Game machine

The gaming machine enhances entertainment value by implementing variable and emphasis productions with adjustable effects and modes, improving player interaction and engagement.

JP2025105806AActive Publication Date: 2025-07-10KYORAKU IND CO LTD
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Patent Information

Application Number
JP2025072173
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-24
Publication Date
2025-07-10
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

Conventional gaming machines lack enhancements to increase entertainment value through dynamic and engaging game presentations.

Method used

The gaming machine incorporates a determination mechanism for executing special games with variable and emphasis productions, allowing for adjustable production effects based on player operations, including suggestion, operation, and change productions, with distinct modes and sound variations to enhance player interaction.

Benefits of technology

This configuration significantly improves player engagement and interest by providing dynamic and interactive game presentations, enhancing the overall entertainment value.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025105806000001_ABST
    Figure 2025105806000001_ABST
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Abstract

To provide a game machine capable of increasing excitement and enjoyment of performance.SOLUTION: A game machine can display a suggestion image suggesting the possibility of a special game being executed, display an emphasis image that emphasizes the suggestion image, adjust the performance effect according to the operation on adjustment means, execute a specific notification regarding the operation of operation means, and adjust the sound during the display of the emphasis image and adjust the sound of the specific notification according to the operation on the adjustment means.SELECTED DRAWING: Figure 35
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Description

[Technical field]

[0001] The present invention relates to a gaming machine that determines whether or not to execute a special game and executes an effect based on the result of the determination. [Background technology]

[0002] In conventional gaming machines, when a gaming ball enters a starting hole and it is determined whether or not a special game will be executed, the special symbol is displayed variably on the special symbol display device, and then the special symbol is displayed stationary in a manner that indicates the result of the determination. In the gaming machine described in Patent Document 1, a predetermined image display device displays a performance symbol variably in accordance with the display of the special symbol variably, and as the special symbol is displayed stationary, the performance symbol is displayed stationary in a manner that indicates the result of the determination. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-96091 A Summary of the Invention [Problem to be solved by the invention]

[0004] Conventional gaming machines have room for improvement in terms of increasing the entertainment value of their presentation.

[0005] Therefore, an object of the present invention is to provide a gaming machine capable of improving the entertainment value of the presentation. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configuration.

[0007] The gaming machine according to the present invention is a gaming machine capable of executing a special game advantageous to a player, and includes a determination means for performing a determination and a production control means for controlling a production. The production control means can execute a variable production in which a production symbol is variably displayed and then the production symbol for notifying the result of the determination is stopped and displayed, and in the variable production, it is possible to execute a suggestion production suggesting the possibility of executing a special game, and it is possible to execute a first emphasis production for emphasizing the suggestion production, and it is possible to adjust a production effect according to an operation on an adjustment means, and it is possible to execute an operation production for prompting an operation on a first operation means, and according to an operation on the first operation means during the operation production, it is possible to execute a predetermined production, and when an operation on the first operation means is not performed, it is possible to execute a second emphasis production which is a production for emphasizing the operation production and is different from the predetermined production, and in the operation production, it is possible to execute a change production which changes periodically, and it is possible to execute a specific notification regarding an operation of a second operation means, and it is possible to execute the specific notification during the operation production, and it is possible to set either a first mode or a second mode, and it is possible to make the sound during the second emphasis production different between the case where the operation production is performed when the first mode is set and the case where the operation production is performed when the second mode is set, and according to an operation on the adjustment means, it is possible to adjust the production effect of the first emphasis production, and the change production includes a first change production that can change in a first cycle and a second change production that can change in a second cycle different from the first cycle.

Effect of the Invention

[0008] According to the present invention, it is possible to improve the interest of the production.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] <First Embodiment> Hereinafter, the gaming machine 1 of the first embodiment will be specifically described with reference to the drawings. The gaming machine 1 of this embodiment is a type of gaming machine called a so - called one - type two - type hybrid machine.

[0011] (Configuration of the Gaming Machine) First, with reference to FIGS. 1 to 3, the configuration of the gaming machine 1 in the embodiment of the present invention will be described. FIG. 1 is a front view of the gaming machine 1, FIG. 2 is a plan view of a part of the front side of the gaming machine 1, and FIG. 3 is a perspective view of the back side of the gaming machine 1.

[0012] The gaming machine 1 includes an outer frame 2, a game board mounting frame 3 rotatably supported with respect to the outer frame 2, a glass frame 4 rotatably supported with respect to the game board mounting frame 3, and a game board 5 in which a game area 5a where game balls (game media) flow down is formed.

[0013] The outer frame 2 has a decorative plate 2b attached to the lower front surface of a rectangular base frame 2a whose central portion is open in the front - rear direction, and is fixed to the island equipment of the game parlor via fixing members (for example, nails, fasteners, etc.).

[0014] The game board mounting frame 3 is detachably connected to the outer frame 2 via a first hinge mechanism portion 6 on one end side in the horizontal direction, and is rotatably supported with the first hinge mechanism portion 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated with respect to the outer frame 2 like a door, the back side of the game board mounting frame 3 is exposed forward, so that maintenance of various devices provided on the back side of the game board mounting frame 3 can be performed.

[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 via a second hinge mechanism portion 7 on one end side in the horizontal direction, and is rotatably supported with the second hinge mechanism portion 7 as a fulcrum. Therefore, when the glass frame 4 is rotated with respect to the game board mounting frame 3 like a door, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened and closed.

[0016] An opening 8 (window portion) that opens in the front-rear direction is formed in a substantially central portion near the upper part of the glass frame 4, and a transparent member 8a (such as a glass plate or an acrylic plate) is attached so as to close the opening 8 from the rear, and the game area 5a can be visually recognized through the opening 8 and the transparent member 8a.

[0017] An audio output device 9 composed of a speaker and a frame lighting device 10 having a plurality of decorative LEDs are provided above the opening 8 of the glass frame 4. Further, below the opening 8 of the glass frame 4, an upper tray 11 for storing a plurality of game balls such as game balls paid out based on the establishment of a given condition from a payout device 95 described later, a lower tray 12 for receiving and storing game balls that have flowed into an overflow ball flow path described later because they cannot fit into the upper tray 11, and a launch operation device 13 capable of performing an operation for launching game balls are provided.

[0018] The sound output device 9 performs an effect using sound (such as music and voice) by outputting BGM (background music), sound effects, etc. Further, a plurality of frame lighting devices 10 are provided around the opening 8, and perform an effect using lighting by changing the irradiation direction and emission color of the light of each lamp (LED). Further, the frame lighting device 10 includes a notification LED 10a that is controlled to light / blink when a payout abnormality occurs where the glass frame 4 cannot be opened or the gaming balls cannot be paid out from the payout device 95.

[0019] The upper tray 11 is for storing the gaming balls supplied to the launching device 26. The gaming balls stored in the upper tray 11 are guided to the launching device 26 and launched into the gaming area 5a with a hitting force corresponding to the rotation angle of the launching handle 15.

[0020] Further, an effect button device 16 and a selection button device 18 (see FIG. 1 or FIG. 2), which function as input devices for performing determination operations and selection operations related to various effects described later, are provided at a portion near the center of the upper tray 11 on the front side.

[0021] The effect button device 16 includes an effect button 17 capable of performing a determination operation or the like (operation input), an effect button detection switch 17a for detecting the operation of the effect button 17, a button drive motor for changing the effect button 17 from a normal state to a protruding state positioned above the normal state, and a button vibration motor for changing the effect button 17 from a normal state to a vibrating state vibrating in a predetermined mode, and an effect button lighting LED 17c for changing the effect button 17 from a turned-off state to a lighting state emitting light in a predetermined mode. A player can input predetermined information to the gaming machine 1 using the effect button device 16.

[0022] The selection button device 18 includes a cross key 19 (up button 191A, left button 192A, down button 193A, right button 194A) capable of performing operations such as selection operations, and a cross key detection switch 19a (see FIG. 4) for detecting operations of the cross key 19, enabling a player to input predetermined information into the gaming machine 1. Also, the cross key 19 is used to adjust the volume of sounds related to effects or the light amounts of each LED (LEDs of the frame lighting device 10, LEDs of the board lighting device 74, effect button emission LEDs 17c, etc.) used in effects. For example, the volume value can be set from "1" to "5", and the volume value can be increased by "1" in response to one press of the up button 191A, and the volume value can be decreased by "1" in response to one press of the down button 193A. Also, for example, the light amount value can be set from "1" to "5", and the light amount value can be increased by "1" in response to one press of the right button 194A, and the light amount value can be decreased by "1" in response to one press of the left button 192A.

[0023] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) for receiving gaming balls that do not fit into the upper tray 11 and guiding them to the lower tray 12 is formed. Also, in the middle of the overflow ball flow path, a full cup detection switch 32a (see FIG. 4) for detecting the occurrence of a dish full cup error where the lower tray 12 is full of gaming balls is provided, and while the full cup of the lower tray 12 is detected by the full cup detection switch 32a, the payout of gaming balls by the payout device 95 described later is stopped.

[0024] The launch operation device 13 includes a base 14 fixed to the glass frame 4, a launch handle 15 rotatably provided on the base 14, a touch sensor (not shown) for detecting that the player's hand is touching the launch handle 15, and a launch volume composed of a variable resistor whose resistance value changes according to the rotation angle of the launch handle 15. When the touch sensor detects that the player's hand is touching the launch handle 15, the launch device 26 (see FIG. 4) is configured to be able to launch a gaming ball.

[0025] The game board mounting frame 3 is provided with a game board mounting portion (not shown) for mounting the game board 5, a launching device 26 (see FIG. 4) for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an opening detection switch for detecting the opening (opening / closing) of the glass frame 4.

[0026] The game board mounting portion is formed in a recessed chamber shape with an opening at the front, approximately in the center near the upper part of the game board mounting frame 3, and is capable of accommodating the game board 5 from the front. An opening that opens in the front-rear direction is provided at the inner part of the recess of the game board mounting portion, and various devices provided on the back side of the game board 5 are exposed to the rear of the gaming machine 1 through this opening.

[0027] The launching device 26 includes a hitting member for launching game balls and a solenoid for driving the hitting member. The launching device 26 launches the game balls toward the game area 5a by operating the solenoid for launching with a strength corresponding to the rotation angle of the launch handle 15 of the launch operation device 13.

[0028] The locking mechanism 27 is provided on the right side of the game board mounting portion 25, and the front end of a cylinder in which a keyhole is formed is exposed on the front side of the glass frame 4. When a dedicated key is inserted into the keyhole of the cylinder and rotated in one direction, the lock of the game board mounting frame 3 is released and the game board mounting frame 3 can be opened and closed. When rotated in the other direction, the lock of the glass frame 4 is released and the glass frame 4 can be opened and closed.

[0029] Curved inner rails 35 and outer rails 36 are provided at positions near the outer edge of the game board 5, and a game area 5a where game balls can flow down is formed in the portion surrounded by the inner rail 35 and the outer rail 36. Also, a launch ball guide path 38 for guiding the game balls launched by the launching device 26 to the upstream portion of the game area 5a is formed between the inner rail 35 and the outer rail 36. Further, an out port 39 for guiding the game balls that have flowed down to outside the game area (the recovery portion of the game board mounting frame 3) is formed at the most downstream portion of the game area 5a.

[0030] At approximately the center of the gaming area 5a, a frame-shaped decorative frame 40 called a so-called center case is provided to regulate the entry of game balls into the interior. The decorative frame 40 divides the gaming area 5a into a left gaming area where game balls launched with the first launch force flow down and a right gaming area where game balls launched with a second launch force stronger than the first launch force flow down. The left gaming area and the right gaming area communicate with each other below the decorative frame 40.

[0031] On the left side of the decorative frame 40, a warp device 41 is provided to introduce game balls flowing down in the left gaming area into the interior of the decorative frame 40. Below the decorative frame 40, a stage part 42 is provided to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and let them flow down below the decorative frame 40.

[0032] Below the left side of the decorative frame 40, three general winning openings 43 into which game balls can always win (enter the balls) are provided at intervals. Below the right side of the decorative frame 40, one general winning opening 43 into which game balls can always win (enter the balls) is provided. When a game ball wins (enters the ball) through this general winning opening 43 and is detected by a general winning opening detection switch 43a (see Fig. 4) (the granting condition is satisfied), a predetermined number (for example, 5) of game balls are paid out from a payout device 95 (see Fig. 3) as prize balls (granting of prize value) onto a top plate 11.

[0033] Below the stage part 42, a first start opening 45 (the start winning area of the first special symbol) into which game balls can always win (enter the balls) is provided. When a game ball wins (enters the ball) through the first start opening 45, the right to perform a big win determination on whether to execute a special game (big win game or small win game) is granted (special figure determination information described later is stored). Also, when a game ball wins (enters the ball) through the first start opening 45, a predetermined number of game balls (for example, 3) are paid out from a payout device 95 (see Fig. 3) as prize balls (granting of prize value) onto a top plate 11. Inside the first start opening 45, a first start opening detection switch 45a (see Fig. 4) for detecting game balls that have won (entered the ball) through the first start opening 45 is provided.

[0034] In the game area 5a diagonally below and to the right of the first starting port 45, a variable starting section 46 is provided. The variable starting section 46 is configured to be able to change from a closed state in which winning (entering the ball) of the game ball is impossible or difficult based on winning in the hit determination (normal symbol determination) described later to an open state in which winning of the game ball is possible or easy.

[0035] Specifically, the variable starting section 46 has an upper surface that slopes downward in the left - right direction (left side in FIG. 1) to form a flow path for the game ball, and a second starting port opening - closing member 48 that can move in the front - rear direction. There is also a second starting port 47 (starting winning area for the second special symbol) that opens upward directly below the second starting port opening - closing member 48, a second starting port detection switch 47a (see FIG. 4) for detecting a game ball that has won (entered the ball) in the second starting port 47, and a second starting port opening - closing solenoid 48b (see FIG. 4) for converting the second starting port 47 to the closed state by moving the second starting port opening - closing member 48 forward (winning restriction position) and converting the second starting port 47 to the open state by moving the second starting port opening - closing member 48 backward (winning allowable position).

[0036] When a game ball wins in the second starting port 47 that has become open during the auxiliary game described later and is detected by the second starting port detection switch 47a (see FIG. 4) (the granting condition is satisfied), the right to perform a big win determination for whether to execute a special game (big win game or small win game) is granted (the special symbol determination information described later is stored). Also, when a game ball wins in the second starting port 47 and is detected by the second starting port detection switch 47a, a predetermined number of game balls (for example, 2) are paid out from the payout device 95 (see FIG. 3) as prize balls (granting of prize value) to the upper tray 11.

[0037] In the right - hand game area in the game area 5a, a normal symbol gate 44 (normal symbol starting area) through which the game ball can always pass is provided. When a game ball passing through the normal symbol gate 44 is detected by the gate detection switch 44a, no prize balls are granted, but the right to perform a normal symbol determination (hit determination) for whether to execute a hit game is granted (the normal symbol determination information described later is stored).

[0038] Below the normal winning gate 44, a first variable winning section 49 (first variable winning device) is provided which can change from a closed state where winning (entering the ball) of the game ball is impossible or difficult to an open state where winning is possible or easy based on the fact that a small win is determined in the jackpot determination.

[0039] The first variable winning section 49 (first variable winning device) forms a flow path for the game ball (forms a part of the bottom surface of the central flow path 91b) by having its upper surface inclined downward in the left - right direction (right side in the figure), and includes a first large winning opening opening - closing member 51 that can move in the front - rear direction, a first large winning opening 50 (winning area) that opens upward directly below the first large winning opening opening - closing member 51, a first large winning opening detection switch 50a that detects a game ball that has won (entered the ball) in the first large winning opening 50, and a first large winning opening opening - closing solenoid 51b (see FIG. 4) for converting the first large winning opening 50 to a closed state by moving the first large winning opening opening - closing member 51 forward (winning restriction position) and changing the first large winning opening 50 to an open state by moving the first large winning opening opening - closing member 51 rearward (winning allowable position).

[0040] When, during a small win game described later, the first large winning opening opening - closing member 51 moves rearward and the first large winning opening 50 is converted from a closed state to an open state, the game balls flowing down the upper surface of the first large winning opening opening - closing member 51 or the game balls that have reached the first large winning opening 50 become able to win in the first large winning opening 50. When a game ball that has won in the first large winning opening 50 is detected by the first large winning opening detection switch 50a, a predetermined number (for example, 10) of game balls are paid out as prize balls from the payout device 95 (see FIG. 3) to the upper tray 11.

[0041] Also, a specific area 52 is provided inside the first large winning opening 50. When a game ball enters the first large winning opening 50 during a small win game, the game ball passes through the specific area 52. When a specific area detection switch 52a provided in the specific area 52 detects the passage of the game ball, a jackpot game is conducted. Here, the jackpot corresponding to the passage of the game ball through the specific area 52 may be referred to as a "two - type jackpot".

[0042] Below the first variable winning section 49, there is provided a second variable winning section 55 (second variable winning device) that can change from a closed state where winning (entering the ball) of the game ball is impossible or difficult to an open state where winning is possible or easy, based on the fact that a jackpot has been determined in the jackpot determination or that the game ball has passed through the specific area 52 during a minor winning game.

[0043] The second variable winning section 55 (second variable winning device) has an upper surface that slopes downward in the left - right direction (left side in the figure) to form a flow path for the game ball (forming a part of the bottom surface of the first downstream flow path 91e), and includes a second large winning opening opening / closing member 57 that can move in the front - rear direction, a second large winning opening 56 (winning area) that opens upward directly below the second large winning opening opening / closing member 57, a second large winning opening detection switch 56a that detects the game ball that has won (entered the ball) at the second large winning opening 56, and a second large winning opening opening / closing solenoid 57b (see Fig. 4) that converts the second large winning opening 56 to a closed state by moving the second large winning opening opening / closing member 57 forward (winning restriction position), and changes the second large winning opening 56 to an open state by moving the second large winning opening opening / closing member 57 rearward (winning allowable position).

