Game machine

The gaming machine addresses the monotony of conventional gaming machines by implementing a system with variable effects and controlled visibility changes based on character movement, thereby enhancing player interest and engagement.

JP2025092404APending Publication Date: 2025-06-19NEWGIN KK
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Patent Information

Application Number
JP2024159118
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-13
Publication Date
2025-06-19

AI Technical Summary

Technical Problem

Conventional gaming machines have monotonous display effects despite similar display positions, leading to a lack of player interest.

Method used

A gaming machine with an effect execution means and an effect control means, capable of executing variable effects with different subsequent parts following preceding parts, where the visibility of images is reduced in a first state and changes to a second state based on character movement, with varying periods and degrees of reduction.

Benefits of technology

The solution enhances player interest by providing diverse and dynamic display effects, varying the degree of expectation and visibility reduction, thus creating a more engaging gaming experience.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025092404000001_ABST
    Figure 2025092404000001_ABST
Patent Text Reader

Abstract

To enhance a player's interest.SOLUTION: A first performance display device and a second performance display device can execute a first performance for executing a first latter part after executing a first former part and a second performance for executing a second latter part after executing a second former part as specific performances for executing a latter part after executing a former part each, and can display a character in the first former part and the second former part. The first performance has a first state for reducing visibility of an image during display and a second state for setting to visibility different from that of the first state after the first state according to an operation of a character in the first former part. The second performance is a performance for setting the second state during a period that differs from a period from the first state to the second state in the first performance according to an operation of a character in the second former part, and a degree of expectation toward control to an advantageous state differs between when the first performance is executed and when the second performance is executed.SELECTED DRAWING: Figure 9
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Description

Technical Field

[0001] The present disclosure relates to a gaming machine.

Background Art

[0002] Conventionally, as a gaming machine configured to perform a display effect, 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, similar display effects 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 with 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 advantageous 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 changes to 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, and the degree of reduction in visibility in the first preceding part is different from the degree of reduction in visibility in the second preceding part.

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 an 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 configured by combining 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 that holds the game board YB, and a front frame W3 that protects 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 capable of being pressed. Not limited to this, the operation means may be a lever-type operation device configured to be capable of being 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 unit 13a. The first special symbol display unit 13a can display a first special symbol variation game that variably displays a predetermined symbol and finally derives a first special symbol. The gaming machine 10 is provided with a second special symbol display unit 13b. The second special symbol display unit 13b can display a second special symbol variation game that variably displays a predetermined symbol and finally derives a second special symbol. 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 yet satisfied. 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 yet satisfied. 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 a predetermined symbol 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 yet satisfied. 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 a performance display device EH. For example, the performance display device EH includes a first performance display device EH1 and a second performance display device EH2. Each of the performance display devices EH1, EH2 is provided with an image display unit capable of displaying various images. Each of the performance 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 performance display devices EH1, EH2 can execute a display performance. The display performance is realized by displaying an object imitating a pattern, a person, an animal, a vehicle, a number, a symbol, a character (character string), etc. as an image. Any of these objects (images) can also be grasped as a character. Each of the performance display devices EH1, EH2 is an example of a performance execution means (performance display means) capable of executing a performance.

[0020] The area of the display area R1 in the image display unit of the first performance display device EH1 is larger than the area of the display area R2 in the image display unit of the second performance display device EH2. When viewed from the player, the center C1 of the display area R1 in the first performance 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 area R2 in the second performance display device EH2. For example, the second performance display device EH2 is arranged such that the center C2 of its display area R2 is located below the center C1 of the display area R1 of the first performance display device EH1. Not limited to this, the second performance display device EH2 may be arranged such that the center C2 of its display area R2 is located above, to the left, or to the right of the center C1 of the display area R1 of the first performance display device EH1. The second performance 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 performance display device EH1 is a so-called main screen, and the second performance 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 an example of the variation game.

