer, and the like.
[0054] The CPU 51 is connected to each of the effect display devices EH1 and EH2. The CPU 51 is configured to be able to control the display modes of the respective effect display devices EH1 and EH2. The CPU 51 constitutes an example of effect control means for controlling the effect display devices (effect execution means). The CPU 51 is connected to the decorative lamp LA. The CPU 51 is configured to be able to control the light emission mode of the decorative lamp LA. The CPU 51 is connected to the speakers SP1 and SP2. The CPU 51 is configured to be able to control the output modes of the speakers SP1 and SP2. The CPU 51 is connected to the effect button BT. The CPU 51 is configured to be able to input an operation signal output when the effect button BT is operated.
[0055] Various processes executed by the CPU 41 of the main control board 40 will be described. The special symbol input process will be described. The special symbol input process is one of the timer interrupt processes. In the special symbol input process, the CPU 41 determines whether or not a game ball has entered the first start port 15 based on whether or not a detection signal has been input from the first special start sensor SE1. When a game ball has entered the first start port 15, the CPU 41 determines whether or not the first special reservation number is less than the maximum value. The first special reservation number and the second special reservation number are stored in the RWM 43. When the first special reservation number is less than the maximum value, the CPU 41 adds 1 to the first special reservation number and updates it. The CPU 41 controls the first special reservation display unit 13c to display the updated first special reservation number.
[0056] Next, the CPU 41 acquires the random numbers generated within the main control board 40 and stores the random number information based on the acquired random numbers in the RWM 43. As an example, the random numbers are random numbers used for special prize draws, random numbers used for determining big win symbols, and random numbers used for determining variation patterns, etc. The CPU 41 stores the random number information so that it can be specified that it is random number information for the first special game and the storage order of the random number information. By storing the random number information in the RWM 43, the gaming machine 10 can hold off on the execution of the special game until the execution conditions for the special game are satisfied. Note that the random number information may be the acquired random numbers themselves or information obtained by processing the random numbers by a predetermined method.
[0057] Based on the various random numbers for the first special game that have been acquired, the CPU 41 executes a pre-reading process. In the pre-reading process, the CPU 41 pre-determines the variation content of the first special game. For example, the CPU 41 determines whether the value of the acquired winning random number is a value that wins in the big win lottery (big win determination). In the pre-reading process, the CPU 41 may also determine which winning symbol the value of the winning symbol random number wins for. In the pre-reading process, the CPU 41 may also determine which variation pattern the value of the variation pattern random number wins for. The CPU 41 transmits control information (hereinafter referred to as the first pre-reading command) that can specify the variation content of the first special game that has been pre-read to the sub-control board 50.
[0058] When the game ball has not entered the first start port 15, when the number of first special holds is not less than the maximum value, and when the random number information for the first special game has been stored in the RWM 43, the CPU 41 determines whether the game ball has entered the second start port 16 based on whether a detection signal has been input from the second special start sensor SE2. When the game ball has not entered the second start port 16, the CPU 41 ends the special symbol input process.
[0059] When a game ball enters the second start port 16, the CPU 41 determines whether the second special hold count is less than the maximum value. If the second special hold count is not less than the maximum value, the CPU 41 ends the special symbol input process. If the second special hold count is less than the maximum value, the CPU 41 increments the second special hold count by 1 and updates it. The CPU 41 controls the second special hold display unit 13d to display the updated second special hold count.
[0060] Next, the CPU 41 acquires a random number generated within the main control board 40 and stores random number information based on the acquired random number in the RWM 43. The CPU 41 stores the random number information so that it is the random number information for the second special game and the storage order of the random number information can be specified. By storing the random number information in the RWM 43, the gaming machine 10 can hold the execution of the second special game until the execution conditions of the second special game are satisfied.
[0061] The CPU 41 executes a look-ahead process based on the various random numbers for the second special game that have been acquired. In the look-ahead process, the CPU 41 pre-determines the variation content of the second special game. For example, the CPU 41 specifies whether the value of the acquired winning random number is a value that wins in a jackpot lottery (jackpot determination) described later. In the look-ahead process, the CPU 41 may specify which winning symbol the value of the winning symbol random number wins for. In the look-ahead process, the CPU 41 may specify which variation pattern the value of the variation pattern random number wins for. The CPU 41 transmits control information (hereinafter referred to as the second look-ahead command) that can specify the variation content of the second special game that has been looked ahead to the sub-control board 50.
[0062] When the random number information for the second special game is stored in the RWM 43, when no game ball has entered the second start port 16, and when the second hold count is not less than the upper limit number, the CPU 41 ends the special symbol input process.
[0063] The special symbol start process will be described. The special symbol start process is one of the timer interrupt processes. In the special symbol start process, the CPU 41 determines whether a special game is being executed or a winning game is being executed. If a special game is being executed or a winning game is being executed, the CPU 41 ends the special symbol start process. The CPU 41 also determines that a special game is being executed even when it is the variable interval time.
[0064] On the other hand, when a special game is not being executed and a winning game is not being executed, the CPU 41 determines whether the second special reservation number is 1 or more. When the second special reservation number is 1 or more, since the execution condition of the second special game is satisfied, the CPU 41 performs a second game process for starting the second special game. On the other hand, when the second special reservation number is not 1 or more, the CPU 41 determines whether the first special reservation number is 1 or more. When the first special reservation number is 1 or more, since the execution condition of the first special game is satisfied, the CPU 41 performs a first game process for starting the first special game. That is, the CPU 41 preferentially executes the second special game over the first special game. When each game process ends, the CPU 41 ends the special symbol start process.
[0065] The first game process will be described. When starting the first special game, the CPU 41 updates by subtracting 1 from the first special reservation number. The CPU 41 controls the first special reservation display unit 13c so as to display the updated first special reservation number. Next, the CPU 41 reads out the earliest stored random number information among the random number information for the first special game from the RWM 43. Note that when the CPU 41 reads out the earliest stored random number information, the CPU 41 deletes the random number information from the RWM 43.
[0066] The CPU 41 performs a jackpot determination on whether to win the jackpot based on the read random number information and the jackpot determination value stored in the ROM 42. As an example, the jackpot determination is made based on whether the value of the random number specified from the random number information matches the jackpot determination value corresponding to the current probability state. However, this is not the only way. The jackpot determination may also be made based on whether the value obtained by adding the value of the random number specified from the random number information and the jackpot determination value exceeds a predetermined value. The jackpot determination is a so-called jackpot lottery.
[0067] When winning the jackpot, the CPU 41 executes the first jackpot symbol process and determines the jackpot symbol to be stopped and displayed in the first special game. As an example, the CPU 41 may determine the jackpot symbol to be stopped and displayed in the first special game by lottery using the read random number information. Next, the CPU 41 executes the first jackpot variation process and determines the variation pattern of the first special game. As an example, the CPU 41 may determine the variation pattern of the first special game by lottery using the read random number information. After that, the CPU 41 ends the first game process.
[0068] On the other hand, in the case of a loss where the jackpot is not won, the CPU 41 executes the first losing symbol process and determines the losing symbol to be stopped and displayed in the first special game. As an example, the CPU 41 may determine the losing symbol to be stopped and displayed in the first special game by lottery using the read random number information. Next, the CPU 41 executes the first losing variation process and determines the variation pattern of the first special game. As an example, the CPU 41 may determine the variation pattern of the first special game by lottery using the read random number information. After that, the CPU 41 ends the first game process.
[0069] The second game process will be described. The second game process is the same as the first game process described above. In the second game process, the CPU 41 performs subtraction of the second special hold number and jackpot determination (special jackpot lottery). When winning the jackpot, the CPU 41 executes the second winning symbol process and determines the jackpot symbols to be stopped and displayed in the second special game. The CPU 41 executes the second winning variation process and determines the variation pattern of the second special game. Then, the CPU 41 ends the second game process. On the other hand, in the case of a loss where the jackpot is not won, the CPU 41 executes the second losing symbol process and determines the losing symbols to be stopped and displayed in the second special game. The CPU 41 executes the second losing variation process and determines the variation pattern of the second special game. Then, the CPU 41 ends the second game process.
[0070] When the special symbol start process ends, the CPU 41 causes a special game to be executed by a process different from the special symbol start process. The CPU 41 can identify the variation pattern determined in the special symbol start process and sets a control command (hereinafter referred to as a start command) for instructing the start of the effect game in the output buffer. Note that various commands set in the output buffer may be output to the sub-control board 50 in the next and subsequent control cycles. The CPU 41 sets a control command (hereinafter referred to as a symbol command) that can identify the jackpot symbol or losing symbol determined in the special symbol start process in the output buffer.
[0071] The CPU 41 controls the special symbol display units 13a and 13b to start the special game. The CPU 41 measures the variation time defined in the determined variation pattern. When the variation time defined in the variation pattern has elapsed, the CPU 41 controls the special symbol display units 13a and 13b to stop and display the special symbols determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the CPU 41 instructs the stop of the variation of the effect symbols and sets information (hereinafter referred to as an end command) for stopping and displaying the symbol combination by the effect symbols in the output buffer.
[0072] The jackpot process will be described. In the jackpot process, the CPU 41 performs various processes so as to provide a jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start process. That is, the CPU 41 provides a jackpot game by executing the jackpot process.
[0073] When the special game of the jackpot ends, the CPU 41 first sets information (hereinafter referred to as the opening command) that can identify the start of the opening time in the output buffer. When the opening time has elapsed, the CPU 41 performs a process for executing a round game. As an example, the CPU 41 controls the special solenoid SL2 so that the large winning port 18 is opened based on the opening pattern corresponding to the jackpot symbol (type of jackpot), and starts the round game. After starting the round game, when the first end condition or the second end condition is satisfied, the CPU 41 controls the special solenoid SL2 so that the large winning port 18 is closed, and ends the round game. The CPU 41 repeatedly performs the process for executing such a round game until the specified number of round games ends. Each time the CPU 41 starts a round game, it sets information (hereinafter referred to as the round command) that can identify the start of the round game in the output buffer. When the last round game ends, the CPU 41 sets information (hereinafter referred to as the ending command) that can identify the start of the ending time in the output buffer. When the ending time has elapsed, the CPU 41 ends the jackpot game.
[0074] The game state process will be described. When the CPU 41 provides a jackpot game based on the symbols ZA and Za, when ending the jackpot game, it sets information that can identify that it controls to the high probability state in the probability flag. When the CPU 41 provides a jackpot game based on the symbols ZA and Za, when ending the jackpot game, it sets information that can identify that it controls to the high ball entry rate state in the operation flag. The probability flag and the operation flag are stored in the RWM 43. In this case, the CPU 41 controls the game state so that it becomes the high probability state and the high ball entry rate state until the next jackpot game starts.
[0075] When the CPU 41 awards a jackpot game based on the symbols ZB and Zb, when ending the jackpot game, it sets information that can identify the control to the low probability state in the probability flag. When the CPU 41 awards a jackpot game based on the symbols ZB and Zb, when ending the jackpot game, it sets information that can identify the control to the high ball entry rate state in the operation flag. In this case, since the CPU 41 awards the high ball entry rate state with a defined upper limit number of times, it causes the RWM 43 to store the number of times corresponding to the upper limit number of times (for example, 100 times) as the remaining number of special games with the high ball entry rate state. The CPU 41 subtracts 1 from the remaining number each time the special game is executed. When the remaining number becomes 0, the CPU 41 sets information that can identify the control to the low ball entry rate state in the operation flag with the end of the special game where the remaining number has become 0. That is, the CPU 41 ends the high ball entry rate state and shifts to the low ball entry rate state with the end of the special game with the upper limit number of times. Note that when starting the jackpot game, the CPU 41 sets information that can identify the control to the low probability state in the probability flag. When starting the jackpot game, the CPU 41 sets information that can identify the control to the low ball entry rate state in the operation flag.