[0044] Then, during the jackpot game, when the second large winning opening opening / closing member 57 moves rearward and the second large winning opening 56 is converted from a closed state to an open state, the game ball flowing down the upper surface of the second large winning opening opening / closing member 57 or the game ball that has reached the second large winning opening 56 becomes eligible to win at the second large winning opening 56. When the game ball that has won at the second large winning opening 56 is detected by the second large winning opening detection switch 56a, a predetermined number of game balls (for example, 10) are paid out as prize balls from the payout device 95 (see Fig. 3) to the upper tray 11.

[0045] In addition, the game ball launched into the left - hand game area will either win at one of the three general winning openings 43 provided below the decorative frame 40 or the first start opening 45, or flow into the out - let 39. Therefore, the game ball launched into the left - hand game area will not win (pass through) the general diagram gate 44, the general winning opening 43, the first variable winning section 49 (the first large winning opening 50), and the second variable winning section 55 (the second large winning opening 56) provided in the right - hand game area.

[0046] In addition, the game balls launched into the right game area pass through the upstream flow path 91a, pass through the general gate 44 in the general drawing, etc., and win a prize at one of the general winning openings 43, variable starting part 46 (second starting opening 47), first variable winning part 49 (first big winning opening 50), and second variable winning part 55 (second big winning opening 56) provided in the right game area, or flow into the out opening 39. Therefore, the game balls launched into the right game area do not win a prize at the general winning opening 43 and the first starting opening 45 provided in the left game area.

[0047] On the back side of the game board 5, there is provided an out ball flow path for receiving and gathering out balls composed of game balls that have won a prize at the general winning opening 43, the first starting opening 45, the second starting opening 47, the first big winning opening 50, and the second big winning opening 56, and game balls that have flowed into the out opening 39, and causing them to flow down while gathering them. An out ball detection switch 39a (see FIG. 4) is provided at the most downstream part of the out ball flow path. The game balls detected by the out ball detection switch 39a are discharged from the discharge port on the back side of the game machine 1 to the outside (island equipment) of the game machine 1.

[0048] Outside the game area 5a, a main information display 59 is provided. The main information display 59 includes a first special symbol display 60, a second special symbol display 61, and a normal symbol display 62. In addition, the main information display 59 includes a first special symbol hold display 63, a second special symbol hold display 64, and a normal symbol hold display 65. In addition, the main information display 59 includes a round number display 66, a right hit display 67, and a status confirmation display 68.

[0049] The first special symbol display 60 is a variable display for displaying (notifying) the result of the big win determination of the first special symbol performed based on the winning (entry) of a game ball into the first starting opening 45. The second special symbol display 61 is a variable display for displaying (notifying) the result of the big win determination of the second special symbol performed based on the winning (entry) of a game ball into the second starting opening 47. The normal symbol display 62 is a variable display for displaying (notifying) the result of the hit determination of the normal symbol performed based on the passage (entry) of a game ball through the general gate 44.

[0050] The jackpot determination means that when a game ball wins (enters the hole) in the first start port 45 or the second start port 47, specific figure determination information (jackpot random number value, jackpot symbol random number value, minor jackpot symbol random number value, special losing symbol random number value, reach random number value, specific figure variation pattern random number value, etc.) is obtained, and based on the obtained specific figure determination information, it is determined whether to execute a jackpot game, what the jackpot symbol is when a jackpot is determined, what the minor jackpot symbol is when a minor jackpot is determined, the variation pattern of the special symbol, etc. Note that the jackpot determination is sometimes referred to as the special symbol determination. The jackpot determination based on the winning in the first start port 45 (jackpot determination related to the first special symbol) is sometimes referred to as the first special symbol determination, and the jackpot determination based on the winning in the second start port 47 (jackpot determination related to the second special symbol) is sometimes referred to as the second special symbol determination.

[0051] The first special symbol display 60 and the second special symbol display 61 are each composed of a plurality (specifically, 8) of LEDs. When a jackpot determination is made based on the winning of a game ball in the first start port 45, the first special symbol is variably displayed and stops displaying after a predetermined time has elapsed. The result of the jackpot determination is notified by the stop mode of this first special symbol. Specifically, in the first special symbol display 60, the lighting mode of the LEDs changes (moves and lights) at a predetermined cycle (32 msec), so that the variable display of the first special symbol is performed, and each LED of the first special symbol display 60 lights up in a mode (jackpot mode, or losing mode (normal losing mode or special losing mode)) that notifies the result of the jackpot determination, thereby performing the stop display of the first special symbol. Also, when a jackpot determination is made based on the winning of a game ball in the second start port 47, the second special symbol is variably displayed and stops displaying after a predetermined time has elapsed. The result of the jackpot determination is notified by the stop mode of this second special symbol. Specifically, in the second special symbol display 61, the lighting mode of the LEDs changes (moves and lights) at a predetermined cycle (32 msec), so that the variable display of the second special symbol is performed, and each LED of the second special symbol display 61 lights up in a mode (jackpot mode, minor jackpot mode, or losing mode) that notifies the result of the jackpot determination, thereby performing the stop display of the second special symbol.

[0052] In this embodiment, "big win" refers to a state in which it is determined to execute a big win game (special game) in the big win determination. "Big win game" means a round game in which the big winning openings (the first big winning opening 50 and the second big winning opening 56) are converted from the closed state to the open state in a predetermined manner, and are performed a predetermined number of times (for example, 4 times, 10 times, etc.) with an interval in between. It means a state that is advantageous for a player who can easily obtain prize balls. Note that the period of the "big win game" may mean from the time when the first special symbol or the second special symbol stops and is displayed in the big win mode and the opening starts, to the time when the round game ends and the ending ends.

[0053] Although the maximum number of times the big winning openings (the first big winning opening 50 and the second big winning opening 56) can be opened and the maximum opening time in each round game are determined in advance, even before reaching the maximum number of times the big winning openings can be opened or the maximum opening time, if a predetermined number of game balls (for example, 10 balls) win (enter the balls) through the big winning openings, one round game ends. In this embodiment, any one of a plurality of types of big win games (special games) with different degrees of advantage for the player can be executed.

[0054] Also, "small win" refers to a state in which it is determined to execute a small win game in the big win determination. "Small win game" means that the first big winning opening 50 is converted from the closed state to the open state in a predetermined manner, and the game balls can pass through the specific area 52.

[0055] Normal symbol determination corresponds to obtaining normal symbol determination information (hit determination random value, normal symbol determination random value, normal symbol variation pattern determination random value, etc.) based on the passage (entry of balls) of game balls through the general symbol gate 44, and determining whether to execute a hit game (auxiliary game) to open the second start opening 47 based on the obtained normal symbol determination information. When the normal symbol determination is performed, the normal symbol display device 62 displays the normal symbol in a variable manner, and after a predetermined time has elapsed, a stop display of the normal symbol is performed to notify the determination result.

[0056] The normal symbol display 62 is composed of three LEDs, and in the variable display of the normal symbol, the LEDs blink at a predetermined interval or order. When the normal symbol is stopped and displayed, the LEDs light up in a mode (winning mode or losing mode) that notifies the result of the normal symbol determination. The normal symbol display 62 also changes the lighting mode of the LEDs (moving lighting) at the same cycle (32 msec) as the first special symbol display 60 and the second special symbol display 61.

[0057] In this embodiment, "winning" means a state in which it is determined that an auxiliary game (winning game) is to be executed in the normal symbol determination. "Auxiliary game" means a state in which the second start port 47 is opened in a predetermined mode.

[0058] Although the maximum number of openings and the maximum opening time of the second start port 47 in the auxiliary game (winning game) are determined in advance, even before reaching the maximum number of openings or the maximum opening time, if a predetermined number of game balls (for example, 10) enter the second start port 47 (enter the ball), the auxiliary game (winning game) ends. That is, the "auxiliary game" is in a state where the start condition of the variable display of the second special symbol is likely to be satisfied. In this embodiment, a plurality of types of auxiliary games (winning games) with different degrees of advantage for the player may be provided.

[0059] The first special symbol hold display 63 is composed of two LEDs and is for displaying the first hold number (U1), which is the number of special symbol determination information (first hold) stored when a game ball enters the first start port 45, and lights up or blinks in a mode indicating the number of the first holds. Although the first hold is stored up to a maximum of four, it may be less than or more than four.

[0060] The second special symbol hold indicator 64 is composed of two LEDs and is for displaying the second hold number (U2), which is the number of special symbol determination information (second hold) stored when a game ball wins (enters) the second start port 47, and lights up or blinks in a manner indicating the number of second holds. Note that the maximum number of second holds that can be stored is 4, but it may be less than 4, more than 4, or no second holds may be stored at all.

[0061] The normal symbol hold indicator 65 is composed of two LEDs and is for displaying the normal symbol hold number, which is the number of normal symbol determination information (normal symbol hold) stored when a game ball wins (passes through) the normal symbol gate 44, and lights up or blinks in a manner indicating the number of normal symbol holds. Note that the maximum number of normal symbol holds that can be stored is 4, but it may be less than 4, more than 4, or no normal symbol holds may be stored at all.

[0062] Note that the first special symbol display 60 and / or the second special symbol display 61 can be composed of 7-segment LEDs. For example, when a big win is determined in the big win determination, a number such as "3" or "7" may be stopped and displayed, and when a loss is determined, "-" may be stopped and displayed. During the variable display, the LEDs may be turned off and "-" may be repeatedly displayed.

[0063] The round number display 66 is composed of six LEDs and is for displaying the round number when a big win state (special game) occurs. At the start of the big win game, the LEDs start lighting up in a predetermined manner indicating the round number, continue to light up during the big win game, and are turned off at the end of the big win game. For example, if the big win game is for 3 rounds, only the leftmost LED lights up, and if the big win game is for 10 rounds, all the LEDs light up.

[0064] The right shooting indicator 67 is composed of one LED and is for displaying a right shooting indication that prompts the player to shoot a game ball towards the right game area (so-called right shooting). During the jackpot state (jackpot game), small win state (small win game), and the time-saving game state described later, the LED continuously lights up.

[0065] The state confirmation indicator 68 is composed of one LED and is for indicating that it is set to the setting change mode or the setting confirmation mode described later. When shifting to the setting change mode or the setting confirmation mode, the LED starts lighting, and when the setting change mode or the setting confirmation mode ends, the LED turns off. Thus, since the state confirmation indicator 68 is provided on the front (surface) of the gaming machine, it is possible to easily confirm whether it is set to the setting change mode or the setting confirmation mode. Note that the installation position of the state confirmation indicator 68 may be the front (surface) of the gaming machine 1, or it may be installed in other places.

[0066] Also, in this embodiment, it is set to display in the same display mode (lighting display) regardless of whether it is set to the setting change mode or the setting confirmation mode, but it may be displayed so that it is recognizable which mode it is set to. For example, in the setting change mode, the state confirmation indicator 68 may be lit, and in the setting confirmation mode, the state confirmation indicator 68 may blink, or vice versa.

[0067] Also, in this embodiment, the state confirmation indicator 68 is provided as a dedicated indicator to indicate that it is set to the setting change mode or the setting confirmation mode, but it may be used in combination with other indicators. For example, in the setting change mode and the setting confirmation mode, since the first special symbol indicator 60, the second special symbol indicator 61, the first special symbol hold indicator 63, the second special symbol hold indicator 64, the round number indicator 66, the right shooting indicator 67, etc. are turned off, one or more LEDs of these indicators may be lit.

[0068] Also, a sub-information display 80 is provided inside the game area 5a. The sub-information display 80 includes a sub-first variable display 81, a sub-second variable display 82, a sub-first hold display 83, a sub-second hold display 84, a sub-ordinary pattern variable display 85, a sub-ordinary pattern hold display 86, and a sub-right hit display 87. Note that the sub-information display 80 is not provided with a display indicating that it is set in a setting change mode or a setting confirmation mode, such as the state confirmation display 68 described above, but a display corresponding to these may be provided.

[0069] The sub-first variable display 81 is for displaying (notifying) whether or not the first special symbol is in variable display, and the sub-second variable display 82 is for displaying (notifying) whether or not the second special symbol is in variable display. Each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED blinks at a predetermined cycle (for example, lights up for 0.25 seconds → goes out for 0.25 seconds), and when the corresponding special symbol stops being displayed, it stops displaying (goes out or lights up).

[0070] Note that the sub-first variable display 81 or the sub-second variable display 82 may be configured to notify the result of the jackpot determination of the special symbol. In this case, the LED may be lit in the case of a jackpot and go out in the case of a miss.

[0071] The sub-first hold display 83 is for displaying the hold number (first hold number) of the jackpot determination of the first special symbol, and the sub-second hold display 84 is for displaying the hold number (second hold number) of the jackpot determination of the second special symbol. Each is composed of two LEDs. When the hold number is "0", the left and right LEDs go out. When the hold number is "1", the left LED lights up and the right LED goes out. When the hold number is "2", the left and right LEDs light up. When the hold number is "3", the left LED blinks at a predetermined cycle (lights up for 0.25 seconds → goes out for 0.25 seconds) and the right LED lights up. When the hold number is "4", the left and right LEDs blink at a predetermined cycle (lights up for 0.25 seconds → goes out for 0.25 seconds).

[0072] The sub-ordinary symbol variation display 85 is for displaying (notifying) the result of a winning lottery, and is composed of one LED. When the variation display of the ordinary symbol starts, the LED blinks (varies in display) at a predetermined interval. When the ordinary symbol stops being displayed, the mode indicating the result of the winning lottery (lights up in the case of a win and goes out in the case of a loss) stops being displayed.

[0073] In the sub-ordinary symbol variation display 85, it may be configured to blink during the variation display of the ordinary symbol and light up or go out when the display stops, so that only whether the variation display of the ordinary symbol is in progress can be grasped.

[0074] The sub-ordinary symbol hold display 86 is for displaying the number of ordinary symbol holds (the number of ordinary symbol holds), and is composed of two LEDs. When the number of ordinary symbol holds is "0", the left and right LEDs go out. When the number of ordinary symbol holds is "1", the left LED lights up and the right LED goes out. When the number of ordinary symbol holds is "2", the left LED lights up and the right LED lights up. When the number of ordinary symbol holds is "3", the left LED blinks at a predetermined period and the right LED lights up. When the number of ordinary symbol holds is "4", the left and right LEDs blink at a predetermined period.

[0075] The sub-right shooting display 87 is for prompting the shooting of a game ball toward the right area of the game area 5a (so-called right shooting), and is composed of one LED. During the big win state (big win game), the small win state (small win game), or the time-saving game state, the LED continuously lights up, and in other game states, the LED goes out.

[0076] At the back of the production space 40a defined inside the decorative frame 40, a first image display device 70 is provided. Also, at the lower part of the production space 40a and in front of the first image display device 70, a second image display device 71 with a display area smaller than that of the first image display device 70 is provided. The first image display device 70 and the second image display device 71 may be liquid crystal displays or organic EL displays. Further, at the upper part of the production space 40a, a movable production device 73 for performing accessory production is provided.

[0077] On the first image display device 70 and the second image display device 71, various production displays are performed according to the progress of the game. Examples of the production displays include a customer waiting demo production performed during non-execution of the variable display of the special symbol, a variable production (variable production by the production symbol 701) performed during execution of the variable display of the special symbol, a variable display (update variation) of the small symbol 702 performed during execution of the variable display of the special symbol, a jackpot production performed during execution of the jackpot game, and the like.

[0078] Also, the second image display device 71 can perform a moving production by moving by a movable device (not shown) composed of a solenoid, a motor, etc. during execution of the variable production on the first image display device 70.

[0079] Specifically, the second image display device 71 performs a moving production by moving (ascending, descending) in the vertical direction between a standby position (lower position) located closer to the end of the first image display device 70 and a production position (upper position) located closer to the center of the first image display device 70. Note that the moving direction of the second image display device 71 may be the left-right direction or the front-back direction, or it may be configured to perform a moving production by operating the production button 17.

[0080] In the display unit (display area) of the first image display device 70, three effect symbols 701 (which may be referred to as the left symbol, the middle symbol, and the right symbol in order from the left) and a small symbol 702 are displayed. The effect symbols 701 and the small symbol 702 are symbols for effects that vary according to the variation of the special symbol and stop according to the stop of the special symbol. Whether it is a big win or not is notified according to the stop mode of the effect symbols 701 and the small symbol 702.

[0081] Also, a hold icon HA and an icon TI are displayed on the first image display device 70. The hold icon HA is an icon indicating the hold of the right to determine a big win related to the first special symbol, and a maximum of four are displayed. Also, the icon TI is an icon indicating the variation of the current special symbol. The image displayed on the first image display device 70 will be described in detail later.

[0082] The movable effect device 73 has an operable first movable member 73a and a second movable member 73b, and it is possible to execute accessory effects by causing the first movable member 73a and the second movable member 73b to perform predetermined operations during the execution of the variation display of the effect symbol 701 executed by the first image display device 70. Also, a panel lighting device 74 having a plurality of decorative LEDs is provided on the first movable member 73a and the second movable member 73b, and it is possible to emit light in a predetermined manner during the execution of the accessory effects.

[0083] Specifically, the first movable member 73a moves (ascends and descends) between a standby position (first position) located above the upper end of the first image display device 70, an appearance position (second position) located below the upper end and covering a part of the screen of the first image display device 70, and an effect position (third position) located at the center (lower part) of the screen of the first image display device 70. The second movable member 73b moves between a standby position (first position) covering a part in front of the first movable member 73a and an effect position retracting from in front of the first movable member 73a. The first movable member 73a and the second movable member 73b are hidden behind the game board surface at the standby position, making them invisible or difficult to view for the player. That is, normally, the first movable member 73a and the second movable member 73b are hidden behind the game board surface. When an accessory effect is performed, a part of the first movable member 73a and the second movable member 73b becomes visible when they are moved to the second position, and all of them become visible when they are moved to the third position.