[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 the 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 (hereinafter referred to as the big win expectation) than 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 a game ball that has entered the first starting port 15. The holding conditions for the first special game and the conditions for awarding bonus 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 a game ball that has entered the second starting port 16. The holding conditions for the second special game and the conditions for awarding bonus 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 a game ball can enter or is likely to enter the second starting port 16. The closed state is a state where a game ball cannot enter or is 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 a game ball that has entered the large winning port 18. The conditions for awarding bonus 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 where a game ball can be made to enter the big winning opening 18, or a state where it is easy for the game ball to enter. The closed state is a state where a game ball cannot be made to enter the big winning opening 18, or a state where it is difficult for the game ball to enter. The gaming machine 10 is provided with a special solenoid SL2 that operates 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 holding 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 with a higher big hit probability compared to 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 with a higher ball entry rate compared to 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 hitting 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 hitting 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 hitting rate state. Note that the normal winning probability in the low hitting rate state may be 0 or may exceed 0. The low hitting rate state may be a state where the normal lottery is not performed, and the high hitting 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 hitting 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 hitting 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 hitting 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 assistance 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 assistance 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 assistance 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 assistance 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 instance, will be described. The gaming machine 10 is provided with a plurality of types of jackpot symbols as winning symbols for the special symbols. Each jackpot symbol has a defined jackpot type. Each jackpot symbol (jackpot type) has a defined type of jackpot game. The gaming machine 10 is provided with a jackpot game after the jackpot symbol stops and is displayed in a special game. The gaming machine 10 is provided with a winning game after the symbol combination of the jackpot stops and is displayed in a 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 that announces 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 multiple 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 a maximum 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 that announces the end of the jackpot game is performed over a predetermined ending time. The jackpot game ends as the ending time elapses.

[0041] A specific example of a big win will be described. 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 (2s as an example) is set after the end of the round game. When the interval time between rounds elapses, the next round game or the ending time is started. Big win games ZA, ZB, Za, and Zb are set with the same opening time (8s as an example) and the same ending time (10s as an example).

[0043] For symbols ZA and Za, a first favorable state is defined as the game state after the big win game. After the end of 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, a 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 (100 times as an example) of the special game after the end of 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 a big win game compared to the big win ZB, Zb. The big win ZA, Za is advantageous in terms of the high probability state (probability change state) that can be given after a big win game compared to the big win ZB, Zb. In the following description, the big win ZA, Za may be referred to as "advantageous win", and the big win ZB, Zb may be referred to as "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 entry rate state and 65534 / 65535 in the high ball entry rate state. The total opening time of the normal variable member 17 in one normal win game is 396 ms in the low ball entry rate state and 5680 ms in the high ball entry 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 processing result. 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, and the like. 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 includes flags, counters, timers, and the like.

[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, the variation pattern may be information that can specify the variation time and 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 game balls. 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 software random numbers generated by the CPU 51.

[0053] The ROM 52 stores a sub-control program, a table used for lottery, determination values, etc. The ROM 52 stores display effect data related to display effects by the effect display device EH. The ROM 52 stores light emission effect data related to light emission effects by the decoration lamp LA. The ROM 52 stores sound output effect data related to sound output effects 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 includes flags, counters, timers, etc.

[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 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 hold count is less than the maximum value. The first special hold count and the second special hold count are stored in the RWM 43. When the first special hold count is less than the maximum value, the CPU 41 adds 1 to the first special hold count and updates it. The CPU 41 controls the first special hold display unit 13c to display the updated first special hold count.

[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 winning lotteries, random numbers used for determining big winning 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 may be information obtained by processing the random numbers using a predetermined method.

[0057] Based on the various random numbers for the first special game that have been acquired, the CPU 41 executes look-ahead processing. In the look-ahead processing, 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 winning lottery (big winning determination). In the look-ahead processing, the CPU 41 may also determine which winning symbol the value of the winning symbol random number corresponds to. In the look-ahead processing, the CPU 41 may also determine which variation pattern the value of the variation pattern random number corresponds to. The CPU 41 transmits control information (hereinafter referred to as the first look-ahead command) that can specify the variation content of the first special game that has been looked ahead to the sub-control board 50.

[0058] When the game ball has not entered the first start port 15, when the first special hold count 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 processing.

[0059] When a game ball enters the second start port 16, the CPU 41 determines whether the second special reservation count is less than the maximum value. If the second special reservation count is not less than the maximum value, the CPU 41 ends the special symbol input process. If the second special reservation count is less than the maximum value, the CPU 41 increments the second special reservation count by 1 and updates it. The CPU 41 controls the second special reservation display unit 13d to display the updated second special reservation count.

[0060] Next, the CPU 41 acquires a random number generated within the main control board 40 and stores the 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 off on executing the second special game until the execution conditions for 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 determines 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 reservation count is not less than the upper limit number, the CPU 41 ends the special symbol input process.