[0076] Various processes executed by the CPU 51 of the sub-control board 50 will be described. The jackpot effect process will be described. When the CPU 51 inputs an opening command, it controls the effect display device EH to execute an opening effect. When the CPU 51 inputs a round command, it controls the effect display device EH to execute a round effect. When the CPU 51 inputs an ending command, it controls the effect display device EH to execute an ending effect. In this way, during the jackpot game, the CPU 51 can execute the opening effect, the round effect, and the ending effect as jackpot effects. Note that in addition to or instead of the effect display device EH, the CPU 51 may control one or both of the decorative lamp LA and the speaker SP to execute various jackpot effects.
[0077] The rendering game process performed by the CPU 51 will be described. Based on the start command and the symbol command, the CPU 51 determines the symbol combination to be stopped and displayed in the rendering game. As an example, when the special symbol that can be specified from the symbol command is the jackpot symbol, the CPU 51 determines the symbol combination of the jackpot by the rendering symbol. When the special symbol that can be specified from the symbol command is a losing symbol, the CPU 51 determines the symbol combination of the loss by the rendering symbol. When the execution condition of the reach effect is satisfied, the CPU 51 determines the symbol combination of the loss including the reach. As an example, the execution condition of the reach effect is that the jackpot variation pattern or the losing variation pattern with a reach is determined. Note that the execution condition of the reach effect may be that the CPU 51 performs a predetermined reach lottery and wins the reach lottery.
[0078] Triggered by the input of the start command, the CPU 51 controls the first rendering display device EH1 so that the rendering symbols are variably displayed in each symbol column. That is, the CPU 51 starts the rendering game. During the execution of the rendering game, the CPU 51 performs a display effect according to the rendering content that can be specified from the variation pattern. For example, when the execution condition of the reach effect is satisfied, the CPU 51 controls the first rendering display device EH1 to execute the reach effect defined in the variation pattern.
[0079] The CPU 51 is configured to enable control to execute the normal preview effect. Here, the normal preview effect is executed for the ongoing variation game and is an effect that suggests or notifies the jackpot expectation level of the ongoing variation game. For example, the CPU 51 determines whether to execute the normal preview effect according to the variation pattern and the special symbol. When the CPU 51 determines that the normal preview effect can be executed, it determines the content of the effect and may control the rendering display device EH to execute the normal preview effect. When the CPU 51 determines that the normal preview effect cannot be executed, it does not execute the normal preview effect. Note that the normal preview effect may be executed on one or both of the rendering display devices EH1 and EH2.
[0080] Then, after starting the performance game, when a predetermined timing arrives, the CPU 51 temporarily pauses the display of the determined symbol combination, and when an end command is input, it makes the display stop definitely. Not limited to this, the CPU 51 may measure the variable time that can be specified from the variable pattern, and when the variable time elapses, make the symbol combination stop and be displayed definitely. In this case, the end command may be omitted.
[0081] The CPU 51 is configured to enable control to execute the preview performance. Here, the preview performance is a performance that targets the pending variable game corresponding to the preview command and suggests or notifies the jackpot expectancy of the pending variable game. The CPU 51 determines whether or not to execute the preview performance based on the preview command. When the CPU 51 determines that the preview performance can be executed, it determines the content of the performance and may control the performance display device EH to execute the preview performance. When the CPU 51 determines that the preview performance cannot be executed, it does not execute the preview performance. Note that the preview performance may be executed on one or both of the performance display devices EH1 and EH2.
[0082] Next, other performances that the gaming machine 10 can execute will be described. The gaming machine 10 is configured to be capable of executing a pseudo - continuous performance, which is a kind of normal preview performance. The pseudo - continuous performance is carried out by providing an on - stage break so as to divide the variation time in one variation game or the performance content into a plurality of parts. For example, the on - stage break is to temporarily stop and display one row or a plurality of rows of performance symbols and then re - vary the performance symbols. Not limited to this, the on - stage break may be to execute any one or a plurality of a predetermined display performance, a predetermined sound output performance, and a predetermined light emission performance. For example, the predetermined display performance may simply be to display a predetermined character (for example, NEXT) on the performance display device EH. That is, the pseudo - continuous performance may be in any form as long as the player can recognize the on - stage break regardless of whether it is accompanied by the re - variation of the performance symbols. Hereinafter, the on - stage break constituting the pseudo - continuous performance is referred to as "re - variation" for the convenience of explanation, and the section divided by the re - variation is referred to as "unit variation". That is, the pseudo - continuous performance is configured to include a plurality of unit variations. Also, in a performance game including a pseudo - continuous performance, the final unit variation may be referred to as the main variation in some cases.
[0083] The presence or absence of the pseudo - continuous performance and the main variation content in the performance game may be determined by the variation pattern (see FIG. 3). The performance game is configured such that when accompanied by a pseudo - continuous performance (the number of re - variations>0), the big win expectancy is higher than when not accompanied by a pseudo - continuous performance (the number of re - variations = 0). The pseudo - continuous performance is configured such that the big win expectancy increases as the number of re - variations increases to 1, 2, and 3 times.
[0084] The gaming machine 10 is configured to be capable of executing a reserved change effect, which is a type of preview effect. The reserved change effect is an effect that changes the display mode of the reserved icon I displayed on the first effect display device EH1 in response to a variable game during reservation from a normal display mode (e.g., a white ball) to a specific display mode (e.g., a red ball or another character). For example, the reserved change effect is configured such that the jackpot expectancy of the specific display mode is higher than that of the normal display mode. The reserved change effect is an effect that suggests or notifies in advance the jackpot expectancy and the like of the variable game corresponding to the reserved icon I by changing the display mode of the reserved icon I.
[0085] For example, on the first effect display device EH1, a reserved icon display area is defined for displaying the reserved icon I so as to indicate a variable game during reservation. In the reserved icon display area, up to four reserved icons I can be displayed corresponding to the upper limit of the first special reservation number. For example, on the first effect display device EH1, a variable icon display area is defined for displaying the variable icon H so as to indicate a variable game being executed. One variable icon H can be displayed in the variable icon display area.
[0086] The gaming machine 10 is configured to be capable of executing a zone effect, which is a type of preview effect. For example, the zone effect is an effect that causes at least a part of the execution mode of the effect game to shift to a special zone that is different from the normal zone. For example, it is preferable that the background image, the design of the effect symbol, and the variation mode of the effect symbol are different between the normal zone and the special zone. The zone effect is configured such that the jackpot expectancy of the special zone is higher than that of the normal zone. For example, these preview effects are configured such that when the zone effect is executed, the jackpot expectancy of the variable game targeted by the preview effect is higher than when the reserved change effect is executed.
[0087] The gaming machine 10 is configured to be capable of executing a destruction effect as one type of a specific effect that is a type of a normal preview effect or a predictive preview effect. Here, the specific effect is an effect that performs a latter part after performing at least a former part. The specific effect has a first state and a second state. In the destruction effect, a swordsman is displayed, and the swordsman takes an action, and the image that was being displayed is displayed in a manner that makes it look as if the image has cracked so as to reduce the visibility of the image. For example, by superimposing an image imitating a crack on a part of the image being displayed, the image is displayed in a manner that makes it look as if it has cracked. The location where the image imitating a crack is superimposed has lower visibility compared to other locations. Therefore, the image (the lower image) on which the image imitating a crack is superimposed at least partially has reduced visibility. Thereafter, in the destruction effect, the swordsman takes an action again, and the image that was being displayed in a manner that makes it look as if it has cracked gradually becomes invisible in a manner that makes it look as if the cracked image has been destroyed, thereby displaying a predetermined effect result.
[0088] The predetermined effect result is a result object displayed on any of the effect display devices EH1, EH2, and the result object suggests or previews an effect or the like to be executed thereafter. For example, the result object is a character, but is not limited thereto, and may be a person, an animal, or an icon. The display of the swordsman is an example of the former part, and the display of the predetermined effect result is an example of the latter part. The state in which the image that was being displayed is displayed in a manner that makes it look as if it has cracked is an example of the first state. The state in which the image that was being displayed gradually becomes invisible in a manner that makes it look as if it has been destroyed is an example of the second state. The result object is an example of a preview image (preview object).
[0089] The gaming machine 10 is configured to be able to execute a noise effect as one type of specific effect. In the noise effect, a wizard is displayed, and the wizard takes an action, and the image that was being displayed is displayed in a manner that makes the image appear distorted so as to reduce the visibility of the image. For example, an image that resembles a noise pixel is superimposed on a part of the image being displayed, thereby displaying the image in a manner that makes the image appear distorted. The visibility of the part where the image that resembles a noise pixel is superimposed is reduced compared to other parts. Therefore, the visibility of the image (lower image) where at least a part of the image that resembles a noise pixel is superimposed is reduced. After that, in the noise effect, the wizard takes an action again, and the image that was being displayed in a manner that makes the screen appear blacked out becomes invisible, and then the result of the specific effect is displayed.
[0090] The specific performance result is a result object displayed on one of the performance display devices EH1, EH2, and the result object suggests or predicts the performance or the like to be executed thereafter. For example, the result object is a character, but is not limited to this and may be a person, an animal, or an icon. The display of a wizard is an example of the first part, and the display of the specific performance result is an example of the second part. An example of a first state is a state in which the image that was being displayed is displayed in a manner that makes it appear distorted. An example of a second state is a state in which the image that was being displayed is hidden in a manner that makes it appear as if the screen has gone black. The result object is an example of a prediction image (prediction object).
[0091] As shown in FIG. 4, the effects (hereafter referred to as the "pre-notification target") that are predicted by each specific effect include the hold change effect, the zone effect, the pseudo-continuous effect, the reach effect, the SP reach effect, and the big win notification effect, as shown in the "pre-notification target" column in the figure. Here, the big win notification effect is an effect that can only be executed when the big win lottery has been won, so in effect, each specific effect will definitely notify the big win. Thus, each specific effect has a first system that predicts the normal pre-notification effect, and a second system that predicts the look-ahead pre-notification effect.
[0092] In each specific performance, when a hold change performance is announced, a performance that displays the characters "Hold Change" as the result object is executed. When a zone performance is announced, a performance that displays the characters "Special Zone" as the result object is executed. When a pseudo - continuous performance is announced, a performance that displays the characters "NEXT" as the result object is executed. When a reach performance is announced, a performance that displays the characters "Chance" as the result object is executed. When an SP reach performance is announced, a performance that displays the characters "Ultra - Exciting" as the result object is executed. When a jackpot notification performance is announced, a performance that displays the characters "Beyond Expectation" as the result object is executed.