[0084] As shown in FIG. 3, on the back side of the game board mounting frame 3 and the game board 5, there are a payout device 95 for paying out game balls based on the establishment of predetermined payout conditions (bonus balls, ball loans), a game ball storage section 96 for storing game balls supplied from island facilities and the like and supplying them to the payout device 95, a main control device 110A incorporating a main control section 100, a payout control device 120A incorporating a payout control section 120, an effect control device 130A incorporating an effect control section 130, a power supply device 160A incorporating a power supply board 160, a game information output terminal board 90 for outputting game information to the outside of the gaming machine (an information collection device such as a hall computer), and the like.

[0085] Also, a cover member 23 in the form of an opening / closing door that opens and closes in the left - right direction with a rotation axis set on one side in the left - right direction so as to cover the upper part of the main control device and the whole of the effect control device from the rear is provided. The effect control device 130A is provided with a change - over switch 22 for switching adjustment modes related to adjusting the volume of the effect sound output from the sound output device 9, the light amounts of the display devices (the first image display device, the second image display device), and various lighting devices (the frame lighting device 10, the board lighting device 74) so as to be covered by the cover member 23.

[0086] On the front side of the main control device 110A, there are a main control unit 100 for controlling the game, an RWM clear switch 111a for inputting a signal to clear the stored content of the main RAM 100c of the main control unit 100 or update a set value (the probability of being determined as a big win) which is the degree of advantage of the game, a setting key switch 112a for inputting a signal to shift to a setting change mode or a setting confirmation mode to be described later by an operation using a setting key, an information display 113 (see FIG. 4) for displaying performance information and set values that enable the actual performance of the gaming machine to be grasped, and other electronic components and the like are mounted.

[0087] The information display 113 is composed of four 7-segment displays (113a to 113d) arranged in the left-right direction. And, an identification segment for displaying identification information indicating the type (data type) of the performance information is constituted by the two 7-segment displays 113a and 113b from the left, and a numerical segment for displaying numerical information indicating the set value and the numerical value of the performance information is constituted by the two 7-segment displays 113c and 113d from the right.

[0088] (Overall block diagram of the gaming machine) Next, the control means for controlling the progress of the game will be described with reference to the overall block diagram of the gaming machine 1 in FIG. 4. FIG. 4 is an overall block diagram of the gaming machine 1.

[0089] As the control configuration of the present embodiment, there are a main control unit 100 that comprehensively controls the progress (basic operation) of the game, a payout control unit 120 that controls the payout of game balls based on the reception of a payout control command from the main control unit 100, an effect control device 130A (effect control unit 130) that controls the effects related to the game based on the reception of an effect control command from the main control unit 100, and a power supply board 160 that supplies power to the payout control unit 120 and the effect control device 130A.

[0090] Note that the communication between the main control unit 100 and the payout control unit 120 is configured to be able to transmit and receive commands bidirectionally, and the communication between the main control unit 100 and the effect control device 130A (effect control unit 130) is configured to be able to transmit commands only in one direction from the main control unit 100 to the effect control device 130A (effect control unit 130).

[0091] The main control unit 100 includes a main CPU 100a that performs arithmetic processing, a main ROM 100b that stores a game control program and the like, a main RAM 100c that serves as a work area during arithmetic processing, and an input / output port.

[0092] Connected to the input / output port of the main control unit 100 are a general winning port detection switch 43a, a gate detection switch 44a, a first start port detection switch 45a, a second start port detection switch 47a, a second start port opening / closing solenoid 48b, a first big winning port detection switch 50a, a first big winning port opening / closing solenoid 51b, a second big winning port detection switch 56a, a second big winning port opening / closing solenoid 57b, a magnetic detection sensor 57a, a radio wave detection sensor 58a, an out ball detection switch 39a, a main information display 59, an RWM clear switch 111a, a setting key switch 112a, and an information display 113. Also connected to the input / output port of the main control unit 100 are a game information output terminal board 90, a payout control unit 120, and an effect control unit 130.

[0093] The main CPU 100a receives an operation clock from a crystal oscillator, reads out the game control program stored in the main ROM 100b, and performs arithmetic processing related to the game while using the main RAM 100c as a work area. As a result, control processing according to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, displays, etc.), control processing for transmitting and receiving various control commands, control processing for transmitting game information to the outside of the gaming machine (hall computer, etc.) via the game information output terminal board 90, and the like are performed.

[0094] "Game information" includes a start port winning signal output each time a game ball wins in the first start port 45 or the second start port 47, a symbol determination signal output each time the variable display of the first special symbol or the second special symbol ends, a jackpot signal output during the jackpot game, a small win signal output during the small win game, an open signal output during the round game (opening of the big winning port), a signal output during the time-saving game state described later, a security signal output when a situation (such as RWM clear or error) that poses a problem (threatens) in terms of the security of the gaming machine 1 occurs, and the like.

[0095] In the memory area of the main ROM 100b, a game ROM area where programs and data related to the progress of the game are stored and an information ROM area where programs and data related to the performance display of the gaming machine are stored are arranged in order.

[0096] In the game ROM area, a game program area where programs related to the progress of the game are stored and a game data area where data related to the progress of the game are stored are arranged.

[0097] In the information ROM area, an information program area where programs related to the performance display of the gaming machine are stored and an information data area where data related to the performance display of the gaming machine are stored are arranged.

[0098] In the memory area of the main RAM 100c, a game RWM area used as a work (working area) when executing the game program and an information RWM area used as a work (working area) when executing the information program are arranged.

[0099] In the game RWM area, a game work area used by the game program as a work and a game stack area for temporarily storing data being processed by the game program are arranged.

[0100] In the game work area, there are arranged in order a setting value area for storing setting values, a determination information area for storing determination information (checksum described later) for determining abnormalities in the RWM area, and a game data area for storing game data that changes as the game progresses.

[0101] In the information RWM area, there are arranged an information work area used by the information program as work and an information stack area for temporarily storing data being processed by the information program.

[0102] In the information work area, there are arranged a performance information area for storing information related to the performance of the gaming machine 1 and an error information area for storing information related to various error determinations.

[0103] Hereinafter, the relationship between the game area (game ROM area, game RWM area) for performing processing based on the game program and the information area (information ROM area, information RWM area) for performing processing based on the information program will be described.

[0104] When the main CPU 100a performs processing based on the game program, basically it refers to the game data area and refers to and updates the content of the game RWM area while using the game RWM area as work. Also, when performing processing based on the information program, basically it refers to the information data area and refers to and updates the content of the information RWM area while using the information RWM area as work.

[0105] However, in the processing based on the game program, the content of the information RWM area cannot be updated but can be referred to. Also, in the processing based on the information program, the content of the game RWM area cannot be updated but can be referred to.

[0106] When performing processing based on the information program, after saving the flag register in the game RWM area during the processing based on the game program, the information program is called to execute the processing based on the information program. Immediately after the processing based on the information program ends and returns to the game program, the flag register is restored from the game RWM area.

[0107] Also, immediately after the start of the information program, after saving the stack pointer of the game stack area in the information RWM area, the stack pointer of the information stack area is set. All registers used in the game program are saved in the information RWM area. Immediately before the end of the information program, all registers used in the game program are restored from the information RWM area and the stack pointer of the game stack area is restored.

[0108] By doing so, when performing processing based on the information program, the data used by the game program can be protected, and no inconvenience will occur when returning from the information program to the game program.

[0109] The payout control unit 120 drives the payout device 95 to control the payout of game balls. Also, the payout control unit 120 drives the launch device 26 to control the launch of game balls.

[0110] The payout control unit 120 includes a payout CPU 121a that performs arithmetic processing, a payout ROM 121b that stores a payout program and the like, a payout RAM 121c that serves as a work area during arithmetic processing, and input / output ports and the like.

[0111] Connected to the input / output ports of the payout control unit 120 are an open detection switch, a full detection switch, a payout ball detection switch for detecting the game balls paid out from the payout device 95, a payout motor for paying out game balls from the payout device 95, and a ball presence detection switch for detecting that game balls are stored in the game ball storage unit 96.

[0112] The payout CPU 121a reads out a payout control program stored in the payout ROM 121b upon receiving an operation clock from a crystal oscillator, and performs arithmetic processing related to the payout of game balls while utilizing the payout RAM 121c as a work area. Thereby, control processing for paying out game balls from the payout device 95 in response to a payout control command from the main control unit 100, control processing for transmitting a command based on the result of the arithmetic processing to the main control unit 100, etc. are performed.

[0113] Connected to the payout control unit 120 are a ball feed solenoid, a touch sensor, a firing volume, a firing solenoid, etc.

[0114] When the payout control unit 120 detects that the player's hand is touching the firing handle 15 based on a touch signal input from the touch sensor, it permits energization of the ball feed solenoid and the firing solenoid. When it detects that the rotation angle of the firing handle 15 has changed based on a detection signal from the firing volume, it drives the ball feed solenoid and drives the firing solenoid so as to obtain a firing intensity corresponding to the rotation angle of the firing handle 15 to fire the game balls (99.9 balls / min).

[0115] The effect control device 130A includes an effect control unit 130 that comprehensively controls the progress of effects based on the reception of an effect control command from the main control unit 100, an image and sound control unit 140 that performs control processing for image display and sound output based on the reception of an effect control command from the effect control unit 130, and a lamp control unit 150 that performs control processing for various light emitting members (LEDs, etc.) and various drive sources (motors, etc.) based on the reception of an effect control command from the effect control unit 130.

[0116] The effect control unit 130 includes a sub CPU 130a that performs arithmetic processing, a sub ROM 130b in which an effect control program is stored, a sub RAM 130c that serves as a work area during arithmetic processing, an RTC 130d that measures the date and time, and an input / output port.

[0117] The input / output ports of the performance control unit 130 are connected to the performance button detection switch 17a and the cross key detection switch 19a.

[0118] The sub-CPU 130a receives the operation clock from the crystal oscillator, reads out the performance control program stored in the sub-ROM 130b, and performs arithmetic processing related to the performance while using the sub-RAM 130c as a work area. Thereby, control processing for determining the performance mode of the variable performance, control processing for transmitting the performance control command based on the determination result to the audio-visual control unit 140, control processing according to the detection signals from various input devices (detection switches, etc.), control processing for controlling various output devices (lighting devices, motors, etc.), and the like are performed.

[0119] The audio-visual control unit 140 receives the command from the performance control unit 130 and performs control to display a predetermined image on the first image display device 70 and the second image display device 71, or performs control to output a predetermined voice or sound to the voice output device 9.

[0120] The audio-visual control unit 140 includes a general control CPU 141a that comprehensively controls image display and voice output based on the reception of the performance control command from the performance control unit 130, a general control ROM 141b in which the general control program is stored, a general control RAM 141c that serves as a work area during arithmetic processing, a VDP 145 that generates an image to be output to the first image display device 70 and the second image display device 71 based on the reception of the display control command (display list) from the general control CPU 141a, a CGROM 146 in which image data and the like are stored, a voice control unit 148 (voice LSI) that controls the voice output device 9 based on the reception of the voice control command from the general control CPU 141a, and a voice ROM in which voice data and the like are stored.

[0121] The overall CPU 141a receives the operation clock from the crystal oscillator, reads out the overall control program stored in the overall ROM 141b, and performs arithmetic processing related to the production while utilizing the overall RAM 141c as a work area. Thereby, control processing for generating a display control command (display list) instructing the production image to be displayed on the first image display device 70 and the second image display device 71 and transmitting it to the VDP 145, control processing for generating an audio control command instructing the production sound to be output from the audio output device 9 and transmitting it to the audio control unit 148 (audio LSI), etc. are performed.

[0122] Also, the first image display device 70, the second image display device 71, and the audio output device 9 are connected to the image and audio control unit 140. The image and audio control unit 140 (VDP 145 thereof) generates an image at intervals of a predetermined frame time (for example, 1 / 30 second), and outputs the generated image to the first image display device 70 and the second image display device 71. As a result, an image including, for example, the production symbol 701, etc. is displayed on the first image display device 70 and the second image display device 71. Also, when the audio signal generated by the image and audio control unit 140 (audio control unit 148 thereof) is output to the audio output device 9 (speaker), sound is output.

[0123] Also, a changeover switch 22 is connected to the production control device 130A. The changeover switch 22 is a switch for setting the volume value of the sound (production sound such as BGM and sound effects) output from the audio output device 9. The changeover switch 22 may be a rotatable dial volume. For example, the volume value is set in five steps from "1" to "5" according to the operation on the changeover switch 22. Also, the changeover switch 22 is also used as a switch for setting the light quantity value of the first image display device 70, the second image display device 71, the frame lighting device 10, and the board lighting device 74. The light quantity value is set in five steps from "1" to "5" according to the operation on the changeover switch 22.

[0124] Note that the changeover switch 22 may be provided at a predetermined position on the front surface of the gaming machine 1 instead of on the back surface thereof. For example, as a changeover switch capable of adjusting the volume and light quantity, a tiltable lever or a rotatable dial volume may be provided on the left side of the lower tray 11 on the front surface of the gaming machine.

[0125] In addition, an effect button detection switch 17a and a cross key detection switch 19a are connected to the effect control device 130A.

[0126] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and an input / output port.

[0127] Connected to the input / output port of the lamp control unit 150 are a frame lighting device 10, a movable effect device 73, a panel lighting device 74, a sub-information display 80, an effect button drive device 17b (an effect button drive motor, an effect button vibration motor), and an effect button light-emitting LED 17c.

[0128] The lamp CPU 150a receives an operation clock from a crystal oscillator, reads out the lamp control program stored in the lamp ROM 150b, and performs arithmetic processing related to effects while using the lamp RAM 150c as a work area. Thereby, control processing of the frame lighting device 10, the effect button drive device 17b, the effect button light-emitting LED 17c, the movable effect device 73, and the panel lighting device 74 is performed.

[0129] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine from the power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (main control unit 100, payout control unit 120, effect control device 130A, and various electronic components) (corresponding to the power supply means). The power supply board 160 is provided with a power-off detection circuit 162 that detects whether or not the supplied power supply voltage has dropped (a power outage has occurred) and outputs a voltage drop signal to the main control unit 100 based on the drop in the power supply voltage (occurrence of a power outage), and a backup power supply circuit 163 for supplying a backup power supply to the main control unit 100 when the power supply is cut off (power outage).

[0130] In addition, the power supply board 160 is provided with a power switch that can be operated by a store clerk of the game parlor to switch between an ON state in which the main power supply is supplied to the gaming machine 1 (main control unit 100, payout control unit 120, effect control device 130A, and various electronic components) and an OFF state in which it stops. When the power switch is turned to the ON state, the supply of the main power supply is started and the operation of the gaming machine 1 is started. Note that the supply of the backup power supply to the main control unit 100 is maintained even when the power switch is in the OFF state.

[0131] The power-off detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage becomes equal to or lower than a predetermined value, it outputs a voltage drop detection signal to the main control unit 100, and when the power supply voltage becomes larger than the predetermined value during the output of the voltage drop detection signal, it stops the output of the voltage drop detection signal.

[0132] The backup power supply circuit 163 includes a capacitor that stores electricity when the gaming machine is energized, and when a power supply cut-off (power outage) occurs, it supplies the backup power supply voltage stored in the capacitor to the main RAM 100c of the main control unit 100. As a result, the stored content of the main RAM 100c is retained even during a power supply cut-off (power outage), and the control state of the game can be restored to the state before the power supply cut-off (power outage) after recovery from the power supply cut-off (power outage).

[0133] Note that although backup power is not supplied to the payout control unit 120 and the effect control unit 130, backup power may be supplied to the payout control unit 120 and the effect control unit 130 so that the stored contents of the payout RAM 121c and the sub-RAM 130c are retained even during a power failure (blackout). Also, backup power may be supplied to only one of the payout control unit 120 and the effect control unit 130.

[0134] (Game state) Here, the game states of the gaming machine 1 according to the first embodiment will be described. In the first embodiment, the game states of the gaming machine 1 include a normal game state, a time-saving game state A, and a time-saving game state B.

[0135] The normal game state is the initial state and is the game state set when the gaming machine 1 is started after an RWM clear process or a setting change process is performed. Specifically, in the "normal game state", the probability (normal symbol winning probability) of being determined as a win in the normal symbol determination performed on the condition that a game ball has passed through the general pattern gate 44 is, for example, 1 / 1.1, the average variation time (normal pattern variation time) of the normal symbol is about 60 seconds, and the opening time (special second start opening time) of the second start opening 47 when winning is 0.05 seconds.

[0136] The time-saving game state A is a state in which the normal symbol winning probability is the same as that in the normal game state, i.e., 1 / 1.1, the normal pattern variation time is about 59.5 seconds, and the special second start opening time is set to 0.051 seconds. In the time-saving game state A, the variation time of the normal symbol is slightly shorter than that in the normal game state, and the opening time of the second start opening 47 is slightly longer. Therefore, it can be said that the time-saving game state A is more advantageous for the player than the normal game state. However, the ease of winning the second start opening 47 is almost the same as that in the normal game state, and it is difficult for a game ball to win the second start opening 47. Hereinafter, the time-saving game state A in which the ease of winning the second start opening 47 is almost the same as that in the normal game state may be referred to as the "low base time-saving state" or the "slight time-saving state".