[0063] An explanation will be given of the special symbol start process. 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 the 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 the 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 as to whether or not 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 or not the value of the random number specified from the random number information matches the jackpot determination value corresponding to the current probability state. Not limited to this, the jackpot determination may be made based on whether or not 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. Thereafter, 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. Thereafter, 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 winning 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 ending the special symbol start process, the CPU 41 causes a special game to be executed by a process different from the special symbol start process. The CPU 41 can specify 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 control cycles after the next time. The CPU 41 sets a control command (hereinafter referred to as a symbol command) that can specify the winning 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 grant a jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start process. That is, the CPU 41 grants 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 big winning opening 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 big winning opening 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 grants 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 grants 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 as to be in 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 specify controlling to a 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 specify controlling to a high ball entry rate state in the operation flag. In this case, since the CPU 41 awards a 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 for which the high ball entry rate state is awarded. 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, in the operation flag, information that can specify controlling to a low ball entry rate state with the end of the special game for which 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, in the probability flag, information that can specify controlling to a low-probability state. When starting the jackpot game, the CPU 41 sets, in the operation flag, information that can specify controlling to a low ball entry rate state.

[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 so as to execute an opening effect. When the CPU 51 inputs a round command, it controls the effect display device EH so as to execute a round effect. When the CPU 51 inputs an ending command, it controls the effect display device EH so as to execute an ending effect. Thus, during the jackpot game, the CPU 51 can cause the opening effect, the round effect, and the ending effect to be executed 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 decoration lamp LA and the speaker SP so as to execute various jackpot effects.

[0077] The production 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 production 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 production 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 production 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 production display device EH1 so that the production symbols are variably displayed in each symbol column. That is, the CPU 51 starts the production game. During the execution of the production game, the CPU 51 performs a display effect according to the production 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 production display device EH1 so as to execute the reach effect defined in the variation pattern.

[0079] The CPU 51 is configured to enable control to execute the normal notice effect. Here, the normal notice effect is an effect that is executed for the variation game being executed and suggests or notifies the jackpot expectancy of the variation game being executed. For example, the CPU 51 determines whether to execute the normal notice effect according to the variation pattern and the special symbol. When the CPU 51 determines that the normal notice effect can be executed, it determines the content of the effect and may control the production display device EH to execute the normal notice effect. When the CPU 51 determines that the normal notice effect cannot be executed, it does not execute the normal notice effect. Note that the normal notice effect may be executed on one or both of the production display devices EH1 and EH2.

[0080] Then, after starting the production 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, the CPU 51 stops the display and makes it final. 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, the symbol combination may be stopped and displayed finally. In this case, the end command may be omitted.

[0081] The CPU 51 is configured to enable control to execute the preview production. Here, the preview production is a production that targets the pending variable game corresponding to the preview command and suggests or notifies the jackpot expectation level of the pending variable game. The CPU 51 determines whether or not to execute the preview production based on the preview command. When the CPU 51 determines that the preview production can be executed, it may determine the production content and control the production display device EH to execute the preview production. When the CPU 51 determines that the preview production cannot be executed, it does not execute the preview production. Note that the preview production may be executed on one or both of the production display devices EH1 and EH2.

[0082] Next, other productions 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 type of normal preview performance. The pseudo - continuous performance is carried out by providing an on - stage break so as to divide the variable time in one variable 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 (e.g., 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, for the sake of convenience of explanation, the on - stage break constituting the pseudo - continuous performance is referred to as "re - variation", 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 the 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 the pseudo - continuous performance (the number of re - variations>0), the expectation of a big win is higher than when not accompanied by the pseudo - continuous performance (the number of re - variations = 0). The pseudo - continuous performance is configured such that the expectation of a big win becomes higher 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 holding change effect, which is a type of preview effect. The holding change effect is an effect that changes the display mode of the holding icon I displayed on the first effect display device EH1 in correspondence with the variable game during holding from the normal display mode (e.g., a white ball) to a specific display mode (e.g., a red ball or another character). For example, the holding change effect is configured such that the jackpot expectation level in the specific display mode is higher than that in the normal display mode. The holding change effect is an effect that suggests or notifies in advance the jackpot expectation level and the like of the variable game corresponding to the holding icon I by changing the display mode of the holding icon I.