[0093] Each specific performance includes a first performance (first destruction performance and first noise performance) that is executed by displaying a swordsman or a wizard on the first performance display device EH1, and a second performance (second destruction performance and second noise performance) that is executed by displaying a swordsman or a wizard on the second performance display device EH2. In each specific performance, the latter part is performed after the former part. The former part of the first performance is an example of the first former part. The latter part of the first performance is an example of the first latter part. The former part of the second performance is an example of the second former part. The latter part of the second performance is an example of the second latter part. The performance prediction targets in the first performance are pseudo - continuous performance, reach performance, SP reach performance, and jackpot notification performance. On the other hand, the performance prediction targets in the second performance are hold change performance, zone performance, and pseudo - continuous performance.
[0094] As shown in FIG. 3, the production content (preview target) of each specific production varies according to the variation pattern. The column of "this variation content" shown in the figure indicates the production content in this variation specified by the variation pattern. The column of "number of re-variations" indicates the presence or absence of pseudo-continuous production and the number of re-variations that make up the pseudo-continuous production. When "〇" is attached to each production column enclosed by "First system (normal preview)" and "Second system (advance preview)", it indicates that the specific production can be executed with that production as the preview target. On the other hand, when "×" is attached, it indicates that the specific production cannot be executed with that production as the preview target. The column of "pseudo-continuous (main)" indicates whether the first production can be executed with the preview target as a pseudo-continuous production, and the column of "pseudo-continuous (sub)" indicates whether the second production can be executed with the preview target as a pseudo-continuous production.
[0095] For example, when it is the variation pattern P11A indicating pseudo-continuous production, the first and second productions of the first system with the pseudo-continuous production as the preview target can be selected. For example, when it is the variation pattern P12B indicating the SP reach production, the first production of the first system with the SP reach production as the preview target can be executed. For example, when it is the variation patterns P01B, P02B, P11B, P12B, P22B, P32B indicating a big win, the first production of the first system with the big win notification production as the preview target can be executed.
[0096] As an example, the destruction production of the second system is executed in 80% of the cases where the advance preview production is executed. As an example, the noise production of the second system is executed in 90% of the cases where the advance preview production is executed.
[0097] The destruction effect of the first system that ultimately results in a loss is executed when the reach effect is executed and in 50% of the cases where the result of the special figure game is a loss. The noise effect of the first system that ultimately results in a loss is executed when the reach effect is executed and in 50% of the cases where the result of the special figure game is a loss. The destruction effect of the first system that ultimately results in a big win is executed when the reach effect is executed and in 80% of the cases where the result of the special figure game is a big win. The noise effect of the first system that ultimately results in a big win is executed when the reach effect is executed and in 90% of the cases where the result of the special figure game is a big win.
[0098] According to an example as described above, the noise effect of the first system has a higher big win expectancy compared to the destruction effect of the first system. When the reach effect is executed, the preview warning effect is not executed. For this reason, it is ensured that a specific effect is not executed more than twice in one variable game. That is, in one variable game, both the first effect and the second effect are not executed. In other words, the effect execution means does not execute the second effect when executing the first effect in one variable display, and does not execute the first effect when executing the second effect in one variable display.
[0099] The ratio that each effect occupies in the preview target of the destruction effect can be defined by the determination ratio of the variation pattern and the determination ratio of the effect content (preview target) of the destruction effect. A specific example will be described. In the destruction effect of the second system, in the second effect display device EH2, the hold change effect is previewed at a ratio of 50%, and the zone effect is previewed at a ratio of 50%. In the noise effect of the second system, in the second effect display device EH2, the hold change effect is previewed at a ratio of 30%, and the zone effect is previewed at a ratio of 70%. As described above, the zone effect has a higher big win expectancy in the target variable game compared to the hold change effect. Therefore, the noise effect of the second system has a substantially higher big win expectancy compared to the destruction effect of the second system.
[0100] Also, in the destruction effect of the first system that ultimately results in a miss, in the first effect display device EH1, a pseudo - continuous effect is announced at a rate of 40%, a reach effect is announced at a rate of 40%, and an SP reach effect is announced at a rate of 10%. In the destruction effect of the first system that ultimately results in a miss, in the second effect display device EH2, a pseudo - continuous effect is announced at a rate of 10%. Similarly, in the noise effect of the first system that ultimately results in a miss, in the first effect display device EH1, a pseudo - continuous effect is announced at a rate of 40%, a reach effect is announced at a rate of 40%, and an SP reach effect is announced at a rate of 10%. In the noise effect of the first system that ultimately results in a miss, in the second effect display device EH2, a pseudo - continuous effect is announced at a rate of 10%.
[0101] In the destruction effect of the first system that ultimately results in a big win, in the first effect display device EH1, a pseudo - continuous effect is announced at a rate of 10%, a reach effect is announced at a rate of 20%, an SP reach effect is announced at a rate of 35%, and a big win notification effect is announced at a rate of 5%. In the destruction effect of the first system that ultimately results in a big win, in the second effect display device EH2, a pseudo - continuous effect is announced at a rate of 30%.
[0102] In the noise effect of the first system that ultimately results in a big win, in the first effect display device EH1, a pseudo - continuous effect is announced at a rate of 5%, a reach effect is announced at a rate of 15%, an SP reach effect is announced at a rate of 40%, and a big win notification effect is announced at a rate of 10%. In the destruction effect of the first system that ultimately results in a big win, in the second effect display device EH2, a pseudo - continuous effect is announced at a rate of 30%.
[0103] In the first destruction effect and the second destruction effect, a swordsman can be displayed as a common character in the previous part. In the first noise effect and the second noise effect, a wizard can be displayed as a common character in the previous part. Then, when these are grasped as the first effect and the second effect, there are multiple types of common characters that can be displayed in the previous part. And it can be said that the degree of expectation controlled for a big win game, which is an example of an advantageous state, differs between the first type of character (for example, a swordsman) and the second type of character (for example, a wizard).
[0104] In the present embodiment, it is configured such that the ratio controlled to an advantageous state differs when the first effect is executed and when the second effect is executed. For example, between when the first destruction effect is executed and when the second destruction effect is executed, the scene where the second destruction effect is executed is configured to have a higher degree of expectation of becoming a big win in the ongoing variable game or the variable game on hold. For example, between when the first noise effect is executed and when the second noise effect is executed, the scene where the second noise effect is executed is configured to have a higher degree of expectation of becoming a big win in the ongoing variable game or the variable game on hold.
[0105] Next, a specific effect process for executing a specific effect will be described. As shown in FIG. 5, in step S1, the CPU 51 determines whether a variable start command has been input. When the variable start command has not been input (step S1: NO), the CPU 51 ends the specific effect process. When the variable start command has been input (step S1: YES), in step S2, the CPU 51 determines whether to execute the first type of specific effect. As described above, whether the first type of specific effect can be executed depends on the input variable pattern (see FIG. 3). For example, when the CPU 51 inputs the variable pattern P00A, it determines that the first type of specific effect cannot be executed. When the CPU 51 inputs a variable pattern for which the first type of specific effect can be executed, it may determine whether to execute the first type of specific effect by lottery using a predetermined random number.
[0106] When it is determined that the execution of the specific effect of the first system is possible (step S2: YES), in step S3, the CPU 51 determines the type of the specific effect and the effect content (the object of the notice) as the effect content of the specific effect of the first system. As described above, the effect content (the object of the notice) of the specific effect of the first system differs according to the input variation pattern (see FIG. 3). When the CPU 51 can select a plurality of types of specific effects corresponding to the input variation pattern, it may determine any one of the specific effects by lottery using a predetermined random number. When the CPU 51 can select a plurality of effect contents (the objects of the notice) corresponding to the input variation pattern, it may determine any one of the effect contents by lottery using a predetermined random number.
[0107] When it is determined that the execution of the specific effect of the first system is not possible (step S2: NO), or when step S3 is completed, in step S4, the CPU 51 determines whether there is a variation game that is the target of the pre-reading notice effect. For example, when the variation game of the variation pattern indicating the reach effect is reserved as the main variation content, the CPU 51 may make an affirmative determination in step S4. In other words, the pre-reading notice effect can be executed for the reserved variation game including the reach effect. The CPU 51 can specify the variation content (effect content) of the reserved variation game based on the pre-reading command.
[0108] When there is a variation game that is the target of the pre-reading notice effect (step S4: YES), in step S5, the CPU 51 determines whether the execution of the specific effect of the second system is possible. The CPU 51 may determine whether the execution of the specific effect of the second system is possible by lottery using a predetermined random number. Note that when the CPU 51 has already determined to execute the specific effect of the first system in steps S2 and S3, the CPU 51 makes a negative determination in step S5. That is, the CPU 51 is configured to determine that the execution of either the specific effect of the first system or the specific effect of the second system is possible in one variation game.
[0109] When it is determined that the specific effect of the second system can be executed (step S5: YES), in step S6, the CPU 51 determines the type of the specific effect and the effect content (preview target) as the effect content of the specific effect of the second system. As described above, the effect content (preview target) of the specific effect of the second system varies according to the pre-read variation pattern (see FIG. 3). When the CPU 51 can select a plurality of types of specific effects corresponding to the pre-read variation pattern, it is preferable to determine any one of the specific effects by lottery using a predetermined random number. When the CPU 51 can select a plurality of effect contents (preview targets) corresponding to the pre-read variation pattern, it is preferable to determine any one of the effect contents by lottery using a predetermined random number. For example, the CPU 51 may be configured to simultaneously determine to execute the pre-read preview effect determined as the preview target. Not limited to this, the CPU 51 may be configured to determine whether to execute the specific effect of the second system with the pre-read preview effect for which the execution has been determined as the preview target.
[0110] When there is no variable game targeted for the pre-read preview effect (step S4: NO), when it is determined that the specific effect of the second system cannot be executed (step S5: NO), and when step S6 is completed, the CPU 51 ends the specific effect process.
[0111] Next, an example of a specific execution mode of the first destruction effect will be described. Figures 6(a) to 6(d) and Figures 7(a) to 7(d) show an example of the specific flow of the execution mode of the first destruction effect. For example, the execution period (start timing and end timing) of the specific effect may be during the first unit variation (during this variation when the pseudo - continuous effect is not included), and may be set before the reach formation timing. The reach formation timing may be the timing when all the effect symbols of the symbol sequence forming the reach are temporarily stopped and displayed, regardless of whether the reach is actually formed or not. Not limited to this, the execution period of the specific effect may be set for each unit variation constituting the pseudo - continuous effect, may be set across a plurality of unit variations, may be set only for this variation, may be set across before and after the reach formation timing, or may be set after the reach formation timing.
[0112] When the execution conditions of the variable game are satisfied, the CPU 51 controls the first effect display device EH1 to start the effect game by starting the variable display of the effect symbols in each column as indicated by the downward arrow in the figure (see Figure 6(a)). In this scene, a variable icon H indicating the ongoing variable game and three hold icons I indicating the held variable games are displayed. For example, the CPU 51 controls the second effect display device EH2 to execute an effect of displaying a predetermined object (not shown).
[0113] When the start timing of a specific performance arrives, the CPU 51 controls the first performance display device EH1 to display a swordsman 61, which is an example of a specific object 60 (see Fig. 6(b)). That is, in the first performance display device EH1, the leading part that constitutes the destruction performance is carried out. Also, the CPU 51 sets the operation effective period of the performance button BT. The operation effective period may be shorter than the time of the leading part, the same time, or longer. Note that it is preferable that the operation effective period is shorter than or the same as the time of the leading part. During the operation effective period, the CPU 51 controls the first performance display device EH1 to display an operation object 65 that prompts the operation of the performance button BT. For example, the CPU 51 may control the second performance display device EH2 to execute a display that shows an in-execution object 68 that suggests or notifies that the first destruction performance is being executed.