[0137] In the short-time game state B, the winning probability of the normal pattern is the same as that in the normal game state, which is 1 / 1.1. The variation time of the normal pattern is about 1 second, and the opening time of the second start port 47 (special second start port opening time) when winning a hit is set to 3 seconds. In the short-time game state A, the variation time of the normal symbol is shorter than that in the normal game state, and the opening time of the second start port 47 is longer. Therefore, the short-time game state B is a state more advantageous to the player than the normal game state and the short-time game state A, and it is a state where it is easy to win the second start port 47. Hereinafter, the short-time game state B in which it is easy for the game ball to win the second start port 47 is referred to as the "high-base short-time state".

[0138] Note that the short-time game state A and the short-time game state B are set so that the variation time of the normal pattern and the opening time of the special second start port are more advantageous to the player than the normal game state. However, it may be configured such that only any one of the variation time of the normal pattern, the opening time of the special second start port, and the winning probability of the normal pattern becomes advantageous.

[0139] Also, in the gaming machine according to another embodiment, the winning probability of the normal pattern may be different between the normal game state and the short-time game state. For example, in the normal game state, the winning probability of the normal pattern may be set to 1 / 100, in the short-time game state A (low-base short-time state), the winning probability of the normal pattern may be set to 1 / 99, and in the short-time game state B (high-base short-time state), the winning probability of the normal pattern may be set to 1 / 1.1. Further, in the gaming machine according to another embodiment, there are a low-probability state in which the probability (special symbol winning probability) of being determined as a big win in the big win determination (special symbol determination) is relatively low, and a high-probability state in which the special symbol winning probability is relatively high. In the low-probability state, the winning probability of the normal pattern may be set to 1 / 100, for example, and in the high-probability state, the winning probability of the normal pattern may be set to 99 / 100.

[0140] (Big win determination table) Next, the jackpot in the gaming machine 1 of the present embodiment will be described. FIG. 5 is a diagram showing an example of a jackpot determination table of the gaming machine 1 according to the first embodiment. When the first special symbol determination is made based on the winning of a game ball in the first starting port 45, the first special symbol (denoted as "Special 1" in the figure) fluctuates. Also, when the second special symbol determination is made based on the winning of a game ball in the second starting port 47, the second special symbol (denoted as "Special 2" in the figure) fluctuates. As shown in FIG. 5, when the jackpot random value obtained at the time of winning of a game ball in the first starting port 45 is a value indicating a jackpot (0 to 199), it is determined as a jackpot. The probability of being determined as a jackpot in the first special symbol determination is 1 / 300. When it is determined as a jackpot, after a predetermined fluctuation time has elapsed, a special symbol indicating a jackpot (jackpot symbol) stops being displayed, and a special game is performed. Also, in the first special symbol determination, when the obtained jackpot random value is a value indicating a special loss (200 to 799), it is determined as a special loss. The probability of being determined as a special loss as a result of the first special symbol determination is 1 / 100. Although details will be described later, when it is determined as a special loss, after a predetermined fluctuation time has elapsed, a special loss symbol with time reduction is stopped, and the game state shifts to a time-reduced game state. Also, when the obtained jackpot random value is neither of the above, it is determined as a normal loss.

[0141] Also, when the jackpot random value obtained at the time of winning of a game ball in the second starting port 47 is a value indicating a jackpot (0 to 199), it is determined as a jackpot, and after a predetermined fluctuation time has elapsed, a special symbol indicating a jackpot stops being displayed, and a special game is performed. Also, in the second special symbol determination, when the obtained jackpot random value is a value indicating a minor jackpot (200 to 799), it is determined as a minor jackpot. The probability of being determined as a minor jackpot in the second special symbol determination is 1 / 80. When it is determined as a minor jackpot, a minor jackpot game is performed, and when a game ball passes through the specific area 52 during the minor jackpot game, it becomes a jackpot (two types of jackpots), and a special game is performed.

[0142] (Symbol Determination Table) FIG. 6 is a diagram showing an example of a symbol determination table of the gaming machine 1 in the first embodiment. FIG. 6(a) is an example of a jackpot symbol determination table for determining a jackpot symbol (type of jackpot) when the result of the special symbol determination is determined to be a jackpot. FIG. 6(b) is an example of a minor win symbol determination table for determining a minor win symbol (type of minor win) when the result of the special symbol determination is determined to be a minor win. FIG. 6(c) is an example of a special loss symbol determination table for determining a special loss symbol (type of special loss) when the result of the special symbol determination is determined to be a special loss. FIG. 6(d) is an example of a normal loss symbol determination table for determining a normal loss symbol when the result of the special symbol determination is determined to be a normal loss.

[0143] As shown in FIG. 6(a), when the result of the special symbol determination is determined to be a jackpot, a special symbol (jackpot symbol) indicating a jackpot is determined based on the jackpot symbol random number value obtained at the time of winning of the game ball into the start port. Specifically, when it is determined to be a jackpot in the first special symbol determination, if the obtained jackpot symbol random number value is 0 to 39, special symbol A is determined. The probability that special symbol A is determined when it is determined to be a jackpot in the first special symbol determination is 40%. When special symbol A stops and is displayed, as a special game, a round game in which the second big winning port 56 is converted from a closed state to an open state in a predetermined mode is performed 4 times. The jackpot in which special symbol A stops and is displayed is sometimes referred to as a "type 1 4R jackpot A". Also, when it is determined to be a jackpot in the first special symbol determination, if the obtained jackpot symbol random number value is 40 to 99, special symbol B is determined. The probability that special symbol B is determined when it is determined to be a jackpot in the first special symbol determination is 60%. When special symbol B stops and is displayed, as a special game, a round game in which the second big winning port 56 is converted from a closed state to an open state in a predetermined mode is performed 4 times. The jackpot in which special symbol B stops and is displayed is sometimes referred to as a "type 1 4R jackpot B".

[0144] Also, when a big win is determined in the second special symbol determination, if the obtained big win symbol random value is 0 to 44, special symbol C is determined. The probability that special symbol C is determined when a big win is determined in the second special symbol determination is 45%. When special symbol C stops being displayed, as a special game, a round game in which the second big winning opening 56 is converted from a closed state to an open state in a predetermined manner is performed 10 times. The big win in which special symbol C stops being displayed is sometimes referred to as "Type 1 10R Big Win C". Also, when a big win is determined in the second special symbol determination, if the obtained big win symbol random value is 45 to 99, special symbol D is determined. The probability that special symbol D is determined when a big win is determined in the second special symbol determination is 55%. When special symbol D stops being displayed, as a special game, a round game in which the second big winning opening 56 is converted from a closed state to an open state in a predetermined manner is performed 3 times. The big win in which special symbol D stops being displayed is sometimes referred to as "Type 1 3R Big Win D".

[0145] Also, when a small win is determined in the second special symbol determination, if the obtained small win symbol random value is 0 to 54, special symbol Ka is determined. The probability that special symbol Ka is determined when a small win is determined in the second special symbol determination is 55%. When special symbol Ka stops being displayed, a small win game in which the first big winning opening 50 is converted from a closed state to an open state in a predetermined manner is performed. When a game ball passes through the specific area 52 during the small win game, a round game in which the second big winning opening 56 is converted from a closed state to an open state in a predetermined manner is performed 9 times, and a two-type big win game is performed. Combining this small win game and the two-type big win game, a big win game of substantially 10R is performed. Therefore, the big win associated with the stop display of special symbol Ka is sometimes referred to as "Two-Type Substantially 10R Big Win Ka". Note that if the game ball does not pass through the specific area 52 during the small win game, the two-type big win game is not performed.

[0146] Also, when it is determined as a small win in the second special symbol determination, if the obtained small win symbol random value is between 55 and 89, the special symbol Kb is determined. The probability that the special symbol Kb is determined when it is determined as a small win in the second special symbol determination is 35%. When the special symbol Kb is stopped and displayed, a small win game in which the first big winning port 50 is converted from the closed state to the open state in a predetermined manner is played. When the game ball passes through the specific area 52 during the small win game, a two-kind big win game in which the second big winning port 56 is converted from the closed state to the open state in a predetermined manner is played twice. Combining this small win game and the two-kind big win game, a big win game of substantially 3R is played. The big win associated with the stop display of the special symbol Kb is sometimes referred to as the "two-kind substantially 3R big win Kb".

[0147] Also, when it is determined as a small win in the second special symbol determination, if the obtained small win symbol random value is between 90 and 99, the special symbol Kc is determined. The probability that the special symbol Kc is determined when it is determined as a small win in the second special symbol determination is 10%. When the special symbol Kc is stopped and displayed, a small win game in which the first big winning port 50 is converted from the closed state to the open state in a predetermined manner is played. When the game ball passes through the specific area 52 during the small win game, a two-kind big win game in which the second big winning port 56 is converted from the closed state to the open state in a predetermined manner is played twice. Combining this small win game and the two-kind big win game, a big win game of substantially 3R is played. The big win associated with the stop display of the special symbol Kc is sometimes referred to as the "two-kind substantially 3R big win Kc".

[0148] In addition, when it is determined as a special loss in the first special symbol determination, if the obtained special symbol random number value is from 0 to 49, the special symbol TH1 is determined; if the obtained special symbol random number value is from 50 to 79, the special symbol TH2 is determined; if the obtained special symbol random number value is from 80 to 99, the special symbol TH3 is determined. When it is determined as a special loss in the first special symbol determination, the probability that the special symbol TH1 is determined is 50%, the probability that the special symbol TH2 is determined is 30%, and the probability that the special symbol TH3 is determined is 20%. When the special symbols TH1 to 3 are stopped and displayed, the special game is not performed, and the game state shifts to the time-saving game state. The loss in which the special symbol TH1 is stopped and displayed is called "special loss TH1", the loss in which the special symbol TH2 is stopped and displayed is called "special loss TH2", and the loss in which the special symbol TH3 is stopped and displayed may be called "special loss TH3".

[0149] In addition, when it is determined as a normal loss in the first special symbol determination, the special symbol H1 indicating the normal loss H1 is stopped and displayed with a probability of 100%. When it is determined as a normal loss in the second special symbol determination, the special symbol H2 indicating the normal loss H2 is stopped and displayed with a probability of 100%.

[0150] Here, the game flow of the gaming machine 1 will be described. FIG. 7 is a diagram showing an example of the game flow of the gaming machine 1 according to the first embodiment. FIG. 8 is a diagram showing an example of the game state set after the big win game when the result of the special symbol determination is a big win. FIG. 9 is a diagram showing an example of the game state set after the special symbol indicating the special loss stops when the result of the special symbol determination is a special loss.

[0151] In the normal gaming state, the game is basically played with left strikes, and the first special symbol determination is made. As shown in FIGS. 7 and 8, when winning the first type 4R big win A (special symbol A) in the normal gaming state, after the special game, it transitions to the high base short state. In this case, "100" is set for the short time count J in the high base short state. In the high base short state, when the special symbol fluctuates 100 times without a big win, it returns to the normal gaming state. On the other hand, when winning the first type 4R big win B (special symbol B) in the normal gaming state, after the special game, it transitions to the normal gaming state.

[0152] Also, as shown in FIGS. 7 and 9, in the normal gaming state, when any of the special symbols TH1 to 3 (special losing TH1 to 3) stops and is displayed, it transitions to the low base short state. When the special symbol TH1 stops, "500" is set for the short time count B in the low base short state. When the special symbol TH2 stops, "300" is set for the short time count B. When the special symbol TH3 stops, "100" is set for the short time count B.

[0153] In the low base short state, the game is basically played with left strikes, and the first special symbol determination is made. In the low base short state, when winning the first type 4R big win A (special symbol A), after the special game, it transitions to the high base short state. In this case, "100" is set for the short time count J in the high base short state. Also, in the low base short state, when winning the first type 4R big win B (special symbol B), after the special game, it transitions to the normal gaming state. Note that in the high base short state, when the player makes a left strike or there is a hold on the first special symbol determination, the first special symbol determination may be made. In the high base short state, when winning the first type 4R big win A (special symbol A), after the special game, it transitions to the high base short state. Also, in the high base short state, when winning the first type 4R big win B (special symbol B), after the special game, it transitions to the high base short state.

[0154] Also, when the special symbol TH1 is stopped and displayed in the low base short time state, "100" is set to the short time count J, and the state shifts to the high base short time state. Also, when the special symbol TH1 is stopped and displayed in the high base short time state, the game state is maintained (Fig. 9). On the other hand, when the special symbol TH2 or TH3 is stopped and displayed in the low base short time state, the low base short time state is maintained. In the low base short time state, if it is not determined as a big win and the special symbol TH1 is not stopped and displayed, the game returns to the normal game state at the end of the B-th variation of the special symbol. Also, when the special symbol TH2 or TH3 is stopped and displayed in the high base short time state, the high base short time state is maintained (Fig. 9).

[0155] On the other hand, in the high base short time state, the game is played with a right hit, and the second special symbol determination is repeated in a short time. When winning the 1 type 10R big win C (special symbol C) or the 1 type 3R big win D (special symbol D) in the second special symbol determination in the high base short time state, after the special game, "100" is set to the short time count J, and the state shifts to the high base short time state.

[0156] Also, when winning the small win Ka or the small win Kb in the second special symbol determination in the high base short time state, after the special game, "100" is set to the short time count J, and the state shifts to the high base short time state. Also, when winning the small win Kc in the second special symbol determination in the high base short time state, after the special game, the state shifts to the normal game state.

[0157] As is clear from the figure, in the normal game state, the state shifts to the high base short time state, which is advantageous to the player, only when winning the 1 type 4R big win A in the first special symbol determination. On the other hand, in the low base short time state, the state shifts to the high base short time state when winning the 1 type 4R big win A in the first special symbol determination or when the special symbol TH1 is stopped and displayed. For this reason, it can be said that the low base short time state is a state where it is easier to shift to the high base short time state than the normal game state, and it is an advantageous state for the player.

[0158] In addition, the gaming machine 1 of the present embodiment is set to the high base short-time state when the number of fluctuations of the special symbol reaches a specified number (for example, 800 times) after the RWM clear process or the setting change process described later is performed, or after a big win game is performed. In this case, for example, 500 times may be set as the short-time number. The RWM clear process is a process for returning the gaming machine 1 to the state at the time of shipment. The setting change process is a process for changing the setting values of the gaming machine.

[0159] (Presentation mode) In the gaming machine 1 of the present embodiment, a presentation mode corresponding to the gaming state is set. The presentation mode is an aspect such as a presentation symbol that varies according to the variation of the special symbol, a background image, a hold icon and the icon, a hold pedestal indicating the display area of the hold icon and / or the icon, and a mode display indicating the presentation mode. These aspects differ depending on the presentation mode.

[0160] In the present embodiment, there are a normal mode set in the normal gaming state, a special mode set in the low base short-time state (short-time gaming state A), and a short-time mode set in the high base short-time state (short-time gaming state B).

[0161] FIG. 10 is a diagram showing an example of an image displayed on the screen of the first image display device 70 in the normal mode. FIG. 10(a) shows an image during the stop display of the special symbol, and FIG. 10(b) shows an image immediately after the special symbol starts to vary.

[0162] As shown in FIG. 10, a background image 700 is displayed on the screen of the first image display device 70 (hereinafter referred to as the "main screen"). The background image is an image that serves as the background for each image displayed on the screen (the presentation symbol 701, the small symbol 702, the first hold icon HA, the icon TI, the first numeric hold SHA, the second numeric hold SHB, and the preview image etc. displayed during other variable presentations), and is an image with a lower display priority than each image. The images displayed on the screen are managed by a plurality of layers, and the background image is drawn on the layer on the deepest side (the layer with the lowest display priority).

[0163] Background images are displayed depending on the performance mode. For example, in the normal mode, a background image for the normal mode is displayed. In the normal mode, as the background image, for example, an image of a riverside or a street scene during the daytime is displayed. Also, in the special mode, a background image for the special mode is displayed. In the special mode, as the background image, an image of a riverside or a street scene similar to the normal mode, and an image of the evening scenery is displayed. Also, in the short-time mode, a background image for the short-time mode is displayed. In the short-time mode, as the background image, a background image different from the normal mode and the special mode (for example, an image of a night scene) is displayed. Note that in each mode, a plurality of background images may be prepared. For example, in the normal mode, the special mode, and the short-time mode, there are a plurality of modes (stages) respectively, and the background images may be different for each stage.

[0164] An effect symbol 701 corresponding to a special symbol is displayed in a substantially central area of the main screen. The effect symbol 701 is displayed in front of the background image (with priority over the background image). The effect symbol 701 is composed of three effect symbols 701. The three effect symbols 701 are, in order from the left, the left symbol 701L, the middle symbol 701C, and the right symbol 701R. The effect symbol 701 includes, for example, a numerical symbol indicating numbers from "1" to "9" and a character image displayed as the background of the numerical symbol. Note that in addition to (or instead of) the numerical symbol, a character symbol represented by characters such as alphabets from "A" to "F", Chinese characters, or kana characters may be used. The plurality of effect symbols 701 start the variable display in response to the start of the variable display of the special symbol and stop the display in response to the stop of the variable display of the special symbol. During the variable performance using the effect symbol 701, the character image among the effect symbols 701 may be separated to become a state of only the numerical symbol.

[0165] The effect symbols 701 of different modes are used according to the performance mode. For example, in the normal mode, the effect symbols for the normal mode are used. Also, in the special mode, the effect symbols for the special mode are used. Further, in the time-saving mode, the effect symbols for the time-saving mode are used. Note that in each mode, a plurality of effect symbols to be displayed may be prepared. For example, in the normal mode, special mode, and time-saving mode, there are a plurality of modes (stages) respectively, and the display mode of the effect symbols may be different for each stage.