[0085] For example, on the first effect display device EH1, a holding icon display area is defined for displaying the holding icon I so as to indicate the variable game during holding. In the holding icon display area, up to four holding icons I can be displayed corresponding to the upper limit of the first special holding 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 the variable game in progress. 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 expectation level in the special zone is higher than that in the normal zone. For example, these preview effects are configured such that when the zone effect is executed, the jackpot expectation level of the variable game targeted by the preview effect is higher than when the holding 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 at least performing 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 the image has cracked. The location where the image imitating a crack is superimposed has lower visibility compared to other locations. Therefore, the image (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 image has been destroyed, whereby a predetermined effect result is displayed.

[0088] The predetermined effect result is a result object displayed on any of the effect display devices EH1 and 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 the image 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 Expectations" 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 content of each specific performance (the object to be previewed) varies according to the variation pattern. The column of "this variation content" shown in the figure indicates the content of the performance in this variation specified by the variation pattern. The column of "number of re-variations" indicates the presence or absence of pseudo-continuous performance and the number of re-variations constituting the pseudo-continuous performance. When "〇" is attached to each performance column enclosed by "First system (normal preview)" and "Second system (advance preview)", it indicates that the specific performance can be executed with that performance as the object to be previewed. On the other hand, when "×" is attached, it indicates that the specific performance cannot be executed with that performance as the object to be previewed. The column of "pseudo-continuous (main)" indicates whether the first performance can be executed with the object to be previewed as a pseudo-continuous performance, and the column of "pseudo-continuous (sub)" indicates whether the second performance can be executed with the object to be previewed as a pseudo-continuous performance.

[0095] For example, when it is the variation pattern P11A indicating pseudo-continuous performance, the first performance and the second performance of the first system with the pseudo-continuous performance as the object to be previewed can be selected. For example, when it is the variation pattern P12B indicating SP reach performance, the first performance of the first system with the SP reach performance as the object to be previewed can be executed. For example, when it is the variation patterns P01B, P02B, P11B, P12B, P22B, P32B indicating a big win, the first performance of the first system with the big win notification performance as the object to be previewed can be executed.

[0096] As an example, the destruction performance of the second system is executed in 80% of the cases where the advance preview performance is executed. As an example, the noise performance of the second system is executed in 90% of the cases where the advance preview performance is executed.

[0097] The destruction effect of the first system that ultimately results in a loss is executed 50% of the time when the reach effect is executed and 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 50% of the time when the reach effect is executed and the result of the special figure game is a loss. The destruction effect of the first system that ultimately results in a jackpot is executed 80% of the time when the reach effect is executed and the result of the special figure game is a jackpot. The noise effect of the first system that ultimately results in a jackpot is executed 90% of the time when the reach effect is executed and the result of the special figure game is a jackpot.

[0098] According to an example as described above, the noise effect of the first system has a higher jackpot expectation compared to the destruction effect of the first system. When the reach effect is executed, the preview notice 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 jackpot expectation in the target variable game compared to the hold change effect. Therefore, the noise effect of the second system has a substantially higher jackpot expectation 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 together, 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 of being controlled in a big win game, which is an example of an advantageous state, is different 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 of being controlled in an advantageous state is different 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 being a big win in the ongoing variable game or the pending variable game. 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 being a big win in the ongoing variable game or the pending variable game.

[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 a variable start command has not been input (step S1: NO), the CPU 51 ends the specific effect process. When a variable start command has been input (step S1: YES), in step S2, the CPU 51 determines whether to execute a 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 is advisable to determine whether to execute the first type of specific effect by lottery using a predetermined random number.

[0106] When it is determined that the specific performance of the first system can be executed (step S2: YES), in step S3, the CPU 51 determines the type of the specific performance and the performance content (the target of the notice) as the performance content of the specific performance of the first system. As described above, the performance content (the target of the notice) of the specific performance of the first system varies according to the input variation pattern (see FIG. 3). When the CPU 51 can select a plurality of types of specific performances corresponding to the input variation pattern, it may determine any one of the specific performances by lottery using a predetermined random number. When the CPU 51 can select a plurality of performance contents (the targets of the notice) corresponding to the input variation pattern, it may determine any one of the performance contents by lottery using a predetermined random number.