[0114] When the operation of the performance button BT is received during the operation effective period, the CPU 51 controls the first performance display device EH1 to display the state (motion) in which the swordsman 61 acts (for example, attacks with a sword) on the displayed image (see Fig. 6(c)). Also, the CPU 51 controls the first performance display device EH1 to display the displayed image in a manner that makes it look cracked due to the action of the swordsman 61 (see Fig. 6(c)). That is, the first destruction performance becomes the first state in which the visibility of the displayed image is reduced according to the action (motion) of the swordsman 61 in the first leading part.
[0115] The CPU 51 may control the first performance display device EH1 to display an additional object (for example, the character "Let's go!") different from the swordsman 61 in the first performance display device EH1. Not limited to this, the additional object may be displayed on the second performance display device EH2. Note that if the performance button BT is not operated until the operation effective period elapses, the CPU 51 may control the first performance display device EH1 to set the first destruction performance to the first state upon the elapse of the operation effective period.
[0116] After that, the CPU 51 controls the first effect display device EH1 so as to display the state (motion) in which the swordsman 61 again performs an action (e.g., attacks with a sword) on the displayed image (see FIG. 6(d)). Further, the CPU 51 controls the first effect display device EH1 so as to gradually make the displayed image non-displayed in a manner that makes it appear as if the displayed image has been destroyed (see FIG. 6(d)). That is, the first destruction effect changes to a second state with visibility different from that of the first state according to the action of the swordsman 61 in the first leading part.
[0117] After that, the CPU 51 controls the first effect display device EH1 so as to display the result object 66 that suggests or notifies the object to be previewed. That is, in the first effect display device EH1, the latter part constituting the destruction effect is performed. The result object 66 may be displayed on the second effect display device EH2. For example, when the object to be previewed is a pseudo continuous effect, the CPU 51 controls the first effect display device EH1 so as to display the result object 66 including the character "NEXT" (see FIG. 7(a)). For example, when the object to be previewed is a reach effect, the CPU 51 controls the first effect display device EH1 so as to display the result object 66 including the character "chance" (see FIG. 7(b)).
[0118] For example, when the object to be previewed is an SP reach effect, the CPU 51 controls the first effect display device EH1 so as to display the result object 66 including the character "extremely hot" (see FIG. 7(c)). For example, when the object to be previewed is a jackpot notification effect, the CPU 51 controls the first effect display device EH1 so as to display the result object 66 including the character "super expectation" (see FIG. 7(d)).
[0119] After that, the CPU 51 controls the first effect display device EH1 so that an effect game is developed with the effect content shown in the variation pattern. For example, the CPU 51 controls the first effect display device EH1 so as to finally display a winning or losing symbol combination through the pseudo continuous effect and reach effect shown in the variation pattern. As a result, the effect is developed as predicted by the specific effect.
[0120] As described above, in the first destruction effect, as shown in the order of FIG. 6(a) → FIG. 6(b) → FIG. 6(c) → FIG. 6(d), after the effect is developed with the common effect content, finally, as shown in FIGS. 7(a) to 7(d), it is developed to display different result objects 66 from each other. Therefore, it is difficult for the player to predict which effect is announced from the situation where the first part of the first destruction effect has been performed, and the player can have an expectation that the effect will be developed so as to lead to a big win.
[0121] Next, an example of a specific execution mode of the second destruction effect will be described. In FIGS. 8(a) to 8(f), an example of a specific execution mode of the second destruction effect is shown. Regarding the description of the second destruction effect, the description of the same parts as the first destruction effect will be omitted or simplified.
[0122] When the execution condition of the variable game is satisfied, the CPU 51 controls the first effect display device EH1 to start the effect game (see FIG. 8(a)). For example, the CPU 51 controls the second effect display device EH2 to execute an effect of displaying a predetermined object (not shown).
[0123] When the start timing of the specific effect arrives, the CPU 51 controls the second effect display device EH2 to display the swordsman 61 which is an example of the specific object 60 (see FIG. 8(b)). That is, in the second effect display device EH2, the first part constituting the destruction effect is performed. Note that the CPU 51 does not set the effective period of the operation of the effect button BT and controls the second effect display device EH2 not to display the operation object 65. For example, the CPU 51 may control the first effect display device EH1 to execute an effect of displaying the in-execution object 69 which suggests or notifies that the second destruction effect is being executed.
[0124] When the specified time has elapsed, the CPU 51 controls the second effect display device EH2 so as to display how the swordsman 61 performs an action (for example, attacks with a sword) on the image being displayed on the first effect display device EH1 (see Fig. 8(c)). The CPU 51 may control the second effect display device EH2 so as to display an additional object (for example, the characters "Let's go!") different from the swordsman 61. Not limited to this, the additional object may be displayed on the first effect display device EH1. Further, the CPU 51 controls the first effect display device EH1 so as to gradually make it non-displayed in a manner that makes it look as if the image being displayed has been destroyed (see Fig. 8(c)). That is, the second destruction effect becomes the second state according to the action of the swordsman 61 in the second leading part. For example, in the second state of the second destruction effect, the first state of the first destruction effect and the manner of gradually making it non-displayed in a manner that makes it look as if the image being displayed has been destroyed are common (the same). At this time, the variable display of the effect symbols in each column may be prioritized over (may be displayed in the front layer than) a part (for example, a part of the fragments) or all of the image that was being displayed, or may not be prioritized (may be displayed in the back layer).
[0125] Thereafter, the CPU 51 controls the first effect display device EH1 so as to display the result object 67 that suggests or notifies the object to be announced. That is, in the first effect display device EH1, the latter part constituting the destruction effect is performed. The result object 67 may be displayed on the second effect display device EH2. For example, when the object to be announced is a pseudo continuous effect, the CPU 51 controls the first effect display device EH1 so as to display the result object 67 including the characters "NEXT" (see Fig. 8(d)). For example, when the object to be announced is a pending change effect, the CPU 51 controls the first effect display device EH1 so as to display the result object 67 including the characters "Pending change" (see Fig. 8(e)). For example, when the object to be announced is a zone effect, the CPU 51 controls the first effect display device EH1 so as to display the result object 67 including the characters "Special zone" (see Fig. 8(f)).
[0126] After that, the CPU 51 controls the effect display device EH so that an effect game is developed with the effect content shown in the variation pattern. For example, the CPU 51 controls the first effect display device EH1 so as to finally display a winning or losing symbol combination through the pseudo - continuous effect and the reach effect shown in the variation pattern. For example, the CPU 51 controls the effect display device EH so as to execute the previewed effect that has been determined. As a result, the effect is developed as announced by the specific effect.
[0127] As described above, in the second destruction effect, as shown in the order of FIG. 8(a) → FIG. 8(b) → FIG. 8(c), after the effect is developed with the common effect content, as shown in FIGS. 8(d) to 8(f), finally, it is developed so as to display mutually different result objects. Therefore, it is difficult for the player to predict which effect is announced from the situation where the first part of the second destruction effect has been performed, and the player can have an expectation that the effect will be developed so as to lead to a big win.
[0128] Next, an example of a specific execution mode of the first noise effect will be described. For example, the first noise effect is developed in the same manner as the first destruction effect described with reference to FIGS. 6(a) to 6(d) and FIGS. 7(a) to 7(d). Hereinafter, the first noise effect will be described centering on the parts different from the first destruction effect.
[0129] For example, the first noise effect has the same execution period (start timing and end timing) as the first destruction effect. When the start timing of the specific effect arrives, the CPU 51 controls the first effect display device EH1 to display a magician (not shown), which is an example of the specific object 60. That is, in the first effect display device EH1, the first part constituting the noise effect is performed.
[0130] When the CPU 51 receives an operation of the production button BT during the operation valid period, the CPU 51 controls the first production display device EH1 to display a state (motion) in which the wizard performs an action (for example, attacks with magic) on the currently displayed image. Further, the CPU 51 controls the first production display device EH1 to display in a manner that makes the currently displayed image appear to be distorted by the wizard's action. That is, the first noise production becomes a first state that reduces the visibility of the image that was being displayed according to the action (motion) of the wizard in the first leading part. The CPU 51 may control the first production display device EH1 to display an additional object (for example, the character "Let's go!") different from the wizard on the first production display device EH1. The additional object may be displayed on the second production display device EH2.
[0131] After that, the CPU 51 controls the first production display device EH1 to display a state (motion) in which the wizard performs an action (for example, attacks with magic) on the currently displayed image again. Further, the CPU 51 controls the first production display device EH1 to make the currently displayed image non-displayed by causing the screen to black out. That is, the first noise production becomes a second state with visibility different from the first state according to the action (motion) of the wizard in the first leading part.
[0132] After that, the CPU 51 controls the first production display device EH1 to display the result object 66 that suggests or notifies the object to be previewed. That is, in the first production display device EH1, the latter part constituting the noise production is performed. The result object 66 may be displayed on the second production display device EH2. After that, the CPU 51 develops the production game as shown in the variation pattern in the same way as in the case of the first destruction production.
[0133] As described above, in the first noise effect, after the effect is developed with the same effect content as shown in the order of FIG. 6(a) → FIG. 6(b) → FIG. 6(c) → FIG. 6(d), finally, as shown in FIGS. 7(a) to 7(d), it is developed to display mutually different result objects. Therefore, it is difficult for the player to predict which effect is being announced from the situation where the first part of the first noise effect has been performed, and the player can have an expectation that the effect will be developed so as to lead to a big win.
[0134] Next, an example of a specific execution mode of the second noise effect will be described. For example, the second noise effect is developed in the same manner as the second destruction effect described with reference to FIGS. 8(a) to 8(f). Hereinafter, the second noise effect will be described centering on the parts different from the second destruction effect.
[0135] For example, the second noise effect has the same execution period (start timing and end timing) as the second destruction effect. When the start timing of the specific effect arrives, the CPU 51 controls the second effect display device EH2 to display a magician (not shown), which is an example of the specific object 60. That is, in the second effect display device EH2, the first part constituting the noise effect is performed.
[0136] When a predetermined time has elapsed, the CPU 51 controls the first effect display device EH1 to display an action (e.g., an attack by magic) of the magician on the image being displayed on the first effect display device EH1 (a motion). The CPU 51 may control the first effect display device EH1 to display an additional object (e.g., the characters "Let's go!") different from the magician on the second effect display device EH2. The additional object may be displayed on the first effect display device EH1. Further, the CPU 51 controls the first effect display device EH1 to make the image that was being displayed non-displayed in a manner that makes the screen appear to be blacked out. That is, the second noise effect becomes the second state according to the action of the magician in the second part. For example, in the second state of the second noise effect, the first state of the first noise effect and the mode of gradually making the displayed image non-displayed as if it were destroyed are common (the same). At this time, the variable display of the effect symbols in each column may be prioritized over a part or all of the image that was being displayed (may be displayed in the front layer), or may not be prioritized (may be displayed in the back layer).