[0166] The effect symbol 701 is stopped and displayed in a mode (a losing mode, a big win mode) that notifies the result of the special symbol determination according to the stop display of the special symbol. When the result of the special symbol determination is a big win, a specific symbol combination that is a combination of the same effect symbols 701, such as "777" or "555", is stopped and displayed. Also, when the result of the special symbol determination is a loss (normal loss or special loss), a combination of symbols in which at least one of the three effect symbols 701 is different from the others (for example, "121" or "248") is stopped and displayed. Note that different modes of effect symbols may be stopped and displayed depending on whether the result of the special symbol determination is a normal loss or a special loss. For example, in the case of a special loss, the effect symbols may be stopped and displayed in a mode that allows the player to easily recognize that it is a special loss (for example, a specific combination that suggests that it is a special loss, or a combination that includes a specific symbol that suggests that it is a special loss). Conversely, the same mode of effect symbols may be stopped and displayed depending on whether the result of the special symbol determination is a normal loss or a special loss.

[0167] In addition, a small symbol 702 is displayed in the lower left area of the screen. The small symbol 702 is a type of effect symbol corresponding to a special symbol (the first special symbol or the second special symbol), and is composed of three small symbols 701 (left small symbol, middle small symbol, right small symbol). The small symbol 702 is a symbol smaller than the effect symbol 701, and is composed of number symbols showing numbers from "1" to "9" similar to the effect symbol 701, but does not include a character image like the effect symbol 701. The small symbol 702 variably displays according to the variable display of the special symbol, and stops displaying according to the stop display of the special symbol. The display mode of the small symbol 702 is the same in any effect mode. Note that the display mode of the small symbol 702 may be different according to the effect mode. For example, the mode of the small symbol 702 (display mode of the number image, size, color, display position) may be different in each of the normal mode, the special mode, and the time-saving mode. Also, the mode of the small symbol 702 may be the same in the normal mode and the special mode, and may be different between the normal mode and the special mode and the time-saving mode. Also, the mode of the small symbol 702 may be the same in the normal mode and the time-saving mode, and may be different between the normal mode and the time-saving mode and the special mode.

[0168] In addition, a hold pedestal 703 is displayed in the lower area of the screen. The hold pedestal 703 indicates the hold icon and the display position of the icon. On the hold pedestal 703, the first hold icons HA (HA1 to HA4) corresponding to the number of the first holds (U1) of the first special symbol are displayed. A maximum of 4 first hold icons HA are displayed. The first hold icons HA1 to HA4 are consumed in order from the right.

[0169] Note that in the normal game state, the second hold icon HB corresponding to winning a prize in the second start port 47 is not displayed. Note that even in the normal game state, when a game ball wins a prize in the second start port 47, the second hold icon HB indicating the hold of the second special symbol may be displayed in an area different from the display area of the first hold icon HA (for example, an area on the right side of the icon TI).

[0170] When the variation of the first special symbol starts, each first hold icon HA shifts to the right, and the first hold icon HA1 is displayed as the icon TI. The icon TI is an icon corresponding to the special symbol in variation. The icon TI has the same display mode as the first hold icon HA, but the icon TI has a larger image than the first hold icon HA.

[0171] The first hold icon HA and the icon TI are displayed in different display modes according to the presentation mode. Also, the hold pedestal 703 may be displayed in different display modes according to the presentation mode.

[0172] The first hold icon HA and the icon TI can change from a normal mode (white) that does not suggest the big win expectation to a special mode (blue, red, gold, rainbow) that suggests the big win expectation. The special mode indicates that the big win expectation is higher than that of the normal mode, and the expectation is higher in the order of blue, red, gold, and rainbow. Specifically, the first hold icon HA is changed based on the result of the preliminary determination. Also, the icon TI is changed based on the result of the preliminary determination and / or the special symbol determination.

[0173] Also, in the lower right area of the main screen, a first numerical hold SHA representing the first hold number (U1) indicating the hold number of the first special symbol in numbers and a second numerical hold SHB representing the second hold number (U2) indicating the hold number of the second special symbol in numbers are displayed.

[0174] The first digit reservation SHA and the second digit reservation SHB are displayed in the same manner (digital image, size, display position) regardless of the production mode. Note that depending on the production mode, the positions and sizes of the first digit reservation SHA and the second digit reservation SHB may be different, or at least one of the first digit reservation SHA and the second digit reservation SHB may be hidden depending on the production mode. For example, in the normal mode and the special mode, only the first digit reservation SHA may be displayed, and in the short-time mode, both the first digit reservation SHA and the second digit reservation SHB may be displayed, or only the second digit reservation SHB may be displayed. Also, in the normal mode and the special mode, the first digit reservation SHA and the second digit reservation SHB may be displayed, and in the short-time mode, neither the first digit reservation SHA nor the second digit reservation SHB may be displayed.

[0175] In addition, in the upper right area of the main screen, a fourth symbol 705a corresponding to the first special symbol and a fourth symbol 705b corresponding to the second special symbol are displayed. The fourth symbol 705a variably displays (flashes) according to the variable display of the first special symbol and stops displaying according to the stop display of the first special symbol. Also, the fourth symbol 705b variably displays (flashes) according to the variable display of the second special symbol and stops displaying according to the stop display of the second special symbol.

[0176] The fourth symbols 705a and b are displayed in the same manner (color, size, display position) regardless of the production mode. Note that depending on the production mode, the positions and sizes of the fourth symbols 705a and b may be different.

[0177] In addition, in the upper left area of the screen, a mode display 708 indicating the current production mode is displayed. In this embodiment, a plurality of mode displays 708 corresponding to the production mode are provided. Note that a plurality of mode displays 708 indicating the normal mode, a plurality of mode displays 708 indicating the special mode, and a plurality of mode displays 708 indicating the short-time mode may be prepared.

[0178] Also, for example, when a volume adjustment operation is performed using the cross key 19, a volume gauge 720 is displayed.

[0179] Here, the adjustment of the volume and light quantity (the adjustment of the production effect) using the cross keys 19 and the adjustment of the volume and light quantity (the adjustment of the production effect) using the changeover switch 22 will be described. The gaming machine 1 of the present embodiment can adjust various production sounds related to the production using the cross keys 19 or the changeover switch 22. For example, during the variation of the special symbol, the volume of the BGM during the variation production, the sound related to the preview production, the sound related to the emphasis production described later, and the sound during the operation of the production accessory can be adjusted. Also, during the waiting time of the customer (a state where neither the special symbol is varying nor a big win game is in progress), the volume of the production sound can be adjusted.

[0180] The volume of the production sound is determined by adjusting the basic volume value preset for each production sound based on the volume value set by the changeover switch 22 and the volume value using the cross keys 19. For example, the upper limit value of the volume may be set by the changeover switch 22, and the volume value may be set to a value equal to or less than the upper limit value using the cross keys 19. For example, when "4" is set as the volume value by the changeover switch 22, the volume value may be set to a value equal to or less than "4" using the cross keys 19. Also, the product of the volume value set by the changeover switch 22 and the volume value set by the cross keys 19 may be set as the volume value. The same applies to the setting of the light quantity value using the cross keys 19 and the changeover switch 22.

[0181] When a volume adjustment operation is performed using the cross key 19 while waiting for a customer, a volume operation sound is output, and a volume gauge 720 indicating the volume value starts to be displayed. Each time a volume adjustment operation is performed using the cross key 19, the same volume operation sound is output, and the volume gauge 720 changes by "1". Note that the pitch of the volume operation sound may vary according to the volume. Also, the volume gauge 720 is displayed, for example, superimposed on the production symbol 701 on the right side of the screen. The volume gauge 720 is not superimposed on the small symbol 702 and the fourth symbol. The volume gauge 720 is made non-displayed after a predetermined time (for example, 5 seconds) has elapsed since the volume adjustment operation was performed. On the other hand, when a volume adjustment operation is performed using the changeover switch 22 while waiting for a customer, no volume operation sound is output, and a volume gauge indicating the volume value is not started to be displayed. Note that when a volume adjustment operation is performed using the changeover switch 22 during the display of the volume gauge, the displayed volume gauge changes.

[0182] Also, when a light quantity adjustment operation is performed using the cross key 19 while waiting for a customer, a light quantity operation sound is output, and a light quantity gauge indicating the light quantity value starts to be displayed. Note that the light quantity operation sound and the volume operation sound may be different or the same. Also, the display mode of the light quantity gauge may be different from or the same as the display mode of the volume gauge 720. Each time a light quantity adjustment operation is performed using the cross key 19, the same light quantity operation sound is output, and the light quantity gauge changes by "1". Note that the pitch of the light quantity operation sound may vary according to the light quantity. Also, the light quantity gauge is displayed superimposed on the production symbol and is made non-displayed after a predetermined time (for example, 5 seconds) has elapsed since the light quantity adjustment operation was performed. On the other hand, when a light quantity adjustment operation is performed using the changeover switch 22 while waiting for a customer, no light quantity operation sound is output, and a light quantity gauge indicating the light quantity value is not started to be displayed. Note that when a light quantity adjustment operation is performed using the changeover switch 22 during the display of the light quantity gauge, the displayed light quantity gauge changes.

[0183] Also, when a volume adjustment operation is performed using the cross keys 19 during the variation of the special symbol, a volume operation sound is output, and the volume gauge 720 starts to be displayed. Note that during the variation of the special symbol, the output of the volume operation sound is restricted, while the display of the volume gauge may not be restricted. Conversely, during the variation of the special symbol, the display of the volume gauge may be restricted, while the output of the volume operation sound may not be restricted. Also, each time a volume adjustment operation is performed using the cross keys 19, the same volume operation sound is output, and the volume gauge changes by "1". Note that the pitch of the volume operation sound may vary according to the volume value. Also, the volume gauge 702 is displayed superimposed on the effect symbol (Fig. 10(b)) and is made non-displayed after a predetermined time (e.g., 5 seconds) has elapsed since the volume adjustment operation was performed. Note that when the special symbol starts to vary and when it stops being displayed, the volume gauge 720 may be made non-displayed. In this case, the volume operation sound may be output. Also, when the special symbol starts to vary and when it stops being displayed, the volume gauge 720 may be made non-displayed and the output of the volume operation sound may also be restricted. Also, when the special symbol starts to vary and when it stops being displayed, volume adjustment may be impossible. Also, when the special symbol stops being displayed and when it starts to vary, volume adjustment may be possible, but the display of the volume gauge and the output of the volume operation sound may be restricted. Also, when the special symbol starts to vary and when it stops being displayed, the effect symbol 701 may be preferentially displayed (in the front layer) over the volume gauge 720. On the other hand, when a volume adjustment operation is performed using the changeover switch 22 during the variation of the special symbol, the volume operation sound is not output, and the volume gauge 720 also does not start to be displayed. When a volume adjustment operation is performed using the changeover switch 22 during the display of the volume gauge 720, the displayed volume gauge 720 changes. Note that when a volume adjustment operation is performed using the changeover switch 22 during the variation of the special symbol, the volume gauge 720 may start to be displayed. Also, when a volume adjustment operation is performed using the changeover switch 22 during the display of the volume gauge, the displayed volume gauge 720 may not change.

[0184] Also, when a light quantity adjustment operation is performed using the cross key 19 during the variation of the special symbol, a light quantity operation sound is output and a light quantity gauge starts to be displayed. During the variation of the special symbol, the output of the light quantity operation sound is restricted, while the display of the light quantity gauge may not be restricted. Conversely, during the variation of the special symbol, the display of the light quantity gauge is restricted, while the output of the light quantity operation sound may not be restricted. Also, during the variation of the special symbol, the output of the light quantity operation sound is restricted, while a volume adjustment operation may be output. Also, each time a light quantity adjustment operation using the cross key 19 is performed, the same light quantity operation sound is output and the light quantity gauge changes by "1". Note that the pitch of the light quantity operation sound may vary according to the light quantity value. Also, the light quantity gauge is displayed superimposed on the effect symbol and becomes non-displayed after a predetermined time (for example, 5 seconds) has elapsed since the light quantity adjustment operation was performed. When the special symbol stops being displayed and when it starts to vary, the light quantity gauge may be made non-displayed. Also, when the special symbol stops being displayed and when it starts to vary, the effect symbol may be preferentially displayed over the light quantity gauge. On the other hand, when a light quantity adjustment operation is performed using the changeover switch 22 during the variation of the special symbol, the light quantity operation sound is not output and the light quantity gauge indicating the light quantity value also does not start to be displayed. Note that when a light quantity adjustment operation is performed using the changeover switch 22 during the variation of the special symbol, the light quantity gauge may start to be displayed. Also, when a light quantity adjustment operation is performed using the changeover switch 22 during the display of the light quantity gauge, the displayed light quantity gauge changes. Note that when a light quantity adjustment operation is performed using the changeover switch 22 during the display of the light quantity gauge, the displayed light quantity gauge may not change.

[0185] The volume gauge and the light quantity gauge are displayed in the same display mode regardless of the performance mode, and are also displayed in the same display mode even when waiting for customers or during fluctuations. Also, when a volume operation sound (or a light quantity operation sound) is output, the same sound is output regardless of the performance mode, and the same sound is output at any timing. Also, regardless of the timing during the variation of the special symbol, when the volume gauge or the light quantity gauge starts to be displayed, the display time is constant. Also, the display time when the volume gauge or the light quantity gauge starts to be displayed while waiting for customers is longer than the display time when the volume gauge or the light quantity gauge starts to be displayed during the variation of the special symbol.

[0186] Note that the display modes of the volume gauge and / or the light quantity gauge may be different between during the variation of the special symbol and while waiting for customers. The display modes of the volume gauge and / or the light quantity gauge may be the same between during the variation of the special symbol and while waiting for customers.

[0187] Also, the volume gauge and the light quantity gauge may be displayable even during a big win game. Also, the display of the volume gauge and the light quantity gauge may be restricted during a big win game.

[0188] Also, the number of steps of volume / light quantity adjustment using the cross key 19 and the number of steps of volume / light quantity adjustment using the changeover switch 22 may be different.

[0189] For example, if the number of display steps of the volume gauge / light quantity gauge is "5 steps", the number of steps of volume / light quantity adjustment using the changeover switch 22 may be more, "10 steps". In this case, one display step of the volume gauge / light quantity gauge corresponds to a plurality of steps of volume / light quantity adjustment using the changeover switch 22.

[0190] Also, when a volume adjustment operation of raising (or lowering) the volume by one step using the cross key 19 and a volume adjustment operation of raising (or lowering) the volume by one step using the changeover switch 22 are performed, the volume may change by two steps (or more) in one operation.

[0191] In addition, when a volume adjustment operation of increasing (or decreasing) the volume by one step is performed using the cross key 19 in a state where a volume adjustment operation of increasing (or decreasing) the volume by one step is performed using the changeover switch 22, the volume may change by only one step per operation.

[0192] In the present embodiment, the variable display of the effect symbol 701 is performed on the first image display device 70. However, the variable display of the effect symbol 701 may be performed on either one or both of the first image display device 70 and the second image display device 71. Further, the variable display of the effect symbol 701 may be performed on the first image display device 70, and the variable display of the small symbol 702 may be performed on the second image display device 71. Further, the variable display of the effect symbol 701 and the small symbol 702 may be performed on the first image display device 70, and the first hold icon HA, the second hold icon HB, and the hold icon TI may be displayed on the second image display device 71.

[0193] (Reach effect) Next, the reach effect performed in the variable effect will be described. The reach effect is an effect using the effect symbol 701 and is an effect that makes the player expect a big win. Specifically, the reach effect is an effect in which the same type of effect symbols 701 temporarily stop on the left and right, and the effect symbol 701 varies in the middle area, and the player is expected to expect the same type of effect symbol 701 as the effect symbols 701 temporarily stopped on the left and right to stop in the middle area. The left and right effect symbols displayed during the reach effect are referred to as "reach symbols".

[0194] In the present embodiment, as the reach effect, there are a normal reach effect (hereinafter, may be referred to as "N-reach"), an SP reach effect, and an SPSP reach effect. Further, the gaming machine 1 of the present embodiment is capable of executing a full-rotation reach effect suggesting a big win.

[0195] The N-reach effect is the effect with the lowest probability of hitting the jackpot (also referred to as the jackpot expectation or reliability) among multiple reach effects. For example, the jackpot expectation of the N-reach effect is 1% or less. Note that there may be multiple N-reach effects with different (or the same) effect times and / or jackpot expectations.

[0196] The SP-reach effect is an effect with a higher jackpot expectation than the N-reach effect and a longer effect time than the N-reach effect. For example, the jackpot expectation of the SP-reach effect is 5 - 10%. Note that there may be multiple SP-reach effects. The jackpot expectations and effect times of each SP-reach effect may be different. It may be configured such that the longer the effect time of the SP-reach effect, the higher the jackpot expectation.

[0197] The SPSP-reach effect is an effect with a higher jackpot expectation than the SP-reach effect and a longer effect time than the SP-reach effect. For example, the jackpot expectation of the SPSP-reach effect is 30 - 50%. Note that there may be multiple SPSP-reach effects. The jackpot expectations and effect times of each SPSP-reach effect may be different. It may be configured such that the longer the effect time of the SPSP-reach effect, the higher the jackpot expectation.

[0198] In the normal gaming state, the gaming machine 1 can execute a series of effects in the order of N-reach effect → SP-reach effect → SPSP-reach effect. Also, in the low-base short state, the gaming machine 1 can execute a series of effects in the order of N-reach effect → SP-reach effect → SPSP-reach effect. In the high-base short state, the gaming machine 1 can execute a reach effect different from those in the normal gaming state and the low-base short state.

[0199] In addition, the full-rotation reach effect is an effect that suggests that a big win game is being played, and the big win expectancy is 100%. The full-rotation reach effect is an effect in which a plurality of combinations of specific symbol combinations that are combinations of three symbol designs suggesting a big win are displayed, and the plurality of combinations of specific symbol combinations are variably displayed. The probability of executing the full-rotation reach effect is lower than that of the SPSP reach effect.