[0107] When it is determined that the specific performance of the first system cannot be executed (step S2: NO), or when step S3 is completed, in step S4, the CPU 51 determines whether there is a variable game that is the target of the preview notice performance. For example, when the variable game of the variation pattern indicating the reach performance is reserved as the main variation content, the CPU 51 may make an affirmative determination in step S4. In other words, the preview notice performance can be executed for the reserved variable game including the reach performance. The CPU 51 can specify the variation content (performance content) of the reserved variable game based on the preview command.

[0108] When there is a variable game that is the target of the preview notice performance (step S4: YES), in step S5, the CPU 51 determines whether the specific performance of the second system can be executed. The CPU 51 may determine whether the specific performance of the second system can be executed by lottery using a predetermined random number. Note that when the CPU 51 has already determined to execute the specific performance of the first system in steps S2 and S3, it makes a negative determination in step S5. That is, the CPU 51 is configured to determine that either the specific performance of the first system or the specific performance of the second system can be executed in one variable 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 differs 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 or not 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 variation 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 variation game are satisfied, the CPU 51 controls the first effect display device EH1 to start the effect game by starting the variation 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 variation icon H indicating the ongoing variation game and three hold icons I indicating the hold variation 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 valid period of the performance button BT. The operation valid period may be shorter than the time of the leading part, may be the same time, or may be a longer time. Note that it is preferable that the operation valid period is shorter than or the same as the time of the leading part. During the operation valid 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 performance of displaying an in-execution object 68 that suggests or notifies that the first destruction performance is in progress.

[0114] 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 swordsman 61 performs an action (e.g., 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 movement (action) 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 (e.g., 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 when the performance button BT is not operated until the operation valid period elapses, the CPU 51 may control the first performance display device EH1 to make the first destruction performance enter the first state upon the elapse of the operation valid period.

[0116] Thereafter, 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 invisible in a manner that appears 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] Thereafter, the CPU 51 controls the first effect display device EH1 so as to display a result object 66 that suggests or notifies the object to be previewed. That is, in the first effect display device EH1, the latter part that constitutes 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 a 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 a 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 a result object 66 including the character "EXTREMELY INTENSE" (see Fig. 7(c)). For example, when the object to be previewed is a big win notification effect, the CPU 51 controls the first effect display device EH1 so as to display a result object 66 including the character "HIGH EXPECTATIONS" (see Fig. 7(d)).

[0119] Thereafter, 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 announced 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 being 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. FIGS. 8(a) to 8(f) show an example of a specific execution mode of the second destruction effect. Regarding the description of the second destruction effect, for parts similar to the first destruction effect, the description 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. The CPU 51 does not set the operation valid period 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 acts (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 character "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. Also, 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) 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] After that, 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 previewed. That is, in the first effect display device EH1, the latter part that constitutes 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 previewed 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 character "NEXT" (see Fig. 8(d)). For example, when the object to be previewed 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 character "Pending change" (see Fig. 8(e)). For example, when the object to be previewed is a zone effect, the CPU 51 controls the first effect display device EH1 so as to display the result object 67 including the character "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 predicted effect that has been determined. As a result, the effect will be developed as announced by the specific effect.

[0127] As described above, in the second destruction effect, after the effect is developed with the common effect content in the order shown in FIGS. 8(a)→FIGS. 8(b)→FIGS. 8(c), finally, as shown in FIGS. 8(d)~FIGS. 8(f), 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 way as the first destruction effect described with reference to FIGS. 6(a)~FIGS. 6(d) and FIGS. 7(a)~FIGS. 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 period, it controls the first production display device EH1 to display the state (motion) in which the wizard performs an action (e.g., attacks with magic) on the currently displayed image. Also, 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 the first state that reduces the visibility of the image that was being displayed according to the movement (action) of the wizard in the first leading part. The CPU 51 may control the first production display device EH1 to display an additional object (e.g., the text "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 the state (motion) in which the wizard performs an action (e.g., attacks with magic) on the currently displayed image again. Also, 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 the second state with visibility different from the first state according to the movement (action) 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 that constitutes 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, similar to 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 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 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 way 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 wizard (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 (motion). The CPU 51 may control the first effect display device EH1 to display an additional object different from the magician (e.g., the characters "Let's go!") 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 invisible 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 state of gradually making the displayed image invisible as if it has been 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. 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 develop into a big win.

[0139] Also, 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. The common characters here include a plurality of types, and the expected degree of being controlled in an advantageous state (for example, the jackpot expectation degree) is different 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 able to progress based on the passage of time. Also, at least one of the leading part and the trailing part (for example, the leading part) is configured to be able to progress based on the operation of an effect button BT which is an example of an operation means.