[0137] Thereafter, the CPU 51 controls the first effect display device EH1 to display the result object 67 that suggests or notifies the object to be announced (see FIGS. 8(d) to 8(f)). That is, in the first effect display device EH1, the latter part that constitutes the noise effect is performed. The result object 67 may be displayed on the second effect display device EH2. Thereafter, the CPU 51 develops the effect game as shown in the variation pattern, in the same manner as in the case of the second destruction effect. The CPU 51 develops the prediction preview effect in the same manner as in the case of the second destruction effect.
[0138] As described above, in the second noise effect, after the effect is developed with the common effect content as shown in the order of FIGS. 8(a) → 8(b) → 8(c), finally, as shown in FIGS. 8(d) to 8(f), it is developed to display different result objects from each other. Therefore, it is difficult for the player to predict which effect is being announced from the situation where the first part of the second noise effect has been performed, and the player can have an expectation that the effect will be developed so as to lead to a big win.
[0139] In addition, in the present embodiment, it is possible to display a common character (for example, a swordsman 61 or a wizard) in the leading part of the first effect and the leading part of the second effect. Here, there are a plurality of types of common characters, and the expected degree (for example, the jackpot expectation degree) of being controlled in an advantageous state differs between the first type of character (for example, the swordsman 61) and the second type of character (for example, the wizard). At least one of the leading part and the trailing part (for example, the trailing part) is configured to be progressable based on the passage of time. In addition, at least one of the leading part and the trailing part (for example, the leading part) is configured to be progressable based on the operation of an effect button BT which is an example of an operation means.
[0140] Then, in the present embodiment, according to the movement of the character (for example, the swordsman 61 or the wizard) in the leading part of the first effect, it becomes a first state in which the visibility of the image being displayed is reduced, and a second state having a visibility different from that of the first state after the first state. On the other hand, in the second effect, according to the movement of the character (for example, the swordsman 61 or the wizard) in the leading part, it becomes the second state without going through the first state.
[0141] Next, an example of an audio effect and a light emission effect that can be executed in parallel with a specific effect will be described. The gaming machine 10 is configured to output, from the speaker SP, a special sound which is an example of a specific sound, corresponding to each specific effect. The special sound is an example of a sound related to the game. For example, the special sound may be a piece of music dedicated to a specific effect, or a sound effect dedicated to a specific effect. Without being limited to this, the special sound may be a piece of music or a sound effect shared with another effect different from the specific effect. Here, the other effect may be an effect that definitely notifies that a big win has occurred. The special sound may be a sound corresponding to the content of the specific effect. For example, the special sound corresponding to a destruction effect may be a sound effect showing the state of a crack in an image, or a sound (for example, the voice of a swordsman) corresponding to an actually displayed character string (here, the character string "Let's go!"). For example, the special sound corresponding to a noise effect may be a sound effect showing the state of an image being disturbed, or a sound (for example, the voice of a wizard) corresponding to an actually displayed character string (here, the character string "Let's go!").
[0142] For example, the special sound is a sound common to all specific effects. Without being limited to this, the special sound may be a different sound between any two or three selectable specific effects out of the first destruction effect, the second destruction effect, the first noise effect, and the second noise effect, and the remaining specific effects. For example, the first special sound may be adopted for each destruction effect, and the second special sound may be adopted for each noise effect. For example, the first special sound may be adopted for the first destruction effect and the first noise effect, and the second special sound may be adopted for the second destruction effect and the second noise effect.
[0143] The situation of outputting the special sound in the scene of executing the first effect (the first destruction effect and the first noise effect) will be described. The CPU 51 controls the speaker SP so as not to output the special sound during the period from the arrival of the start timing of the specific effect to the arrival of the start timing of the latter part. The CPU 51 controls the speaker SP so as to output the special sound during the period from the arrival of the start timing of the latter part to the arrival of the end timing of the latter part. At this time, for example, the CPU 51 may cause the special sound to be output from the upper speaker SP1 closer to the first effect display device EH1 among the speakers SP1 and SP2.
[0144] The situation of outputting a special sound in the scene of executing the second performance (the second destruction performance and the second noise performance) will be described. The CPU 51 controls the speaker SP to output a special sound during the period from the arrival of the start timing of the specific performance to the arrival of the end timing of the latter part. At this time, for example, the CPU 51 may output a special sound from the lower speaker SP2, which is closer to the second performance display device EH2, among the speakers SP1 and SP2. In this way, the CPU 51 is configured to output a specific sound when performing the first part of the second performance and not to output a specific sound when performing the first part of the first performance. For example, when performing the first part of the second performance, a special sound may be output, and when performing the first part of the first performance, a sound different from the special sound may be output.
[0145] The gaming machine 10 is configured to execute light emission by the decoration lamp LA with a special light emission pattern, which is an example of a specific light emission pattern, corresponding to each specific performance. The special light emission pattern is an example of a light emission pattern related to the game. For example, the special light emission pattern may be a light emission pattern dedicated to a specific performance. Not limited to this, the special light emission pattern may be a light emission pattern shared with another performance different from the specific performance. The other performance mentioned here may be a performance that definitely notifies the occurrence of a big win. The special light emission pattern may be a light emission pattern corresponding to the performance content of the specific performance. For example, the special light emission pattern corresponding to the destruction performance may be a light emission pattern in which the light emission (non-light emission) part moves in conjunction with the action of the swordsman 61. For example, the special light emission pattern may be a light emission pattern that blinks in conjunction with the display of a character string such as "Let's go!". For example, the special light emission pattern corresponding to the noise performance may be a light emission pattern in which the light emission (non-light emission) part moves in conjunction with the action of the magician. For example, the special light emission pattern may be a light emission pattern that blinks in conjunction with the display of a character string such as "Let's go!".
[0146] For example, the special light emission pattern is a light emission pattern common to all specific effects. Not limited to this, the special light emission pattern may be a light emission pattern that is different between any two or three selected specific effects among the first destruction effect, the second destruction effect, the first noise effect, and the second noise effect and the remaining specific effects. For example, the first special light emission pattern may be adopted for each destruction effect, and the second special light emission pattern may be adopted for each noise effect. For example, the first special light emission pattern may be adopted for the first destruction effect and the first noise effect, and the second special light emission pattern may be adopted for the second destruction effect and the second noise effect.
[0147] A situation where light is emitted in a special light emission pattern in a scene where the first effect (the first destruction effect and the first noise effect) is executed will be described. The CPU 51 controls the decorative lamp LA so as not to emit light in the special light emission pattern during the period from the arrival of the start timing of the specific effect to the arrival of the start timing of the latter part. The CPU 51 controls the decorative lamp LA so as to emit light in the special light emission pattern during the period from the arrival of the start timing of the latter part to the arrival of the end timing of the latter part. At this time, for example, the CPU 51 may cause the upper part of the decorative lamp LA close to the first effect display device EH1 to emit light.
[0148] A situation where light is emitted in a special light emission pattern in a scene where the second effect (the second destruction effect and the second noise effect) is executed will be described. The CPU 51 controls the decorative lamp LA so as to emit light in the special light emission pattern during the period from the arrival of the start timing of the specific effect to the arrival of the end timing of the latter part. At this time, for example, the CPU 51 may cause the lower part of the decorative lamp LA close to the second effect display device EH2 to emit light. In this way, the CPU 51 is configured to use a specific light emission pattern when performing the first part of the second effect and not to use a specific light emission pattern when performing the first part of the first effect. For example, a special light emission pattern may be used when performing the first part of the second effect, and a light emission pattern different from the special light emission pattern may be used when performing the first part of the first effect.
[0149] A specific example of the implementation modes of the first performance and the second performance will be described. As shown in FIG. 9, at time T1, when the start timing of a specific performance arrives, the specific performance is executed. That is, the front part of the specific performance is performed. Assume that an operation of the performance button BT is received during the operation valid period of the first performance at time T2. As a result, the first performance enters the first state according to the action of the character (swordsman 61 or wizard) in the first front part. After a predetermined time elapses, the first performance enters the second state according to the action of the character (swordsman 61 or wizard) in the first front part. On the other hand, when a predetermined time elapses after the start timing of the specific performance arrives, the second performance enters the second state without passing through the first state according to the action of the character (swordsman 61 wizard) in the second front part. Therefore, in the first performance and the second performance, the period until the second state is reached is different in the front part. Note that FIG. 9 shows a situation where a predetermined time has elapsed at time T2.
[0150] The effects of the first embodiment will be described. (1-1) According to this embodiment, a common part where the character is displayed in the same way in the first front part and the second front part, and a non-common part which is the length of the "period from the first state to the second state" are created. Therefore, while visually recognizing the characters that appear in the same way, the player can be made to pay attention to the length of the "period until the second state is reached" from the start of the performance, and can feel the degree of expectation (for example, the jackpot expectation degree) of being controlled in an advantageous state. For this reason, by creating a change in the mode of the performance, the interest of the player can be improved.
[0151] (1-2) According to this embodiment, all the modes when the visibility decreases in the first front part and the modes when the visibility decreases in the second front part are common. This makes it easier to further direct attention to the length of the "period until the second state is reached" from the start of the performance.
[0152] (1-3)According to this embodiment, by creating a change in the mode of presentation, it is possible to enhance the player's interest. That is, a common part where a common character is displayed and a non-common part such as the presence or absence of output of a specific sound (for example, a special sound) are created between the leading part of the first presentation and the leading part of the second presentation. Therefore, while visually recognizing the common character, the player can pay attention to the presence or absence of the specific sound and feel the degree of expectation (for example, jackpot expectation) of being controlled in an advantageous state.
[0153] (1-4)There are multiple types of characters that can appear commonly between the leading part of the first presentation and the leading part of the second presentation, and the degrees of expectation of being controlled in an advantageous state are different. For this reason, the player can also sense the subsequent development from the situation where the common character appears. Therefore, it is possible to further enhance the player's interest.
[0154] (1-5)Regardless of whether the leading part of the first presentation or the leading part of the second presentation is performed, a common character (for example, a swordsman 61 or a wizard) can be displayed until the subsequent part is performed. For this reason, it becomes easier to understand the timing when the subsequent part (for example, display of a preview image) is performed, and the sense of expectation for the subsequent part can be effectively enhanced. Therefore, it is possible to further enhance the player's interest.
[0155] (1-6)A common part where a common character is displayed and a non-common part such as the presence or absence of emission with a specific emission pattern (for example, a special emission pattern) are created between the leading part of the first presentation and the leading part of the second presentation. Therefore, while visually recognizing the common character, the player can pay attention to whether it is a specific emission pattern and feel the degree of expectation of being controlled in an advantageous state.
[0156] (1-7) When the first destruction performance is executed as the first performance and when the second destruction performance is executed as the second performance, the degrees of expectation for being controlled in an advantageous state are different. The same relationship applies to the first noise performance and the second noise performance. Therefore, in the relationship between the leading part of the first performance and the leading part of the second performance, where the degrees of expectation for being controlled in an advantageous state are different from each other, by creating a common part and a non-common part, while visually recognizing the common character, one can direct attention to the presence or absence of a specific sound and more strongly feel the degree of expectation for being controlled in an advantageous state.
[0157] (1-8) In one variation game, neither the first performance nor the second performance is executed. Therefore, it is possible to suppress the frequent appearance of a specific performance and direct the attention of the player to the development of one specific performance.