[0200] (Example of SPSP reach effect) Hereinafter, an example of the SPSP reach effect will be described. In the normal mode or the special mode, the variable effect including the SPSP reach effect is performed when a specific variable pattern corresponding to the SPSP reach is selected when it is determined as a big win or a loss in the special symbol determination.

[0201] FIG. 11 is a timing chart showing an example of the effect when the SPSP reach effect is performed when the result of the special symbol determination performed in the normal mode is a big win. FIG. 12 is a diagram showing an example of the effect at each timing of FIG. 11. FIG. 13 is a diagram showing an example of the effect performed following FIG. 12.

[0202] As shown in FIG. 11, a normal background is displayed as a background image in the normal mode. Also, the effect symbol 701 also uses the effect symbol for the normal mode. At time t1, when the variation of the first special symbol starts, a start action is performed in which the three effect symbols 701 that were stopped from being displayed operate in a predetermined manner (FIG. 12(a)). In the start action, it is displayed how the three effect symbols 701 start to vary simultaneously or in sequence. For example, the character image included in the effect symbol 701 moves, the background image of the numeric symbol moves, the effect symbol 701 rotates, or vibrates up and down. Also, during the start action, the first hold icon HA shifts to the right, and the first hold icon HA1 is displayed as the icon TI. Also, the small symbol 702 and the fourth symbol 705a also perform a variation display. After the start action of the effect symbol 701, a variation display effect in which the effect symbol 701 varies at high speed is performed (times t2 to t3, FIG. 12(b)). In the variation display effect, for example, in each of the left region, the middle region, and the right region, a plurality of types of effect symbols (for example, effect symbols of "1" to "9") are scrolled downward from top at high speed (in a manner that makes it difficult to recognize the type of each effect symbol).

[0203] After the variation display effect, a pseudo-variation effect (pseudo-link) using a plurality of effect symbols 701 may be performed one or more times. The pseudo-variation effect is an effect in which at least any one of the plurality of effect symbols 701 temporarily stops in a predetermined region and then varies again. For example, at time t3, a pseudo-link development effect is performed that suggests that a pseudo-link is performed by the "7" symbol temporarily stopping in the middle region (FIG. 12(c)). Note that the pseudo-link development effect may be performed by a pseudo-link symbol dedicated to the pseudo-link stopping in a predetermined region, not limited to the "7" symbol. When the pseudo-link development effect is performed, the effect symbol that has temporarily stopped starts to vary again, and a second variation display effect (pseudo-2 variation display effect) is performed. Also, the pseudo-link may be executed a plurality of times. For example, in the figure, after the pseudo-2 variation display effect, a pseudo-3 variation display effect is further performed. The higher the number of pseudo-links, the higher the expectation of a big win. Note that even when the effect symbol pseudo-stops in the pseudo-link, the small symbol 702 and the fourth symbol continue to perform a variation display without pseudo-stopping.

[0204] After the pseudo-3 variable display effect is performed for a predetermined time, the same type of effect symbols temporarily stop in the left and right areas and a reach is established (time point t4, Fig. 12(d)). After the reach is established, an N-reach effect is performed.

[0205] Note that various preview effects may be performed during the variable display effect. The preview effect is an effect that suggests the possibility of a big win, and the degree of expectation of a big win is suggested by the form of the preview effect. For example, as a preview effect, there may be a dialogue preview in which a character utters a line, a step-up preview in which the degree of expectation gradually increases, a group preview in which a large number of characters are displayed, a cut-in preview in which a predetermined image is displayed on the entire screen or a part of the screen, an icon hold or an icon change preview in which the icon changes. The preview effect may be executed in response to the pressing of the effect button 17. Also, the preview effect may be performed during the reach effect.

[0206] During the N-reach effect, the same type of effect symbols temporarily stop in the left and right areas, and the effect symbols are variably displayed in the middle area. The N-reach effect is performed for a predetermined time (for example, 8 to 10 seconds). This makes the player expect that the same type of effect symbol as the left and right effect symbols will stop in the middle area and a big win will be notified. During this time, the normal background image is displayed, and the first hold icon HA and the icon TI are displayed. Also, during the N-reach effect, the effect symbol 701 is displayed in a form including a character image and a numerical symbol.

[0207] Note that a predetermined music (BGM) is continuously output from the execution of the above start action (or before the execution of the start action) until the end of the N-reach effect.

[0208] Next, after the SP development effect is performed during the N reach effect, the SP reach effect is executed (time point t5, Fig. 12(e)). In the SP development effect, a display indicating that the SP reach effect is to start is performed. For example, a title display suggesting the type of SP reach effect to be executed is performed. For example, any one of a plurality of title displays including a first title display corresponding to the first SP reach effect and a second title display corresponding to the second SP reach effect is displayed. The big win expectation levels differ according to the types and display modes (e.g., characters and background colors) of these title displays. Also, in the SP development effect, the left symbol and the right symbol are shown moving to the left and right regions above the main screen while shrinking. Note that in the N reach effect, a middle symbol of a type different from the left symbol and the right symbol may be temporarily stopped, an N reach miss may be notified, and then the SP development effect and the SP reach effect may be performed.

[0209] During the SP reach effect, an effect symbol in the SP reach mode is temporarily stopped on the left and right of the screen, and an effect where the middle symbol fluctuates is performed. The effect symbol in the SP reach mode is an effect symbol that includes a numeric symbol and does not include a character image, and is smaller than the effect symbol in the normal mode. Also, in the central region of the main screen, for example, a scene where the player's character and the enemy character are fighting is displayed. Also, as a background image, a background image for the SP reach effect is displayed. Also, during the SP reach effect, the BGM for the SP reach is continuously output. Also, during the SP reach effect, the icon TI is displayed, but the first held icon HA is not displayed. Note that in other embodiments, the first held icon HA may be displayed during the SP reach effect.

[0210] On the other hand, the small symbol 702 and the fourth symbol 705 are also displayed during the SP reach effect, and their positions and sizes do not change. Also, the first numeric hold SHA and the second numeric hold SHB are also displayed during the SP reach effect, and their positions and sizes do not change.

[0211] After the SP reach effect is performed for a predetermined time (e.g., 20 seconds), the SPSP reach effect may be performed (time point t6). Specifically, after the SPSP development effect that suggests the development from the SP reach effect to the SPSP reach effect is performed, the SPSP reach effect is started (Fig. 12(f)). In addition, after the SP reach effect results in a different middle symbol temporarily stopping and a reach miss being temporarily notified, the SPSP development effect may be performed and the SPSP reach effect may be performed. In the SPSP development effect, a display indicating that the SPSP reach effect is about to start is performed. For example, a title display suggesting the type of SPSP reach effect to be executed is performed. The jackpot expectation degree varies depending on the type and display mode (e.g., the color of the characters and background) of the title display.

[0212] During the SPSP reach effect, for example, a fighting scene following the SP reach effect is displayed. During the SPSP reach effect, the effect symbols of the SPSP reach mode are temporarily stopped on the left and right of the screen, and an effect where the middle symbol fluctuates is performed. The effect symbols of the SPSP reach mode are, like the SP reach mode, effect symbols that include numerical symbols and do not include character images, and are smaller than the effect symbols in the normal mode. Also, as the background image, a background image for the SPSP reach effect is displayed. Also, during the SPSP reach effect, the BGM for the SPSP reach is continuously output. Also, during the SPSP reach effect, the icon TI and the first hold icon HA are made non-displayed. The small symbol 702 and the fourth symbol 705 are also displayed during the SPSP reach effect, and their positions and display modes do not change. Also, the first numerical hold SHA and the second numerical hold SHB are also displayed during the SPSP reach effect, and their positions and display modes do not change.

[0213] When a predetermined time (e.g., 30 seconds) has elapsed since the start of the SPSP reach effect, at time t7 which is the end stage of the SPSP reach effect, an operation effect prompting an operation on the operation button 17 is performed (FIG. 13(g)). In the operation effect, a button image 710 imitating the operation button 17 and an operation valid period image 711 indicating the operation valid period are displayed. In the operation effect, a state where the button image 710 alternates between being pressed and not pressed is displayed, prompting the player to press the operation button 17. Also, in the operation effect, the operation valid period image 711 changes according to the passage of time in a manner that allows the remaining time of the operation valid period to be recognized. For example, the remaining time of the operation valid period may be indicated by a change in the length of the gauge image.

[0214] Then, in response to an operation on the operation button 17 during the operation effect, or in response to the passage of the operation valid period, the middle symbols of the same type as the left and right symbols stop (time t8, FIG. 13(h)). Thereby, a big win is notified using the effect symbol 701. After that, the background image changes to a big win background indicating a big win, and three effect symbols 701 of the same type (here, "666") align and temporarily stop in the center of the screen (FIG. 13(i)). During the temporary stop, the three effect symbols 701 do not completely stop and, for example, swing up and down.

[0215] The period from the establishment of the reach to the notification of a big win (or a loss) (time t4 - t8) is configured to be longer than the period from the start of the variation to the establishment of the reach via the pseudo-3 variation display effect (time t1 - t4). Note that, conversely, the period of time t1 - t4 may be configured to be longer than the period of time t4 - t8.

[0216] Next, a re-drawing presentation is performed (at time t9-1, Fig. 13(j)). In the re-drawing presentation, the three presentation symbols 701 that were temporarily stopped in Figs. 13(h) and (i) fluctuate again, and a plurality of specific symbol combinations, which are combinations of three symbols of the same type, are displayed. For example, specific symbol combinations from "111" to "999" are variably displayed in the downward direction from top to bottom in order. In Fig. 13(j), specific symbol combinations of "666" and "777" are displayed, and the state of them moving downward is shown. Depending on the re-drawing presentation, the three presentation symbols 701 that were temporarily stopped in Figs. 13(h) and (i) may be changed.

[0217] As a result of the re-drawing presentation, one of the plurality of specific symbol combinations is temporarily stopped (at time t9-2). After the elapse of a predetermined temporary stop period, in response to the stop display of the special symbol, the temporarily stopped specific symbol combination is stopped and displayed (at time t10, Fig. 13(k)). Here, the three presentation symbols 701 stop completely without swaying. Also, the small symbols 702 and the fourth symbol 705a are stopped and displayed. In the example shown in Fig. 13(k), an example is shown where the specific symbol combination of "666" is changed to the specific symbol combination of "777" by the re-drawing presentation, but there may be a case where the specific symbol combination is not changed by the re-drawing presentation.

[0218] The type of big win game is suggested by the type of presentation symbols that make up the specific symbol combination. For example, a specific symbol combination consisting of even symbols suggests that it is a type 1 4R big win A or a type 1 4R big win B. When a specific symbol combination consisting of even symbols is stopped and displayed, there is a high possibility that it is a type 1 4R big win B that is disadvantageous to the player. Also, a specific symbol combination consisting of odd symbols suggests that there is a high possibility that it is a type 1 4R big win A that is advantageous to the player. Also, the specific symbol combination of "777" suggests that it is a type 1 4R big win A.

[0219] When a specific combination of symbols stops being displayed, the screen switches to the background dedicated to the opening, and an opening effect indicating the start of a big win game is performed (immediately after time point t10). Then, a big win game in which the big winning opening is opened is started. During the big win game, a big win background is displayed and a big win game effect is performed.

[0220] (Emphasis effect) In this embodiment, in the variable effect, an emphasis effect may be performed. Here, the emphasis effect is an effect that emphasizes the effect of an object image (target image) or the like, and is an effect for making the player pay attention to the target image. For example, as the emphasis effect, an emphasis image that emphasizes the target image may be displayed. The emphasis image may be an effect image displayed around the target image, an image displayed inside the target image, an image superimposed on the target image, or an image displayed behind the target image. Also, as the emphasis effect, the size of the target image may be changed, the shape of the target image may be deformed, the inside of the target image may be operated, or the brightness of the target image may be changed.

[0221] Specifically, when a big win is notified as a result of the SPSP reach effect, a big win symbol emphasis effect that emphasizes the effect symbol suggesting a big win is performed. FIG. 14 is a diagram showing an example of the big win symbol emphasis effect when an effect symbol suggesting a big win is displayed in the SPSP reach effect in the normal mode.

[0222] As shown in FIG. 14, for example, during the period from time t8 to t9-1, as a jackpot symbol emphasis effect A, an emphasis image 850a is added to three effect symbols 701 that suggest a jackpot. The three emphasis images 850a may be added so as to be superimposed on each of the three effect symbols 701, or one emphasis image 850a may be added so as to be superimposed on the three effect symbols 701. Also, during the display of the emphasis image 850a, a sound corresponding to the jackpot symbol emphasis effect A (jackpot symbol emphasis effect sound A) is output. The jackpot symbol emphasis effect sound A is a sound that suggests a jackpot. The jackpot symbol emphasis effect sound A may start being output during the display of the emphasis image 850a, or the jackpot symbol emphasis effect sound A may start being output at the display start timing of the emphasis image 850a, or the emphasis image 850a may start being displayed during the output of the sound after the jackpot symbol emphasis effect sound A starts being output. Also, in the jackpot symbol emphasis effect A, at least one of the three effect symbols 701 that suggest a jackpot may be enlarged and displayed. Also, with the execution of the jackpot symbol emphasis effect A, a light emitting means (each LED included in the frame lighting device 10, the effect button light emitting LED 17c, the movable effect device 73, the board lighting device 74, etc.) emits light in a predetermined light emission pattern. Thereby, it is possible to appeal to the player that it is a jackpot.

[0223] Here, during the jackpot game, the game is played by hitting the right button, but during the period from time t8 to t9-1, the first special symbol is still fluctuating and the jackpot game has not started. During this period, the small symbol and the fourth symbol are fluctuating, but due to the effect symbol 701 and the emphasis image 850a, the player may have difficulty recognizing that the first special symbol is fluctuating, and may hit the right button at this time. Also, since the emphasis image 850a is displayed so as to be superimposed on at least a part of the effect symbol 701, the player has difficulty recognizing that the three effect symbols 701 that suggest a jackpot are swinging. Also, due to the emphasized effect symbol 701, the player may be anxious and hit the right button. If the player hits the right button before the jackpot game starts in this way, a specific notification is made.

[0224] For example, when it is detected that a game ball has passed through the general-purpose gate 44 during the display of the effect symbol 701 suggesting a big win (when the passage of a predetermined number of game balls is detected), specific notification regarding the operation of the launch handle 15 is given to the player. For example, as the specific notification, a specific notification image 880 prompting the player to make a left hit is displayed in a predetermined area (for example, the center of the screen). The specific notification image 880 is displayed so as to overlap at least a part of the effect symbol 701 suggesting a big win and the emphasized image 850a. The specific notification image 880 is displayed preferentially (in the front layer) over the effect symbol 701 suggesting a big win and the emphasized image 850a. Incidentally, the specific notification image 880 may be displayed on almost the entire screen so that the effect symbol 701 and the emphasized image 850a are difficult to visually recognize or impossible to visually recognize. For example, the specific notification image 880 may be displayed semi-transparently on almost the entire screen. In this way, although the specific notification image 880 is displayed preferentially over the effect symbol 701 and the emphasized image 850a, the effect symbol 701 and the emphasized image 850a are displayed in a recognizable manner. Also, the specific notification image 880 may be displayed, for example, on the left side of the screen so as not to cover the effect symbol (or to cover a part of it).

[0225] Also, as the specific notification, a specific notification sound (for example, a voice such as "Please make a left hit" or a warning sound) prompting the player to make a left hit is output. Thereby, the player can be prompted to make a left hit, and unnecessary right hits can be prevented. Incidentally, the specific notification is not limited to notification by an image, voice, and light emission of a light emission means, and may include, for example, notification by vibration. Also, the specific notification is not limited to outputting an image and voice prompting a left hit, and may be performed by outputting an image and voice suppressing a right hit.

[0226] The specific notification is performed for a predetermined execution time (e.g., 15 seconds) after the notification condition (e.g., detecting the passage of a predetermined number of game balls through a gate) is satisfied. The predetermined execution time is longer than the execution time of the jackpot symbol emphasis effect. That is, the jackpot symbol emphasis effect (display of an image and output of a sound) is executed for a first time, and the specific notification (output of an image and a sound) is executed for a second time that is longer than the first time. Note that the execution time of the specific notification may be shorter than or the same as the execution time of the jackpot symbol emphasis effect.

[0227] Also, the specific notification is performed in a first mode and a second mode. For example, when the notification condition is satisfied, during a predetermined execution period, after a first notification sound is output as the specific notification in the first mode for a first time, a second notification sound is output as the specific notification in the second mode for a second time. During this period, the specific notification image 880 is continuously displayed at a predetermined position on the screen. Also, when the notification condition is satisfied, the specific notification may be performed in the first mode during a predetermined execution period, and when the notification condition is satisfied again, the specific notification may be performed in the second mode during a predetermined execution period. Note that the second notification sound may be output at a volume greater than, the same as, or smaller than the first notification sound.

[0228] During the period from time point t8 to t9-1, after the jackpot symbol emphasizing effect A is performed on the jackpot-suggesting effect symbol 701, the re-drawing effect starts at time point t9-2, and an emphasizing effect (jackpot symbol emphasizing effect B) is performed on the three effect symbols 701 during the re-drawing effect. For example, at the timing when any one of a plurality of specific symbol combinations temporarily stops as a result of the re-drawing effect (time point t9-2 in FIG. 14), the jackpot symbol emphasizing effect B is performed on the three effect symbols 701. This jackpot symbol emphasizing effect B may be in the same mode or a different mode from the jackpot symbol emphasizing effect A performed during the period from time point t8 to t9-1. For example, when the specific symbol combination that temporarily stopped before the execution of the re-drawing effect is the same as the specific symbol combination that temporarily stops after the re-drawing effect, the jackpot symbol emphasizing effect B may be performed in the same effect mode (the same image, sound, and light emission pattern) as the jackpot symbol emphasizing effect A. Also, when the specific symbol combination that temporarily stopped before the execution of the re-drawing effect is different from the specific symbol combination that temporarily stops after the re-drawing effect, the jackpot symbol emphasizing effect B may be performed in an effect mode different from the jackpot symbol emphasizing effect A. For example, when the specific symbol combination that temporarily stopped before the execution of the re-drawing effect is different from the specific symbol combination that temporarily stops after the re-drawing effect, in the jackpot symbol emphasizing effect B, an emphasized image 851a is displayed, and a jackpot symbol emphasizing effect sound B different from the jackpot symbol emphasizing effect sound A is output. Also, with the execution of the jackpot symbol emphasizing effect B, the light emitting means emits light in a light emission pattern corresponding to the jackpot symbol emphasizing effect B. Also, in the jackpot symbol emphasizing effect B, at least one of the three effect symbols 701 suggesting a jackpot may be enlarged and displayed. Even during the execution of this jackpot symbol emphasizing effect B, when the above notification condition is satisfied, the above specific notification is performed.