[0140] And, 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 displayed image 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. Not 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 a jackpot. The special sound may be a sound corresponding to the content of the specific effect. For example, the special sound corresponding to the destruction effect may be a sound effect showing the state of the image cracking, or a sound (for example, the voice of a swordsman) corresponding to the character string actually displayed (here, the character string "Let's go!"). For example, the special sound corresponding to the noise effect may be a sound effect showing the state of the image being disturbed, or a sound (for example, the voice of a wizard) corresponding to the character string actually displayed (here, the character string "Let's go!").

[0142] For example, the special sound is a sound common to all specific effects. Not limited to this, the special sound may be a different sound between any two or three specific effects that can be arbitrarily selected from 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 where the first effect (the first destruction effect and the first noise effect) is executed 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] A situation where a special sound is output in a scene where the second performance (the second destruction performance and the second noise performance) is executed 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 cause the special sound to be output from the lower speaker SP2 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 a special light emission pattern, which is an example of a specific light emission pattern, corresponding to each specific performance, using the decorative lamp LA. 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 here may be a performance that definitely notifies that a big win has occurred. 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 wizard. 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 presentations. Not limited to this, the special light emission pattern may be a light emission pattern that is different between two or three arbitrarily selectable specific presentations out of the first destruction presentation, the second destruction presentation, the first noise presentation, and the second noise presentation and the remaining specific presentations. For example, the first special light emission pattern may be adopted for each destruction presentation, and the second special light emission pattern may be adopted for each noise presentation. For example, the first special light emission pattern may be adopted for the first destruction presentation and the first noise presentation, and the second special light emission pattern may be adopted for the second destruction presentation and the second noise presentation.

[0147] A situation where light is emitted in a special light emission pattern in a scene where the first presentation (the first destruction presentation and the first noise presentation) 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 presentation until 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 until 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 presentation 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 presentation (the second destruction presentation and the second noise presentation) 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 presentation until 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 presentation 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 presentation and not to use a specific light emission pattern when performing the first part of the first presentation. For example, a special light emission pattern may be used when performing the first part of the second presentation, and a light emission pattern different from the special light emission pattern may be used when performing the first part of the first presentation.

[0149] A specific example of the execution 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 previous part of the specific performance is performed. Suppose that at time T2, an operation of the performance button BT is received during the operation valid period of the first performance. As a result, the first performance assumes a first state according to the action of the character (swordsman 61 or wizard) in the first previous part. After a predetermined time has elapsed, the first performance assumes a second state according to the action of the character (swordsman 61 or wizard) in the first previous part. On the other hand, when a predetermined time has elapsed since the start timing of the specific performance arrived, the second performance assumes a second state without passing through the first state according to the action of the character (swordsman 61 wizard) in the second previous part. Therefore, in the first performance and the second performance, the period until the second state is reached is different in the previous 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 in which the character is displayed in the same manner in the first previous part and the second previous part, and a non-common part in which the length of the "period from the first state to the second state" are created. Therefore, the player can feel the degree of expectation (for example, the jackpot expectation) of being controlled in an advantageous state by directing attention to the length of the "period until the second state is reached" from the start of the performance while visually recognizing the characters that appear in the same manner. For this reason, by creating a change in the mode of the performance, it is possible to improve the player's interest.

[0151] (1-2) According to this embodiment, all the modes when the visibility decreases in the first previous part and the modes when the visibility decreases in the second previous 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 improve 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, the jackpot expectation) of being controlled in an advantageous state.

[0153] (1-4) There are multiple types of characters that can appear commonly in the leading part of the first presentation and the leading part of the second presentation, and the degree of expectation of being controlled in an advantageous state is different. For this reason, from the situation where the common character appears, the player can also sense the subsequent development. Therefore, the player's interest can be further improved.

[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, the display of a preview image) is performed, and the sense of expectation for the subsequent part can be effectively enhanced. Therefore, the player's interest can be further improved.

[0155] (1-6) A common part where a common character is displayed and a non-common part such as the presence or absence of light emission in a specific light emission pattern (for example, a special light 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 light 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 expected degree of being controlled in an advantageous state is different. The same relationship holds for 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 expected degrees of 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 pay attention to the presence or absence of a specific sound and feel the expected degree of being controlled in an advantageous state even more strongly.