[0158] (Second Embodiment) The gaming machine 10 of the second embodiment will be described. In the following description, for configurations and controls similar to those of the already described embodiments, the same reference numerals will be used and the detailed description thereof will be omitted or simplified.
[0159] The first performance of the second embodiment has, in its leading part, in addition to the first state and the second state, a special state that changes the visibility after the start of the first state. In the first destruction performance of the second embodiment, after the displayed image is shown as if cracked, it is further shown in a manner that makes it appear as if the crack has expanded. In the first noise performance of the second embodiment, after the displayed image is shown as if disturbed, it is further shown in a manner that makes it appear more disturbed. The state of being shown in a manner that makes it appear as if the crack has expanded further is an example of the special state. The state of being shown in a manner that makes it appear more disturbed is an example of the special state.
[0160] An example of a specific execution mode of the first destruction performance of the second embodiment will be described, focusing on the parts different from the first destruction performance of the first embodiment. When the execution conditions of the variable game are satisfied, the CPU 51 controls the first effect display device EH1 to start the effect game by causing the variable display of the effect symbols in each column as indicated by the downward arrows in the figure (see Fig. 10(a)). When the start timing of the specific effect arrives, the CPU 51 controls the first effect display device EH1 to display the swordsman 61, which is an example of the specific object 60 (see Fig. 10(b)). When the operation of the effect button BT is received during the operation valid period, the CPU 51 controls the first effect display device EH1 to display the state where the swordsman 61 acts on the displayed image (see Fig. 10(c)). Further, the CPU 51 controls the first effect display device EH1 to display the displayed image in a manner that makes it look cracked due to the action of the swordsman 61 (see Fig. 10(c)).
[0161] Thereafter, the CPU 51 controls the first effect display device EH1 to display the displayed image in a manner that makes it look even more cracked (see Fig. 10(d)). That is, the first destruction effect in the second embodiment enters a special state according to the action of the swordsman 61 in the first leading part. Then, the CPU 51 controls the first effect display device EH1 to display the state where the swordsman 61 acts on the displayed image again (see Fig. 10(e)). Further, the CPU 51 controls the first effect display device EH1 to gradually make the displayed image invisible in a manner that makes it look destroyed (see Fig. 10(e)).
[0162] As described above, in the first destruction effect of the second embodiment, the effect is developed in the order shown in Fig. 10(a) → Fig. 10(b) → Fig. 10(c) → Fig. 10(d) → Fig. 10(e). That is, in the first destruction effect of the second embodiment, after entering the first state in the first leading part according to the action (action) of the swordsman 61 in the first leading part, it passes through a special state and enters the second state.
[0163] Next, an example of a specific execution mode of the first noise effect in the second embodiment will be described. For example, the first noise effect of the second embodiment is developed in the same manner as the first destruction effect of the second embodiment described with reference to FIGS. 10(a) to 10(e). Hereinafter, the first noise effect of the second embodiment will be described focusing on the parts different from the first destruction effect of the second embodiment.
[0164] When the start timing of the specific effect arrives, the CPU 51 controls the first effect display device EH1 to display a wizard (not shown), which is an example of the specific object 60. When an operation of the effect button BT is received during the operation valid period, the CPU 51 controls the first effect display device EH1 to display the state where the wizard acts on the displayed image. Further, the CPU 51 controls the first effect display device EH1 to display the displayed image in a manner that makes it look distorted by the action of the wizard.
[0165] Thereafter, the CPU 51 controls the first effect display device EH1 to display the displayed image in a manner that makes it look even more distorted. That is, in the first noise effect of the second embodiment, it enters a special state according to the action of the wizard in the first leading part. Then, the CPU 51 controls the first effect display device EH1 to display the state where the wizard acts on the displayed image again. Further, the CPU 51 controls the first effect display device EH1 to make the displayed image invisible in a manner that makes the screen look blacked out.
[0166] As described above, in the first noise effect of the second embodiment, the effect is developed in the order shown in FIGS. 10(a) → 10(b) → 10(c) → 10(d) → 10(e). That is, in the first noise effect of the second embodiment, after entering the first state in the first leading part according to the action of the wizard in the first leading part, it enters a special state and then enters the second state.
[0167] The effects of the second embodiment will be described. (2-1) According to this embodiment, in the leading part of the first effect, according to the action of the character (swordsman 61 or wizard), after passing through the first state, it enters a special state where the visibility changes. As a result, a change can be created in the visibility in the leading part of the first effect. Therefore, by creating a change in the mode of the effect, the interest of the player can be enhanced.
[0168] (Third Embodiment) The gaming machine 10 of the third embodiment will be described. The first effect of the third embodiment is different from that of the first embodiment in the mode in the second state when the visibility of the displayed image decreases. That is, in the first effect of the third embodiment, at least a part of the mode in the second state when the visibility of the displayed image decreases is different from the mode in the second state of the second effect.
[0169] An example of a specific execution mode of the first destruction effect of the third embodiment will be described. First, a case where a part of the mode in the second state when the visibility of the displayed image decreases is different between the first destruction effect and the second destruction effect will be described.
[0170] When the execution conditions of the variable game are satisfied, the CPU 51 controls the first effect display device EH1 to start the effect game by starting the variable display of the effect symbols in each column as shown by the downward arrows in the figure (see Fig. 11(a)). When the start timing of the specific effect arrives, the CPU 51 controls the first effect display device EH1 to display the swordsman 61, which is an example of the specific object 60 (see Fig. 11(b)). When an operation of the effect button BT is received during the operation valid period, the CPU 51 controls the first effect display device EH1 to display the state where the swordsman 61 acts on the displayed image (see Fig. 11(c)). Further, the CPU 51 controls the first effect display device EH1 to display the displayed image in a mode that makes it look cracked by the action of the swordsman 61 (see Fig. 11(c)).
[0171] Thereafter, the CPU 51 controls the first effect display device EH1 so as to display again the state in which the swordsman 61 acts on the displayed image (see FIG. 11(d)). Further, the CPU 51 controls the first effect display device EH1 so as to gradually make the displayed image invisible in a manner that makes it appear as if the displayed image has been destroyed (see FIG. 11(d)). At this time, the CPU 51 controls the first effect display device EH1 so as to gradually make the displayed image invisible in a manner that is partly different from the manner in which the displayed image is gradually made invisible in the second effect so as to make it appear as if the displayed image has been destroyed (the different parts are shown hatched in the figure). That is, the CPU 51 controls the first effect display device EH1 so as to gradually make the displayed image invisible in a manner that is partly common to the manner in which the displayed image is gradually made invisible in the second effect so as to make it appear as if the displayed image has been destroyed. For example, the CPU 51 controls the first effect display device EH1 so that the visibility of the displayed image decreases by a degree different from the degree when the visibility of the displayed image decreases by making it appear as if the displayed image has been destroyed in the second effect. For example, the CPU 51 controls the first effect display device EH1 so as to vary the degree to which the visibility of the displayed image decreases depending on differences such as the position where cracks occur and the way fragments scatter between the first effect and the second effect. Note that the CPU 51 may also vary the degree to which the visibility of the displayed image decreases by varying the time until the displayed image becomes invisible between the first effect and the second effect.
[0172] Next, a case where all aspects in the second state when the visibility of the image that was being displayed decreases are completely different between the first destruction effect and the second destruction effect will be described. When the execution conditions of the variable game are satisfied, the CPU 51 controls the first effect display device EH1 to start the effect game by starting the variable display of the effect symbols in each column as indicated by the downward arrows in the figure (see Fig. 12(a)). When the start timing of the specific effect arrives, the CPU 51 controls the first effect display device EH1 to display the swordsman 61, which is an example of the specific object 60 (see Fig. 12(b)). When the operation of the effect button BT is received during the operation valid period, the CPU 51 controls the first effect display device EH1 to display the state in which the swordsman 61 acts on the displayed image (see Fig. 12(c)). Further, the CPU 51 controls the first effect display device EH1 to display the displayed image in a manner that appears cracked due to the action of the swordsman 61 (see Fig. 12(c)).
[0173] Thereafter, the CPU 51 controls the first effect display device EH1 to display the state in which the swordsman 61 acts on the displayed image again (see Fig. 12(d)). Further, the CPU 51 controls the first effect display device EH1 to gradually make the displayed image invisible in a manner that appears to be destroyed (see Fig. 12(d)). At this time, the CPU 51 controls the first effect display device EH1 to gradually make the displayed image invisible in a manner that appears to be destroyed in a manner completely different from when the displayed image appears to be destroyed in the second effect. For example, the CPU 51 controls the first effect display device EH1 so that the visibility of the displayed image decreases at a degree different from the degree when the visibility of the displayed image decreases by making the displayed image appear to be destroyed in the second effect.
[0174] An example of a specific execution mode of the first noise effect of the third embodiment will be described. For example, the first noise effect of the third embodiment is developed in the same manner as the first destruction effect of the third embodiment described with reference to Figs. 11(a) to 11(d) and Figs. 12(a) to 12(d). Hereinafter, the first noise effect of the third embodiment will be described centering on the parts different from the first destruction effect of the third embodiment.
[0175] When the start timing of a specific performance arrives, the CPU 51 controls the first performance display device EH1 to display a wizard (not shown), which is an example of the specific object 60. When the operation of the performance button BT is received during the operation valid period, the CPU 51 controls the first performance display device EH1 to display the state where the wizard acts on the displayed image. Further, the CPU 51 controls the first performance display device EH1 to display the displayed image in a manner that appears to be distorted by the action of the wizard. Thereafter, the CPU 51 controls the first performance display device EH1 to display the state where the wizard acts on the displayed image again. Further, the CPU 51 controls the first performance display device EH1 to make the displayed image invisible in a manner that makes the screen appear to be blacked out. At this time, the CPU 51 controls the first performance display device EH1 to make the displayed image invisible in a manner that is at least partially different from when the displayed image is made invisible in a manner that makes the screen appear to be blacked out in the second performance. For example, the CPU 51 controls the first performance display device EH1 to reduce the visibility of the displayed image at a degree different from the degree when the visibility of the displayed image is reduced by the manner in which the screen appears to be blacked out in the second performance. For example, the CPU 51 controls the first performance display device EH1 to make the degree of reduction in the visibility of the displayed image different by the difference in the blackout manner between the first performance and the second performance. Note that the CPU 51 may make the degree of reduction in the visibility of the displayed image different by making the time until the displayed image becomes invisible different between the first performance and the second performance.
[0176] The effects of the third embodiment will be described. (3-1) According to this embodiment, the manner when the visibility is reduced in the first subsequent part is completely different from the manner when the visibility is reduced in the second subsequent part. Thereby, a change can be created in the performance manner between the first subsequent part and the second subsequent part.
[0177] (3-2) In particular, since the degree of decrease in visibility in the first leading part is different from the degree of decrease in visibility in the second leading part, a greater change in the mode of presentation can be produced between the first leading part and the second leading part.
[0178] (3-3) According to the present embodiment, a part is common between the mode when visibility decreases in the first leading part and the mode when visibility decreases in the second leading part. As a result, while creating a change in the mode of presentation between the first leading part and the second leading part, it is easy to draw attention to the length of the "period until the second state" from the start of the presentation.
[0179] (Fourth Embodiment) The gaming machine 10 of the fourth embodiment will be described. In the first presentation of the fourth embodiment, as a presentation result, it is possible to execute a fake presentation in which no preview of any presentation is given.