[0229] During the temporary stop period (the period from time t9-2 to t10) of the three performance symbols 701 after the big win symbol emphasis performance B has ended, the big win symbol emphasis performance C is carried out. The big win symbol emphasis performance C is a performance with a performance mode different from the above-mentioned big win symbol emphasis performances A and B. For example, in the big win symbol emphasis performance C, an emphasis image 852a that emphasizes each of the three performance symbols 701 suggesting a big win is displayed. The emphasis image 852a is an image that is superimposed on each performance symbol 701 and is superimposed on a part or all of each performance symbol 701. Each performance symbol 701 operates (swings) periodically during the temporary stop, and the emphasis image 852a changes in conjunction with the periodic operation of the performance symbol 701. Also, the emphasis image 852a is displayed in a manner that allows the player to recognize the numerical symbol among the performance symbols 701. Also, in the big win symbol emphasis performance C, while the emphasis image 852a is displayed, a big win symbol emphasis performance sound C different from the big win symbol emphasis performance sounds A and B is output. Also, with the execution of the big win symbol emphasis performance C, the light emitting means emits light in a light emission pattern corresponding to the big win symbol emphasis performance C. Note that when this big win symbol emphasis performance C is executed, the performance symbol may be displayed in a mode including a numerical symbol and a character image. Even during the execution of this big win symbol emphasis performance C, if the above-mentioned notification condition is satisfied, the above-mentioned specific notification is carried out. Note that in the big win symbol emphasis performance C, the three performance symbols 701 suggesting a big win are not enlarged and displayed.

[0230] Then, after the big win symbol emphasis performance C has ended, after the elapse of a predetermined temporary stop period, the three performance symbols 701 are stopped and displayed in response to the stop display of the special symbol (time t10). It is also possible to execute the specific notification during this temporary stop period.

[0231] Thus, when a winning suggestion display symbol is shown, the winning symbol emphasis effects A to C are executed. During the execution of any of the winning symbol emphasis effects A to C, the specific notification can be executed in the same manner. The winning symbol emphasis effects A to C may be executed while the specific notification is being continuously performed. Also, during the execution period of the winning symbol emphasis effects A to C, when the notification condition is satisfied and the first specific notification is executed and then ends, and further when the notification condition is satisfied again, the second specific notification may be executed. Thus, the winning symbol emphasis effects A to C and the specific notification can be executed simultaneously. Note that "the emphasis effect and the specific notification are executed simultaneously" means that the execution period of the emphasis effect and the execution period of the specific notification overlap at least partially, and the start timing of the emphasis effect and the start timing of the specific notification may or may not coincide. That is, "the emphasis effect and the specific notification are executed simultaneously" includes the case where the specific notification is started during the execution of the emphasis effect, the case where the emphasis effect is started during the execution of the specific notification, and the case where the emphasis effect and the specific notification are started simultaneously.

[0232] The specific notification ends at the timing when the big win game starts (the timing when the special symbol stops), even before the elapse of the predetermined execution period. That is, the specific notification image is made non-displayed at the timing when the big win game starts, even before the elapse of the predetermined execution period, and the output of the specific notification sound also ends at the timing when the big win game starts. During the execution of the specific notification, after the first notification sound is output for the first time, the second notification sound is output for the second time. In this case, if the big win game starts during the output of the first notification sound (or the second notification sound), the reproduction of the first notification sound (or the second notification sound) being output may be terminated halfway, and the output of the first notification sound (or the second notification sound) may be stopped. Also, if the big win game starts during the output of the first notification sound, the first notification sound being output may continue to be output until the end (output for the first time), and the second notification sound may not be output. That is, ending the output of the specific notification sound includes stopping the sound being output halfway and outputting the sound being output until the end (predetermined reproduction time) and then stopping the output of the subsequent sound.

[0233] For example, the specific notification may end in response to the reception of a variation stop command or may end in response to the reception of an opening command. The specific notification is not executed during a jackpot game. Also, when shifting to the time-saving mode after the end of a jackpot game, the specific notification is not executed.

[0234] Note that when the special symbol suggesting a loss stops, the specific notification does not end at the timing when the special symbol stops.

[0235] Note that after the jackpot symbol emphasis effect C is executed, the execution of the specific notification may be restricted for a predetermined period. For example, the execution of the specific notification may be restricted during the period from when the jackpot symbol emphasis effect C is executed until a jackpot game in which the big winning opening is opened is started.

[0236] Note that in FIGS. 12 to 14, the description is based on the premise that after displaying an effect symbol suggesting a jackpot at the end of the SPSP reach effect, a re-drawing effect for re-varying the effect symbol suggesting a jackpot is performed. The re-drawing effect may or may not be executed. When the re-drawing effect is not executed, the effect symbol suggesting a jackpot is temporarily stopped and the jackpot symbol emphasis effect A is performed at the end of the SPSP reach effect, and then the jackpot symbol emphasis effect C is performed on the temporarily stopped effect symbol, and the effect symbol is stopped and displayed.

[0237] Next, the effects in the special mode will be described. FIG. 15 is a diagram showing an example of the jackpot symbol emphasis effect when an effect symbol suggesting a jackpot is displayed in the special mode.

[0238] As shown in FIG. 15, a series of effects from the N reach effect to the SPSP reach effect can also be executed in the special mode.

[0239] In the special mode, before the SP reach effect starts (from the start action to the N reach effect), the background image for the special mode is displayed. Also, until the SP reach effect starts, the effect symbol 701 for the special mode is used. For example, at least a part of the character image of the effect symbol 701 for the special mode may be in a form different from the character image of the effect symbol for the normal mode.

[0240] Also, in the special mode, during the SP reach effect, the same background image for the SP reach effect as in the normal mode is displayed, the same SP reach effect (video display for the SP reach effect) as in the normal mode is performed, and the same effect symbol as in the normal mode is used. Note that the effect symbol used during the SP reach effect may be different between the special mode and the normal mode. Also, during the SP SP reach effect, the same background image for the SP SP reach effect as in the normal mode is displayed, the same SP SP reach effect (video display for the SP SP reach effect) as in the normal mode is performed, and the same effect symbol as in the normal mode is used. Note that the effect symbol used during the SP SP reach effect may be different between the special mode and the normal mode. And, similar to the normal mode, as a result of the SP SP reach effect, a big win is notified using the effect symbol.

[0241] Here, as shown in FIG. 15, when a special mode is set and a jackpot is notified as a result of the SPSP reach effect, similar to the normal mode, a jackpot symbol emphasis effect A is performed on the jackpot-suggesting effect symbol 701 (at time points t8 to t9-1). Specifically, in the special mode, a jackpot symbol emphasis effect A in a mode different from the above-mentioned jackpot symbol emphasis effect A in the normal mode is performed. For example, in the jackpot symbol emphasis effect A in the special mode, an emphasis image 850b is added to the three effect symbols 701 that suggest a jackpot. Also, while the emphasis image 850b is being displayed, a jackpot symbol emphasis effect sound A (a sound corresponding to the emphasis image 850b) is output. The jackpot symbol emphasis effect sound A in the special mode is a sound different from the jackpot symbol emphasis effect sound A in the normal mode and is a sound that suggests a jackpot. Note that also in the special mode, when the jackpot symbol emphasis effect A is executed, the light-emitting means emits light in a predetermined light-emitting pattern. The light-emitting pattern may be the same as or different from the light-emitting pattern in the normal mode.

[0242] Also, after the jackpot symbol emphasis effect A, a re-drawing effect is performed. In the re-drawing effect, the three effect symbols 701 that suggest a jackpot are temporarily stopped, and a jackpot symbol emphasis effect B is performed (at time point 9-2). Specifically, in the special mode, a jackpot symbol emphasis effect B in a mode different from the above-mentioned jackpot symbol emphasis effect B in the normal mode is performed. For example, in the jackpot symbol emphasis effect B in the special mode, an emphasis image 851b is added to the three effect symbols 701 that suggest a jackpot. Also, while the emphasis image 851b is being displayed, a jackpot symbol emphasis effect sound B (a sound corresponding to the emphasis image 851b) is output. The jackpot symbol emphasis effect sound B in the special mode is a sound different from the jackpot symbol emphasis effect sound B in the normal mode and is a sound that suggests a jackpot. Note that also in the special mode, when the jackpot symbol emphasis effect B is executed, the light-emitting means emits light in a predetermined light-emitting pattern. The light-emitting pattern may be the same as or different from the light-emitting pattern in the normal mode.

[0243] After the jackpot symbol emphasis effect B ends, a jackpot symbol emphasis effect C is performed on the three effect symbols 701 during the temporary stop period (the period from time t9-2 to t10). Specifically, in the special mode, a jackpot symbol emphasis effect C in a mode different from the above-mentioned jackpot symbol emphasis effect C in the normal mode is performed. For example, in the jackpot symbol emphasis effect C in the special mode, an emphasis image 852b that emphasizes each of the three effect symbols 701 suggesting a jackpot is displayed. The emphasis image 852b is an image that is superimposed and displayed on each effect symbol 701 and is superimposed on a part or all of each effect symbol 701. The emphasis image 852b displays the numeric symbol among the effect symbols 701 in a manner recognizable by the player. Also, during the display of the emphasis image 852b, a jackpot symbol emphasis effect sound C (a sound corresponding to the emphasis image 852b) is output. The jackpot symbol emphasis effect sound C in the special mode is a sound different from the jackpot symbol emphasis effect sound C in the normal mode and is a sound suggesting a jackpot. Note that also in the special mode, with the execution of the jackpot symbol emphasis effect C, the light-emitting means emits light in a predetermined light emission pattern. The light emission pattern may be the same as or different from the light emission pattern in the normal mode. Also, in the jackpot symbol emphasis effect C in the special mode, the three effect symbols 701 suggesting a jackpot are not enlarged and displayed.

[0244] Note that for the jackpot symbol emphasis effect C, the effect mode may be the same in the normal mode and the special mode.

[0245] During the execution of any of the jackpot symbol emphasis effects A to C in the special mode, when the notification condition is satisfied, specific notification can be executed. Also, the specific notification is performed in the same manner in the special mode as in the normal mode.

[0246] In this way, when the effect is executed in the normal mode (when the normal mode is set) and when the effect is executed in the special mode (when the special mode is set), the effect modes (images, sounds, light emission patterns of the light emission means, etc.) of the jackpot symbol emphasis effect that emphasizes the jackpot-suggesting effect symbols are different. As a result, the effect can have variations and the interestingness can be improved. Also, depending on the mode of the jackpot symbol emphasis effect, the player can recognize which mode is set. In the gaming machine 1 of the present embodiment, a common SP reach effect and an SPSP reach effect are performed when the normal mode is set and when the special mode is set, and at least the background image is common after the SP reach effect. For this reason, for example, when a jackpot is notified in the SPSP reach effect, it may be difficult for the player to recognize in which mode the jackpot occurred, but the mode can be recognized by the effect mode of the jackpot symbol emphasis effect. Note that even after the SP reach effect, the background image and the aspect of the effect symbol may be different between the normal mode and the special mode.

[0247] Note that there may be a case where the effect modes of the jackpot symbol emphasis effect are the same when the effect is executed in the normal mode and when the effect is executed in the special mode. For example, in any one of a plurality of normal modes, a jackpot symbol emphasis effect in a mode executable in the special mode may be performed. Also, in any one of a plurality of special modes, a jackpot symbol emphasis effect in a mode executable in the normal mode may be performed.

[0248] When the effect is being executed in the normal mode and when the effect is being executed in the special mode, while sharing the emphasized image that emphasizes the winning symbol, the sound output during the display of the emphasized image may be made different. Conversely, when the effect is being executed in the normal mode and when the effect is being executed in the special mode, while making the emphasized images that emphasize the winning symbols different, the sound output during the display of the emphasized image may be made common. Also, in the normal mode and the special mode, the light emission pattern of the light emitting means may be common, but the emphasized image and the sound may be different. Also, in the normal mode and the special mode, the light emission pattern of the light emitting means may be different, but the emphasized image and the sound may be common.

[0249] On the other hand, the above-mentioned specific notification is performed in the same manner in the special mode as in the normal mode. That is, when the effect is being executed in the normal mode (when the normal mode is set) and when the effect is being executed in the special mode (when the special mode is set), a common specific notification image is displayed and a common specific notification sound is output. Also, in the normal mode and the special mode, the light emitting means emits light with a common light emission pattern.

[0250] Thus, since the specific notification is performed in a common manner in both the normal mode and the special mode, it is possible to prompt the player to operate in an easy-to-understand manner.

[0251] In the above, the case where the SPSP reach effect is performed has been described, but there may be a case where a win is notified in the SP reach effect. In this case, the winning symbol that suggests a win in the SP reach effect is temporarily stopped, and the above-mentioned winning symbol emphasis effect A is performed. Then, after passing through the re-drawing effect (or without passing through), the winning symbol emphasis effect C is performed on the winning symbol that was temporarily stopped. Alternatively, when a win is notified in the SP reach effect, either one of the winning symbol emphasis effects A and C may be omitted. Even when the winning symbol emphasis effect is executed in the SP reach effect, when the above-mentioned notification conditions are satisfied, the specific notification is performed in the same manner.

[0252] Also, a jackpot may be notified during the N-reach presentation. In this case, the presentation symbol suggesting a jackpot in the N-reach presentation is temporarily stopped, and the jackpot symbol emphasis presentation A is performed. Then, after passing through (or without passing through) the re-drawing presentation, the jackpot symbol emphasis presentation C is performed on the presentation symbol that is temporarily stopped. Alternatively, when a jackpot is notified during the N-reach presentation, either one of the jackpot symbol emphasis presentations A and C may be omitted. Even when the jackpot symbol emphasis presentation is executed during the N-reach presentation, when the above notification conditions are satisfied, the specific notification is performed in the same manner.

[0253] Also, there may be a case where the presentation symbol suggesting a jackpot stops temporarily without passing through the reach presentation from the variable display presentation using the presentation symbols. Even in this case, the jackpot symbol emphasis presentations A to C may be executed. For example, the presentation symbol suggesting a jackpot stops temporarily from the variable display presentation, and the jackpot symbol emphasis presentation A is executed. Then, a re-variation presentation is performed, and as a result of the re-variation presentation, another or the same presentation symbol suggesting a jackpot stops temporarily and the jackpot symbol emphasis presentation B is executed, and the jackpot symbol emphasis presentation C may be executed on the presentation symbol suggesting a jackpot that is temporarily stopped. Such a presentation cannot be executed in the normal mode and the special mode, and may be executable in the time-saving mode. Also, the probability of executing such a presentation may be higher in the time-saving mode than in the normal mode and the special mode. Conversely, such a presentation may be configured to be executed (or be likely to be executed) in the normal mode and the special mode and not to be executed (or be difficult to be executed) in the time-saving mode.

[0254] Also, the timings at which the big win symbol emphasis effects A to C are executed may vary depending on the variable effect. Also, the time from when the big win symbol emphasis effects A to C are executed until the effect symbol stops being displayed may vary depending on the variable effect. For example, in a variable effect based on a certain variable pattern, the time from when the big win symbol emphasis effect A is executed until the effect symbol stops being displayed is the first time, and in a variable effect based on another variable pattern, the time from when the big win symbol emphasis effect A is executed until the effect symbol stops being displayed may be a second time that is longer (or shorter) than the first time. Note that the time from when the big win symbol emphasis effects A to C are executed until the effect symbol stops being displayed may be the same regardless of which variable effect is executed.

[0255] Also, the timings at which the big win symbol emphasis effects A to C are executed and the time from when the big win symbol emphasis effects A to C are executed until the effect symbol stops being displayed may vary depending on the mode. For example, the respective execution timings when the big win symbol emphasis effects A to C are executed in the normal mode and the respective execution timings when the big win symbol emphasis effects A to C are executed in the special mode may be different. Also, the time from when the big win symbol emphasis effects A to C are executed until the effect symbol stops being displayed in the normal mode may be different from the time from when the big win symbol emphasis effects A to C are executed until the effect symbol stops being displayed in the special mode.

[0256] The emphasis effect for emphasizing the above effect symbol is not limited to the effect symbol suggesting a big win, and may be performed at various timings during the variation of the effect symbol. Also, the emphasis effect may be performed on the effect symbol not only when a big win is notified, but also when a loss is notified.

[0257] FIG. 16 is a diagram showing an example of a timing chart from the start of variation to the N-reach effect in the normal mode. FIG. 17 is an example of the effect from the start of variation to the N-reach effect in the normal mode, and is a diagram showing an example of an image displayed on the screen at each timing in FIG. 16. Note that in FIG. 17, the mode display 708 is omitted for simplification of the figure.