[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 player's attention 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 the same configurations and the same controls as those in 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 the 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 as if the crack has expanded. In the first noise performance of the second embodiment, after the displayed image is shown as if distorted, it is further shown as if more distorted. The state of being shown as if the crack has further expanded is an example of the special state. The state of being shown as if more distorted is an example of the special state.

[0160] Regarding an example of a specific execution mode of the first destruction performance of the second embodiment, the description will focus 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 starting 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 in which 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 more cracked (see Fig. 10(d)). That is, the first destruction effect of 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 in which 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 of the second embodiment will be described. For example, the first noise effect in the second embodiment is developed in the same way as the first destruction effect in the second embodiment described with reference to FIGS. 10(a) to 10(e). Hereinafter, the first noise effect in the second embodiment will be described centering on the parts different from the first destruction effect in 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 appears to be 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 appears to be further distorted. That is, the first noise effect in the second embodiment 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 appears as if the screen has blacked out.

[0166] As described above, in the first noise effect in 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 in 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 form 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 form 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 form in the second state when the visibility of the displayed image decreases is different from the form 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, the case where a part of the form 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 condition of the variable game is 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 state where it looks cracked due to 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 how 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 makes it appear as if the displayed image has been destroyed, in a manner that is partially different from when the displayed image is gradually made invisible in a manner that makes it appear as if the displayed image has been destroyed in the second effect (the different parts are indicated by hatching 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 makes it appear as if the displayed image has been destroyed, in a manner that is partially common to when the displayed image is gradually made invisible in a manner that makes 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 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 make the degree of decrease in the visibility of the displayed image different between the first effect and the second effect, due to differences in the position of the crack and the way the fragments scatter. Note that the CPU 51 may also make the degree of decrease in the visibility of the displayed image different by making the time until the displayed image becomes invisible different 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 where 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 where 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 by a degree different from the degree when the visibility of the displayed image decreases when the displayed image appears 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 in which 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 in which 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 so that the visibility of the displayed image decreases by a degree different from the degree when the visibility of the displayed image decreases due to 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 so that the degree of decrease in the visibility of the displayed image is different depending on the difference in the blackout manner between the first performance and the second performance. Note that the CPU 51 may also make the degree of decrease in the visibility of the displayed image different by varying the time until the displayed image becomes invisible 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 in which the visibility decreases in the first subsequent part is entirely different from the manner in which the visibility decreases in the second subsequent part. Thereby, a change in the performance manner can be created between the first subsequent part and the second subsequent part.

[0177] (3-2) In particular, since the degree of reduction in visibility in the first leading part is different from the degree of reduction in visibility in the second leading part, a greater change in the mode of presentation can be created 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. Thereby, 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 notice 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 condition of the variable game is 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 shown by the downward arrow 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 the 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 where 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 makes it look 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 movement (action) of the swordsman 61 in the first leading part.

[0181] Thereafter, the CPU 51 controls the first effect display device EH1 to display the image being displayed in a manner that makes it appear as if the crack in the image has returned to its original state (see FIG. 13(d)). That is, the first destruction effect changes to a state where it does not reduce the visibility of the image being displayed, through the first state, in accordance with the action of the swordsman 61 in the first leading part. Further, 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, a predetermined effect result is displayed in the first destruction effect. Note that the CPU 51 may control the first effect display device EH1 to display the image being displayed in a manner that makes it appear as if the crack in the image has returned to its original state, after displaying again the state where the swordsman 61 acts on the image being displayed.

[0182] An example of a specific execution mode of the first noise effect when executing a faked effect as an effect result will be described. For example, the first noise effect of the fourth embodiment is developed in the same manner 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 magician (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 magician acts on the image being displayed. Further, the CPU 51 controls the first effect display device EH1 to display the image being displayed in a manner that makes it appear as if the image is distorted by the action of the magician. That is, the first noise effect changes to the first state where it reduces the visibility of the image being displayed, in accordance with the action of the magician 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 of 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 displayed image. 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 of the displayed image has returned to its original state after again displaying the wizard acting on the displayed image.

[0185] As described above, in the first effect of the fourth embodiment, after reaching 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 going 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 of the jackpot expectation level may be different.

[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 of the jackpot expectation level may be different.