[0180] An example of a specific execution mode of the first destruction presentation when executing a fake presentation as a presentation result will be described. When the execution conditions of the variable game are satisfied, the CPU 51 controls the first presentation display device EH1 to start the presentation game by starting the variable display of the presentation symbols in each column as indicated by the downward arrows in the figure (see Fig. 13(a)). When the start timing of the specific presentation arrives, the CPU 51 controls the first presentation display device EH1 to display a swordsman 61 which is an example of the specific object 60 (see Fig. 13(b)). When an operation of the presentation button BT is received during the operation valid period, the CPU 51 controls the first presentation display device EH1 to display the state in which the swordsman 61 acts on the displayed image (see Fig. 13(c)). Further, the CPU 51 controls the first presentation display device EH1 to display the displayed image in a manner that appears cracked by the action of the swordsman 61 (see Fig. 13(c)). That is, the first destruction presentation becomes the first state in which the visibility of the displayed image is reduced according to the operation (action) of the swordsman 61 in the first leading part.
[0181] Thereafter, the CPU 51 controls the first effect display device EH1 to display in a manner that makes it appear as if the cracks in the displayed image have disappeared (see Fig. 13(d)). That is, the first destruction effect, according to the actions of the swordsman 61 in the first leading part, passes through the first state and becomes a state where the visibility of the displayed image is not reduced. Also, the CPU 51 controls the first effect display device EH1 to display the character "LOSE" as a result object (see Fig. 13(d)). That is, in the first destruction effect, a predetermined effect result is displayed. Note that the CPU 51 may control the first effect display device EH1 to display in a manner that makes it appear as if the cracks in the displayed image have disappeared after again displaying the actions of the swordsman 61 on the displayed image.
[0182] An example of a specific execution mode of the first noise effect when performing a faking effect as an effect result will be described. For example, the first noise effect of the fourth embodiment is developed in the same way as the first destruction effect of the third embodiment described with reference to Figs. 13(a) to 13(d). Hereinafter, the first noise effect of the fourth embodiment will be described centering on the parts different from the first destruction effect of the fourth embodiment.
[0183] When the start timing of the specific effect arrives, the CPU 51 controls the first effect display device EH1 to display a wizard (not shown), which is an example of the specific object 60. When receiving an operation of the effect button BT during the operation valid period, the CPU 51 controls the first effect display device EH1 to display the actions of the wizard on the displayed image. Also, the CPU 51 controls the first effect display device EH1 to display in a manner that makes the displayed image appear distorted by the actions of the wizard. That is, the first noise effect becomes the first state where the visibility of the displayed image is reduced according to the actions of the wizard in the first leading part.
[0184] Thereafter, the CPU 51 controls the first effect display device EH1 to display in a manner that makes it appear as if the disturbance in the displayed image has returned to its original state. That is, the first noise effect, according to the actions of the wizard in the first leading part, passes through the first state and reaches a state where it does not reduce the visibility of the image being displayed. Also, the CPU 51 controls the first effect display device EH1 to display the character "LOSE" as a result object. That is, in the first noise effect, a specific effect result is displayed. Note that the CPU 51 may control the first effect display device EH1 to display in a manner that makes it appear as if the disturbance in the displayed image has returned to its original state after again displaying the wizard's actions on the displayed image.
[0185] As described above, in the first effect of the fourth embodiment, after entering the first state, it returns to a state where it does not reduce the visibility of the image, and thereafter, an effect result (for example, the character "LOSE") may be displayed. That is, in the first effect of the fourth embodiment, the first trailing part may be performed without passing through the second state.
[0186] The effects of the fourth embodiment will be described. (4-1) According to this embodiment, it is possible to create a change in the mode of the effect in the first leading part.
[0187] The above-described embodiments can be implemented with the following modifications. Note that the above-described embodiments and the following modification examples can be implemented in combination with each other within a technically non-conflicting range.
[0188] (Modification Example 1) The motion of the swordsman 61 in the first destruction performance is not limited to being the same as the motion of the swordsman 61 in the second destruction performance, and they may be different from each other. For example, in the first destruction performance, a first motion in which the swordsman 61 swings down the sword may be displayed, while in the second performance, a second motion in which the swordsman 61 swings up the sword may be displayed. These motions of the swordsman 61 are elements of the previous part. Also, even in the same destruction performance, a situation where the swordsman 61 is in the first motion and the second motion may be provided. In this case, depending on the motion of the swordsman 61, the configuration may have different jackpot expectation levels.
[0189] The motion of the wizard in the first noise performance is not limited to being the same as the motion of the wizard in the second noise performance, and they may be different from each other. For example, in the first noise performance, a first motion in which the wizard attacks with a fire-attribute magic may be displayed, while in the second noise performance, a second motion in which the wizard attacks with a water-attribute magic may be displayed. These motions of the wizard are elements of the previous part. Also, even in the same noise performance, a situation where the wizard is in the first motion and the second motion may be provided. In this case, depending on the motion of the wizard, the configuration may have different jackpot expectation levels.
[0190] According to this modification example, for the characters that can appear commonly in the previous part of the first performance and the previous part of the second performance, there are multiple motions, and the expectation levels (such as jackpot expectation levels) controlled to an advantageous state are different. Therefore, from the situation where the common characters appear, the player can sense the subsequent development. Thus, the player's interest can be further enhanced.
[0191] (Modification Example 2) The gaming machine 10 may be provided with a function for customizing the performance. For example, the gaming machine 10 may be provided with volume adjustment buttons configured to enable volume adjustment operations. When the CPU 51 receives a volume adjustment operation, it may change the volume of the speaker SP, including the output of a specific sound. For example, the gaming machine 10 may be provided with light quantity (brightness) adjustment buttons configured to enable light quantity adjustment operations. When the CPU 51 receives a light quantity adjustment operation, it may change the light quantity of the decorative lamp LA, including the light emission in a specific light emission pattern. In this way, the gaming machine 10 may be configured to be able to change at least one of the volume and the light quantity based on a predetermined operation.
[0192] For example, the gaming machine 10 may be configured to enable customization regarding the execution mode of a predetermined performance. For example, when the CPU 51 receives a customization operation using the performance button BT, it may change the appearance frequency of each specific performance, the selection ratio of the preview target, the jackpot expectation level, the display character, etc. In this way, the gaming machine 10 may be configured to be able to customize at least one of the first performance and the second performance based on a specific operation.
[0193] (Modification Example 3) The CPU 51 may be configured to be able to display a common character after performing the front part of the first performance and after performing the front part of the second performance after the latter part. For example, in the first performance display device EH1, after performing the latter part, a specific character common to each specific performance (for example, a cat holding up a placard with "that's all" written on it) may be displayed. The specific character that is common may also be displayed on the second performance display device EH2. According to this modification example, it is easy to recognize the end of a specific performance, and attention can be directed to the development of the subsequent performance game.
[0194] (Modification Example 4) When the CPU 51 performs the latter part of the first presentation after performing the former part of the first presentation, it may be configured to output a special sound, and when performing the latter part of the second presentation after performing the former part of the second presentation, it may be configured not to output a special sound. The special sound may be a sound dedicated to a specific presentation, or may be a sound common to other presentations different from the specific presentation. Here, the other presentation may be a presentation that definitely notifies a jackpot.
[0195] (Other modification examples) · When the start timing of a specific presentation arrives, the CPU 51 may control the first presentation display device EH1 to perform a preliminary display common to the first destruction presentation and the first noise presentation and then perform the former part. When the start timing of a specific presentation arrives, the CPU 51 may control the second presentation display device EH2 to perform a preliminary display common to the second destruction presentation and the second noise presentation and then perform the former part. When the start timing of a specific presentation arrives, the CPU 51 may control either the presentation display device EH1 or EH2 to perform a preliminary display common to all specific presentations. Thereafter, the CPU 51 may control the presentation display devices EH1 and EH2 to perform the former part.
[0196] · In the first former part, the CPU 51 may be configured to display an image with different visibility so that the visibility of the displayed image becomes higher than that of the first state and becomes a special state with higher visibility than the first state after the first state.
[0197] · In the first former part, the CPU 51 may be configured to display an image with different visibility so that the visibility of the displayed image becomes higher than that of the first state and becomes a second state with higher visibility than the first state after the first state.
[0198] · In the first former part, the CPU 51 may be configured to display an image with different visibility so that the visibility of the displayed image becomes higher than that of the special state and becomes a second state with higher visibility than the special state after the special state.
[0199] · The CPU 51 may be configured to display an image so that a specific object (swordsman 61 or wizard) enters a special state without displaying the motion of the object performing an action (e.g., attacking with a sword). That is, in the first effect, the specific object (swordsman 61 or wizard) in the first leading part may enter a special state without performing an action.
[0200] · The CPU 51 may be configured to perform the second trailing part without going through the second state. For example, the CPU 51 may control the first effect display device EH1 to display the motion of a specific object (swordsman 61 or wizard) performing an action (e.g., attacking with a sword), and then display the result object without reducing the visibility of the image being displayed.
[0201] · The CPU 51 may be configured to perform the trailing part without going through the second state even when giving a preview of an effect (when there is a preview target). · The leading part of each specific effect may be configured to progress based on the passage of time without requiring an operation of the effect button BT. That is, in the leading part of each specific effect, the CPU 51 may not need to set the effective period of operation of the effect button BT. The trailing part of each specific effect may be configured to progress based on an operation of the effect button BT. That is, in the trailing part of each specific effect, the CPU 51 may set the effective period of operation of the effect button BT. In this case, when the effect button BT is not operated until the effective period of operation of the effect button BT has elapsed, the CPU 51 may start the trailing part when the effective period has elapsed.
[0202] ·During the execution of a specific performance, the light emission performance with a special light emission pattern may be omitted. The light emission performance with a special light emission pattern may be executed at one or more arbitrarily selectable times among the time of performing the previous part, the time in the first state of the previous part, the time in the special state of the previous part, the time in the second state of the previous part, and the time of performing the subsequent part. In the first performance and the second performance, at times when the special light emission pattern is not used, a light emission pattern different from the special light emission pattern may be used. This light emission pattern may be a different light emission pattern for each type of specific performance and combination with each display from the previous part to the subsequent part, or may be a light emission pattern with some commonalities.
[0203] ·During the execution of a specific performance, the output of a special sound may be omitted. The output of the special sound may be executed at one or more arbitrarily selectable times among the time of performing the previous part, the time in the first state of the previous part, the time in the special state of the previous part, the time in the second state of the previous part, and the time of performing the subsequent part. In the first performance and the second performance, at times when the special sound is not output, a sound different from the special sound may be output. This sound may be a different sound for each type of specific performance and combination with each display from the previous part to the subsequent part, or may be a sound with some commonalities.
[0204] ·When the first performance is executed, the expectation of being controlled in a favorable state may be higher than when the second performance is executed. The expectation of being controlled in a favorable state may be in the relationship of the first destruction performance < the second destruction performance and the first noise performance < the second noise performance. The expectation of being controlled in a favorable state may be in the relationship of the second destruction performance < the first destruction performance and the second noise performance < the first noise performance.