[0190] According to this modified 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 the 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] (Modified Example 2) The gaming machine 10 may be provided with an effect customization function. 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 effect. For example, when the CPU 51 receives a customization operation using the effect button BT, it may change the appearance frequency of each specific effect, the selection ratio of the preview target, the jackpot expectancy, 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 effect and the second effect 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 effect and after performing the front part of the second effect after the latter part. For example, in the first effect display device EH1, after performing the latter part, a specific character common to each specific effect (for example, a cat holding up a placard with "end" written on it) may be displayed. The specific character that is common may also be displayed on the second effect display device EH2. According to this modification example, it is easy to recognize the end of a specific effect, and it is possible to draw attention to the development of the subsequent effect 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 such that the visibility of the displayed image becomes different visibility so as to enter 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 such that the visibility of the displayed image becomes different visibility so as to enter 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 such that the visibility of the displayed image becomes different visibility so as to enter 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 such 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 also be configured to perform the trailing part without going through the second state 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 valid period for operating 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 valid period for operating the effect button BT. In this case, when the effect button BT is not operated until the valid period for operating the effect button BT has elapsed, the CPU 51 may start the trailing part when the valid 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 of the first state of the previous part, the time of the special state of the previous part, the time of 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 of the first state of the previous part, the time of the special state of the previous part, the time of 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 degree of expectation of being controlled in a favorable state may be higher than when the second performance is executed. The degree of expectation of being controlled in a favorable state may be such that the first destruction performance < the second destruction performance and the first noise performance < the second noise performance. The degree of expectation of being controlled in a favorable state may also be such that 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 a first favorable state, or the expectation level of hitting the jackpot of symbols ZA, Za. For example, the expectation level controlled to a favorable state may be the expectation level of being given a second favorable state, or the expectation level of hitting the jackpot of symbols ZB, Zb.

[0206] · For the first performance and the second performance, it is preferable to execute the display of a specific object (swordsman 61 or wizard) on one arbitrarily selected side by the first performance display device EH1 and execute the other by the second performance display device EH2. 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 by the first performance display device EH1, or may be executed by 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 by 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 by different performance display devices respectively.

[0207] ·During the execution of one variable game, a configuration that executes both the first effect and the second effect may be adopted. Also, during the execution of one variable 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 that executes one specific effect for each unit variation may be adopted. Also, a configuration that executes a plurality of specific effects for each unit variation may be adopted. In this case, in one unit variation, a configuration that does not execute both the first effect and the second effect may be adopted.

[0208] ·After the end of the big win game, the CPU 41 may be configured to give a high probability state until a predetermined number of special games (for example, 100 times, etc.) are executed. ·During the big win 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 big win game. When the game ball that has entered the big winning opening 18 does not pass through the special passage area during the big win game, the CPU 41 may control to a low probability state after the end of the big win 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 that distributes 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 big win. Then, the CPU 41 may control so that the probability that the game ball that has entered the big winning opening 18 passes through the special passage area is different according to the distribution mode of the distributing member.

[0209] ·The second special game may be executed preferentially over the first special game. The first special game may be executed preferentially 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 the special game may be one type, and only 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 favorable 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 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 displayed image 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 gaming machine is characterized in that the expectancy 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 favorable 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 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 displayed image 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 expectancy 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. The gaming machine is characterized by this.

[0216] (Supplementary Note 3) In a gaming machine capable of executing a variable game and controllable to an advantageous state favorable 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. 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, and at least a part of the mode when the visibility decreases in the first pre-part and the mode when the visibility decreases in the second pre-part are common. A gaming machine 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. The gaming machine 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. A character can be displayed in the first preceding part and the second preceding 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 preceding 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 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, and the mode when the visibility decreases in the first preceding part is different from the mode when the visibility decreases in the second preceding 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 favorable 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, and the degree of reduction in visibility when the visibility decreases in the first pre-part is different from the degree of reduction in visibility when the visibility decreases in the second pre-part. A gaming machine characterized by this is provided.

[0219] (Appended 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, and is capable of executing a first effect in which a first subsequent part is performed after a first preceding part, and a second effect in which a second subsequent part is performed after 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 in which the visibility of an image being displayed is reduced according to the movement of the character in the first preceding 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 of changing to 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 between when the first effect is executed and when the second effect is executed, and in the first effect, the first subsequent part may be performed without going through the second state.

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... Decoration 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 the degree to which visibility decreases in the first advance part is different from the degree to which visibility decreases in the second advance part.

Citation Information

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