[0205] · The "expectation level controlled to a favorable state" suggested or notified by a specific performance is not limited to the jackpot expectation level. For example, the expectation level controlled to a favorable state may be the expectation level of being given the first favorable state, or the expectation level of hitting the jackpot for symbols ZA, Za. For example, the expectation level controlled to a favorable state may be the expectation level of being given the second favorable state, or the expectation level of hitting the jackpot for symbols ZB, Zb.
[0206] · For the first performance and the second performance, it is advisable to execute the display of a specific object (swordsman 61 or wizard) on one arbitrarily selectable side using the first performance display device EH1, and execute the other on the second performance display device EH2. However, it is not limited to this. The display of the specific object (swordsman 61 or wizard) in both the first performance and the second performance may be executed using the first performance display device EH1, or may be executed using the second performance display device EH2. Also, the first performance and the second performance may be a performance that makes the visibility of the image being displayed on the first performance display device EH1 different for one arbitrarily selectable side, and a performance that makes the visibility of the image being displayed on the second performance display device EH2 different for the other. Also, both the first performance and the second performance may be a performance that makes the visibility of the image being displayed on the second performance display device EH2 different. The gaming machine 10 is not limited to including the performance display devices EH1 and EH2, and may include only the first performance display device EH1. In this case, all specific performances may be executed using the first performance display device EH1. The gaming machine 10 may include three or more performance display devices. For example, if it includes four performance display devices, the four types of specific performances described in the embodiment may be executed using different performance display devices respectively.
[0207] ·During the execution of one variation game, a configuration may be adopted in which both the first effect and the second effect are executed. Also, during the execution of one variation game, the first effect may be executed multiple times, the second effect may be executed multiple times, or a plurality of types of specific effects may be combined and executed multiple times. In this case, a configuration may be adopted in which one specific effect is executed for each unit variation. Also, a configuration may be adopted in which a plurality of specific effects are executed for each unit variation. In this case, in one unit variation, a configuration may be adopted in which neither the first effect nor the second effect is executed.
[0208] ·After the end of the jackpot game, the CPU 41 may be configured to assign a high-probability state until a predetermined number (e.g., 100 times, etc.) of special games are executed. ·During the jackpot game, when the game ball that has entered the big winning opening 18 passes through the special passage area, the CPU 41 may control to a high-probability state after the end of the jackpot game. When the game ball that has entered the big winning opening 18 does not pass through the special passage area during the jackpot game, the CPU 41 may control to a low-probability state after the end of the jackpot game. In this modification example, an advantageous win in which the game ball that has entered the big winning opening 18 easily passes through the special passage area and a normal win in which the game ball that has entered the big winning opening 18 hardly passes through the special passage area may be provided. For example, a distributing member for distributing the game balls that have entered the big winning opening 18 may be provided, and the distribution mode of the distributing member may be determined based on the type of jackpot. Then, the CPU 41 may control so that the probability of the game ball that has entered the big winning opening 18 passing through the special passage area is different according to the distribution mode of the distributing member.
[0209] ·The second special game may be executed with priority over the first special game. The first special game may be executed with priority over the second special game. Each special game may be executed simultaneously in parallel. Each special game may be executed in the order in which the game balls enter the starting openings 15 and 16. Also, for example, the type of special game may be one type, and one of the first special game and the second special game may be executed.
[0210] Some or all of the functions and means realized by the main control board 40 may be realized by the sub-control board 50. Some or all of the functions and means realized by the sub-control board 50 may be realized by the main control board 40. In addition, the functions and means realized by the sub-control board 50 may be realized by dividing them into an overall control board that performs overall control related to the presentation, and a display control board that performs control related to the display of images.
[0211] The gaming machine 10 may be configured so that the special variable member 19 operates to the open state by a predetermined lottery, and a jackpot game is awarded when a gaming ball that has entered the big prize winning opening 18 passes through a specific passing area. The gaming machine 10 may be a gaming machine in which a jackpot game starts when a gaming ball enters a predetermined ball entrance. The gaming machine 10 does not need to be provided with a high probability state.
[0212] The gaming machine may be a rotary gaming machine (a so-called slot machine). In this modified example, the gaming machine has a plurality of reels, a bet button, a start lever, and a stop button. A plurality of symbols are arranged on each reel. The gaming machine electronically manages the number of gaming media. In the gaming machine, the number of gaming media can be decreased and the number of bets can be increased by operating the bet button. In the gaming machine, when the number of bets is a specified number of bets, the gaming machine can execute a variable game by operating the start lever. The variable game is executed by rotating the plurality of reels. In the gaming machine, the rotation of each reel can be stopped by operating the stop button. Then, the gaming machine awards various benefits (prizes) according to the combination of symbols displayed by stopping each reel. The specific effect may be executed as an effect (for example, a freeze effect) during execution of the variable game.
[0213] The present disclosure is not limited to these examples, but is defined by the claims, and is intended to include all modifications within the meaning and scope of the claims. The technical ideas that can be understood from the above-described embodiment and modified examples will be described.
[0214] (Appendix 1) In a gaming machine capable of executing a variable game and controllable to an advantageous state advantageous to a player, the gaming machine includes an effect execution means capable of executing an effect and an effect control means for controlling the effect execution means, and is capable of executing a first effect in which a first post-part is performed after a first pre-part, and capable of executing a second effect in which a second post-part is performed after a second pre-part, and a character can be displayed in the first pre-part and the second pre-part, and the first effect has a first state in which the visibility of the image being displayed is reduced according to the movement of the character in the first pre-part, and a second state in which the visibility is different from that of the first state after the first state, and the second effect is an effect that becomes the second state in a period different from the period from the first state to the second state in the first effect according to the movement of the character in the second pre-part, and a gaming machine characterized in that the expectation degree of being controlled to the advantageous state is different when the first effect is executed and when the second effect is executed.
[0215] (Appendix 2) In a gaming machine capable of executing a variable game and controllable to an advantageous state advantageous to a player, the gaming machine includes an effect execution means capable of executing an effect and an effect control means for controlling the effect execution means, and is capable of executing a first effect in which a first post-part is performed after a first pre-part, and capable of executing a second effect in which a second post-part is performed after a second pre-part, and a character can be displayed in the first pre-part and the second pre-part, and the first effect has a first state in which the visibility of the image being displayed is reduced according to the movement of the character in the first pre-part, and a second state in which the visibility is different from that of the first state after the first state, and the second effect is an effect that becomes the second state in a period different from the period from the first state to the second state in the first effect according to the movement of the character in the second pre-part, and the expectation degree of being controlled to the advantageous state is different when the first effect is executed and when the second effect is executed, and at least the first effect of the first effect and the second effect has a special state in which the visibility is changed after the start of the first state.
[0216] (Appendix 3) In a gaming machine capable of executing a variable game and controllable to an advantageous state advantageous to a player, the gaming machine includes an effect execution means capable of executing an effect, and an effect control means for controlling the effect execution means, and is capable of executing a first effect that performs a first post-part after performing a first pre-part, and is capable of executing a second effect that performs a second post-part after performing a second pre-part, and is capable of displaying a character in the first pre-part and the second pre-part, and the first effect has a first state in which the visibility of the image being displayed is reduced according to the movement of the character in the first pre-part, and a second state having a visibility different from that of the first state after the first state, and the second effect is an effect that becomes the second state in a period different from the period from the first state to the second state in the first effect according to the movement of the character in the second pre-part, and the degree of expectation of being controlled to the advantageous state is different when the first effect is executed and when the second effect is executed, and at least a part of the mode when the visibility is reduced in the first pre-part and the mode when the visibility is reduced in the second pre-part are common. The gaming machine is characterized by this.
[0217] (Supplementary Note 4) In a gaming machine capable of executing a variable game and controllable to an advantageous state advantageous to a player, the gaming machine includes an effect execution means capable of executing an effect and an effect control means for controlling the effect execution means, and is capable of executing a first effect in which a first post-part is performed after a first pre-part, and capable of executing a second effect in which a second post-part is performed after a second pre-part, and a character can be displayed in the first pre-part and the second pre-part. The first effect has a first state in which the visibility of the image being displayed is reduced according to the movement of the character in the first pre-part, and a second state in which the visibility is different from that of the first state after the first state. The second effect is an effect that becomes the second state in a period different from the period from the first state to the second state in the first effect according to the movement of the character in the second pre-part. The degree of expectation of being controlled to the advantageous state is different when the first effect is executed and when the second effect is executed, and the mode when the visibility is reduced in the first pre-part is different from the mode when the visibility is reduced in the second pre-part. A gaming machine characterized by this is provided.
[0218] (Supplementary Note 5) In a gaming machine capable of executing a variable game and controllable to an advantageous state advantageous to a player, it includes an effect execution means capable of executing an effect, and an effect control means for controlling the effect execution means, and is capable of executing a first effect that performs a first subsequent part after performing a first preceding part, and is capable of executing a second effect that performs a second subsequent part after performing a second preceding part, and a character can be displayed in the first preceding part and the second preceding part, and the first effect has a first state that reduces the visibility of the image being displayed according to the movement of the character in the first preceding part, and a second state that has a visibility different from that of the first state after the first state, and the second effect is an effect that becomes the second state in a period different from the period from the first state to the second state in the first effect according to the movement of the character in the second preceding part, and the degree of expectation of being controlled to the advantageous state is different when the first effect is executed and when the second effect is executed, and the degree of reduction in visibility when the visibility decreases in the first preceding part is different from the degree of reduction in visibility when the visibility decreases in the second preceding part. A gaming machine characterized by this.
[0219] (Supplementary Note 6) In a gaming machine capable of executing a variable game and controllable to an advantageous state advantageous to a player, the gaming machine includes an effect execution means capable of executing an effect, and an effect control means for controlling the effect execution means. The gaming machine is capable of executing a first effect that performs a first post-part after performing a first pre-part, and is capable of executing a second effect that performs a second post-part after performing a second pre-part. A character can be displayed in the first pre-part and the second pre-part. The first effect has a first state that reduces the visibility of the image being displayed according to the movement of the character in the first pre-part, and a second state that has a visibility different from that of the first state after the first state. The second effect is an effect that becomes the second state in a period different from the period from the first state to the second state in the first effect according to the movement of the character in the second pre-part. The degree of expectation of being controlled to the advantageous state is different when the first effect is executed and when the second effect is executed. In the first effect, the first post-part may be performed without going through the second state. The gaming machine is characterized by this.
Explanation of Signs
[0220] 10… Gaming machine 40… Main control board 50… Sub-control board 51… CPU 60… Specific object (swordsman, magician) EH1, EH2… Effect display device SP1, SP2… Speaker LA1, LA2… Decorative lamp.
Claims
[Claim 1] In a gaming machine capable of executing a variable game and controlling it to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance; A performance control means for controlling the performance execution means, A first performance can be executed in which a first leading part is executed and then a first trailing part is executed, A second performance can be executed in which a second subsequent part is executed after a second first part is executed, A character can be displayed in the first destination part and the second destination part, The first performance has a first state in which the visibility of the image being displayed is reduced according to the action of the character in the first forward part, and a second state in which the visibility is changed from that of the first state after the first state, The second performance is a performance in which the character enters the second state in a period different from a period from the first state to the second state in the first performance, depending on the character's action in the second part; The expectation level controlled to the advantageous state is different when the first performance is executed and when the second performance is executed, A gaming machine characterized in that at least the first performance of the first and second performances has a special state that changes visibility after the start of the first state.
Citation Information
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