[0258] As shown in FIG. 16, in the normal mode, when the variation of the special symbol starts, the start action of the effect symbol is performed and an icon movement effect is performed in which the hold icon is shifted to the right and displayed as the icon. During the execution of the start action of the effect symbol, an emphasis effect (start-time emphasis effect) for emphasizing the effect symbol may be performed (time point t1-1, FIG. 17(a)). For example, the start-time emphasis effect may be performed for each of the three effect symbols. Also, the start-time emphasis effect may be performed for a part of the three effect symbols. For example, in the normal mode, it is possible to perform a start-time emphasis effect in which the emphasis image 800a is added to the effect symbol for which the start action is being executed. Also, together with the display of the emphasis image 800a, a start-time emphasis effect sound may be output. Note that the same type of start-time emphasis effect may be performed for the effect symbols in the left area, the middle area, and the right area, respectively. Also, different types of start-time emphasis effects may be performed for the effect symbols in the left area, the middle area, and the right area, respectively. Also, a first-mode start-time emphasis effect (display of the first-mode emphasis image 800a) may be performed for the effect symbols in the left area and the right area, and a second-mode start-time emphasis effect (display of the second-mode emphasis image 800a) may be performed for the effect symbol in the middle area.

[0259] When the start-time emphasis effect is performed, the jackpot expectation level may be higher than when the start-time emphasis effect is not performed. Also, there are a plurality of effect modes for the start-time emphasis effect, and the jackpot expectation level may differ depending on the effect mode. Also, the start-time emphasis effect may be an effect suggesting that a jackpot game is being performed.

[0260] Note that the timing for executing the start action may be different for each of the three effect symbols. For example, after the left symbol performs the start action, a variable display effect (scroll display) may be performed, and then the right symbol may perform the start action. In this case, while the left symbol is performing the variable display effect, the right symbol executes the start action, and a start-time emphasis effect is performed.

[0261] After the start action, a specific symbol emphasis effect may be performed to emphasize the effect symbol that has stopped (temporarily stopped) in a specific area among the three areas (time point t2-1, FIG. 17(b)). For example, in the case where the effect symbols stop in the order of the left area, the right area, and the middle area, when the "6" symbol stops as the left symbol, a specific symbol emphasis effect is performed in which an emphasis image 802a is added to the "6" symbol. Also, a specific symbol emphasis effect sound is output along with the display of the emphasis image 802a. The timing at which the specific symbol emphasis effect is executed may be the same as the timing when the left symbol stops, may be the timing immediately before the left symbol stops, or may be the timing immediately after the left symbol stops. Also, the timing at which the specific symbol emphasis effect sound starts to be output may be the same as the timing when the emphasis image 802a starts to be displayed, may be the timing immediately after the emphasis image 802a starts to be displayed, or may be the timing immediately before the emphasis image 802a starts to be displayed.

[0262] After that, a pseudo continuous development effect may be performed (time point t3, Fig. 17(c)). In the pseudo continuous development effect, a pseudo continuous pattern emphasizing effect is performed in which an emphasizing image 803a different from the emphasizing image 802a is added to a pattern (the "7" pattern in the middle area in the figure) suggesting a pseudo continuous. While the emphasizing image 803a is being displayed, a pseudo continuous pattern emphasizing effect sound (a sound corresponding to the emphasizing image 803a) is output. Also, the light emitting means emits light in a predetermined pattern suggesting a pseudo continuous. Also, the effect props (the first movable member 73a, the second movable member 73b) may operate. For example, the first movable member 73a and the second movable member 73b may move from the standby position to the effect position, or move from the standby position to the second position and then return to the standby position. When the pseudo continuous development effect is performed, the temporarily stopped effect pattern starts to fluctuate again (time point t3-1, Fig. 17(d)). As shown in Fig. 17(d), a pseudo continuous image 706 suggesting that the pseudo fluctuation effect has been performed and the number of times thereof is displayed. The pseudo continuous may be performed a plurality of times (pseudo 2 to pseudo 4), and the higher the number of pseudo continuous, the higher the jackpot expectation. Here, it is assumed that after pseudo 2, it further develops into pseudo 3.

[0263] In addition, as shown in Fig. 17(d), a preview effect may be performed in which a preview image 707 suggesting the possibility of a jackpot is displayed during the fluctuation of the effect pattern. For example, the preview image 707 is an image that becomes larger as the steps progress, and the higher the number of steps, the higher the jackpot expectation. Also, a preview emphasizing effect may be performed in which an emphasizing image 807a (an example of a preview emphasizing image) that emphasizes the preview image 707 is displayed around the preview image 707. When the preview emphasizing image is displayed, the expectation may be higher (or lower) or the same than when the preview emphasizing image is not displayed. While the preview emphasizing image is being displayed, a preview emphasizing effect sound is output. Note that there are a plurality of modes with different expectations for the preview emphasizing image, and the sound output when the first preview emphasizing image is displayed is different from the sound output when the second preview emphasizing image is displayed, and the output time of the sound is also different. Also, even after a reach is established, a preview effect or other preview effects as shown in Fig. 17(d) may be executed.

[0264] Also, as shown in FIG. 17(d), an icon change effect may be performed in which the display mode of the icon TI changes during the variation of the presentation symbol. When the display mode of the icon TI changes, an icon emphasis image 808a that emphasizes the icon TI may be displayed around (or superimposed on) the changed icon TI. Also, a sound is output along with the display of the icon emphasis image 808a. For example, when the icon TI changes to a display mode with a predetermined degree of expectation or higher (e.g., red or higher), the icon emphasis image 808a may be added to the icon TI. The icon emphasis image 808a may be continuously displayed while the icon TI is displayed, or may be displayed for a predetermined time from the timing when the icon TI changes. The sound associated with the display of the icon emphasis image 808a may be output only for a predetermined time at the start of the display of the icon emphasis image 808a, or may be continuously output while the icon emphasis image 808a is displayed. Also, the display mode of the icon emphasis image 808a varies depending on the display mode of the icon TI. For example, when the icon TI is displayed in the first display mode (e.g., red), the icon emphasis image 808a in the first mode is added and the first sound is output for the first time, and when the icon TI is displayed in the second display mode (e.g., gold), the icon emphasis image 808a in the second mode is added and the second sound (a sound different from the first sound) is output for the second time. The same applies when an icon change effect in which the display mode of the hold icon HA changes is performed. The hold icon HA may change the display mode based on the result of a preliminary determination at a predetermined timing when winning or after winning at the start port. When the hold icon HA changes, an icon emphasis image 808a in a mode corresponding to the display mode of the hold icon HA is added and a sound is output. Note that the icon change effect in which the icon TI or the hold icon HA changes is not limited to the timing shown in the figure, and may be performed at any timing such as when a hold wins, at the start of the variation of the presentation symbol, before a pseudo continuous development, after a reach is established, etc.

[0265] In the variable display effect of pseudo-3, after the first effect symbol (for example, the "6" symbol) stops as the left symbol, a reach suggestion effect that suggests the establishment of a reach may be performed (time point t3-2, FIG. 17(e)). The reach suggestion effect is an effect that causes a symbol of the same type as the stopped left symbol to move downward from above in the right area while decelerating, and expects the symbol of the same type to stop in the right area. In the reach suggestion effect, in addition to the effect of causing a symbol of the same type to move while decelerating in the right area, an effect that suggests the possibility of a reach being established may be performed using characters or sounds. During the execution of the reach suggestion effect, a reach suggestion emphasis effect that emphasizes the reach suggestion effect is performed. Specifically, as the reach suggestion emphasis effect, an emphasis image 804a that emphasizes the right symbol moving at a low speed is added to the right symbol. Along with the display of this emphasis image 804a, a sound corresponding to the reach suggestion emphasis effect (reach suggestion emphasis effect sound) is output. Note that when the reach suggestion emphasis effect is being performed on the right symbol, the reach suggestion emphasis effect may also be performed on the left symbol.

[0266] After the reach suggestion effect, the first effect symbol ("6" symbol) stops as the right symbol, and a reach is established (time point t4, Fig. 17(f)). When this right symbol stops, a specific symbol emphasis effect may be performed in which an emphasis image 802a is added to the right symbol. Along with the display of this emphasis image 802a, a specific symbol emphasis effect sound is output. For example, when an effect symbol of the same type as the left symbol stops in the right area after the left symbol stops, a specific symbol emphasis effect in the same manner as the left symbol may be performed on the right symbol. Also, when an effect symbol different from the left symbol stops in the right area after the left symbol stops, the emphasis effect may not be performed on the right symbol, or a specific symbol emphasis effect in a manner different from the specific symbol emphasis effect performed when the left symbol stopped may be performed. Also, the specific symbol emphasis effect may be started at the timing when the right symbol stops, or the specific symbol emphasis effect may be started immediately before the right symbol stops, and the right symbol may stop during the execution of the specific symbol emphasis effect. Also, the specific symbol emphasis effect may be started at the timing immediately after the right symbol stops. Note that there are a plurality of aspects that suggest the jackpot expectation level in the specific symbol emphasis effect performed when the right symbol stops. For example, the jackpot expectation level may vary depending on the type of color, shape, pattern, etc. of the emphasis image 802a. Also, the jackpot expectation level may vary depending on the specific symbol emphasis effect sound during the display of the emphasis image 802a. Note that an emphasis image 802a may be added to the right symbol when the reach is established, and an emphasis image 802a may also be added to the stopped left symbol.

[0267] Immediately after a reach is established, a reach symbol emphasizing effect is performed in which an emphasizing image 810a that emphasizes the reach symbols (left symbol and right symbol) is added (time point t4-1, Fig. 17(g)). In the reach symbol emphasizing effect, an emphasizing image 810a that overlaps across the left symbol and the right symbol is displayed. At least a part of the left symbol and the right symbol is hidden by the emphasizing image 810a. Also, along with the display of the emphasizing image 810a, a sound corresponding to the reach symbol emphasizing effect (reach symbol emphasizing effect sound) is output. Also, along with the display of the emphasizing image 810a, the light emitting means may emit light in a predetermined manner. Note that there are a plurality of modes with different jackpot expectations for the reach symbol emphasizing effect. The jackpot expectation may differ depending on the color, shape, and pattern of the emphasizing image 810a. Also, there are a plurality of types of sounds for the reach symbol emphasizing effect sound, and the jackpot expectation may differ depending on the type of the reach symbol emphasizing effect sound. As the reach symbol emphasizing effect, characters or characters superimposed on the left and right symbols may be displayed, and the jackpot expectation may differ depending on the characters or characters.

[0268] Thereafter, the emphasizing image 810a is erased and the reach symbol emphasizing effect ends, and an N-reach effect is performed. In the N-reach effect, the left symbol and the right symbol stop, and an effect in which the effect symbol fluctuates in the middle area is performed.

[0269] During the N-reach effect, an in-N-reach emphasizing effect in which an emphasizing image 811a is added to the reach symbols (the temporarily stopped left symbol and right symbol) may be performed (time point t4-2, Fig. 17(h)). Also, along with the display of the emphasizing image 811a, a sound corresponding to the in-N-reach emphasizing effect (in-N-reach emphasizing effect sound) is output. Note that the in-N-reach emphasizing effect may be performed on the fluctuating middle symbol instead of (or in addition to) the reach symbols. After the N-reach effect, there are cases where it is notified whether it is a jackpot or not, and cases where it further develops into an SP-reach effect.

[0270] Note that when the variation of the special symbol starts, a predetermined BGM starts to be output. The predetermined BGM continues until a reach is established (the start of the N-reach effect), and also continues during the N-reach effect. That is, the BGM does not change before and after the start of the N-reach effect. The predetermined BGM may continue to be output during the reach symbol emphasis effect, or the output of the BGM may be temporarily interrupted during the reach symbol emphasis effect and the same BGM may resume output after the start of the N-reach effect. Also, during the output of the reach symbol emphasis effect sound, the volume of the predetermined BGM may be decreased, and the volume of the predetermined BGM may be restored after the end of the reach symbol emphasis effect. Note that the predetermined BGM is output from the start action until a reach is established, the output of the predetermined BGM ends with the execution of the reach symbol emphasis effect, and a BGM for N-reach may be output during the subsequent N-reach effect.

[0271] Note that when the performance symbol stops in the left area, the first specific symbol emphasis effect may be performed, and when the performance symbol stops in the right area, the second specific symbol emphasis effect may be performed. In the first specific symbol emphasis effect, the emphasis image 802a is added to the performance symbol and the performance symbol operates in the first mode. In the second specific symbol emphasis effect, an emphasis image different from the emphasis image 802a may be added to the performance symbol and the performance symbol may operate in the second mode. That is, the display modes of the first specific symbol emphasis effect and the second specific symbol emphasis effect may be different. On the other hand, the same sound (common specific symbol emphasis effect sound) may be output whether the first specific symbol emphasis effect is performed or the second specific symbol emphasis effect is performed. Note that different specific symbol emphasis effect sounds may be output depending on whether the first specific symbol emphasis effect is performed or the second specific symbol emphasis effect is performed.

[0272] Also, when the effect symbol stops in the middle area, a third specific symbol emphasizing effect for emphasizing the middle symbol may be performed. The first specific symbol emphasizing effect and the third specific symbol emphasizing effect may have different display modes and different specific symbol emphasizing effect sounds. Also, the first specific symbol emphasizing effect and the third specific symbol emphasizing effect may have different display modes while having a common specific symbol emphasizing effect sound. Also, the first specific symbol emphasizing effect and the third specific symbol emphasizing effect may have a common display mode and different specific symbol emphasizing effect sounds.

[0273] FIG. 18 is an example of the effect from the start of variation to the N-reach effect in the normal mode, and shows an example of the effect when a different effect symbol is used as the reach symbol. Even when a reach is established using a different effect symbol, basically the same effect as in FIG. 17 is executed, but the mode of the emphasizing effect before and after the reach is established is different from that in FIG. 17.

[0274] As shown in FIG. 18, at time t2-1, when the "1" symbol stops as the left symbol, a specific symbol emphasizing effect is performed in which an emphasizing image 805a is added to the "1" symbol (FIG. 18(b)). The emphasizing image 805a is an image different from the emphasizing image 802a in FIG. 17(b). Also, a specific symbol emphasizing effect sound (a sound different from the sound when the above-mentioned emphasizing image 802a is displayed) is output along with the display of the emphasizing image 805a. Note that when the first effect symbol (for example, the "6" symbol) stops in the left area and when the second effect symbol (for example, the "1" symbol) stops, the display mode (emphasizing image) of the emphasizing effect may be the same and the specific symbol emphasizing effect sound may also be the same. Also, when the first effect symbol stops in the left area and when the second effect symbol stops, the display mode (emphasizing image) of the emphasizing effect may be different but the specific symbol emphasizing effect sound may also be the same. Also, when the first effect symbol stops in the left area and when the second effect symbol stops, the display mode (emphasizing image) of the emphasizing effect may be the same but the specific symbol emphasizing effect sound may be different.

[0275] Also, as shown in FIG. 18(e), after the second effect symbol (e.g., the "1" symbol) stops as the left symbol, a reach suggestion effect that suggests the establishment of a reach is performed using the second effect symbol (time t3-2). During the execution of the reach suggestion effect using the second effect symbol, a reach suggestion emphasis effect that emphasizes the reach suggestion effect is performed. Specifically, as the reach suggestion emphasis effect, an emphasis image 806a that emphasizes the second effect symbol moving at a low speed in the right area is added to the second effect symbol. The emphasis image 806a is an image different from the emphasis image 804a added in the reach suggestion effect using the first effect symbol. Along with the display of this emphasis image 806a, a reach suggestion emphasis effect sound (a sound different from the reach suggestion emphasis effect sound when the emphasis image 804a is displayed) is output. When the reach suggestion emphasis effect is being performed on the right symbol, the reach suggestion emphasis effect may also be performed on the left symbol. Note that the display mode (emphasis image) of the emphasis effect is different between the reach suggestion emphasis effect when the reach suggestion effect is performed using the first effect symbol and the reach suggestion emphasis effect when the reach suggestion effect is performed using the second effect symbol, but the reach suggestion emphasis effect sound may be the same. Also, the display mode (emphasis image) of the emphasis effect may be the same between the reach suggestion emphasis effect when the reach suggestion effect is performed using the first effect symbol and the reach suggestion emphasis effect when the reach suggestion effect is performed using the second effect symbol, and the reach suggestion emphasis effect sound may also be the same. Also, the display mode (emphasis image) of the emphasis effect may be the same between the reach suggestion emphasis effect when the reach suggestion effect is performed using the first effect symbol and the reach suggestion emphasis effect when the reach suggestion effect is performed using the second effect symbol, and the reach suggestion emphasis effect sound may be different.

[0276] After the reach suggestion effect, the second effect symbol (e.g., the "1" symbol) stops as the right symbol, and a reach is established (time point t4, Fig. 18(f)). When this right symbol stops, a specific symbol emphasis effect is performed in which the emphasis image 805a is added to the right symbol as described above. Thus, the specific symbol emphasis effect performed on the right symbol when a reach is established differs depending on the symbol at the time of reach establishment. Note that the display mode (emphasis image) of the specific symbol emphasis effect may be different when a reach is established with the first effect symbol (e.g., the "6" symbol) and when a reach is established with the second effect symbol (e.g., the "1" symbol), but the specific symbol emphasis effect sound may be the same. Also, the display mode of the specific symbol emphasis effect may be the same and the specific symbol emphasis effect sound may also be the same when a reach is established with the first effect symbol and when a reach is established with the second effect symbol. Further, the display mode of the specific symbol emphasis effect may be the same when a reach is established with the first effect symbol and when a reach is established with the second effect symbol, but the specific symbol emphasis effect sound may be different.

[0277] Immediately after reach establishment, a reach symbol emphasis effect is performed in which the emphasis image 812a that emphasizes the reach symbol (the second effect symbol that has stopped left and right) is added (time point t4-1, Fig. 18(g)). The emphasis image 812a is an image different from the above-mentioned emphasis image 810a when the first effect symbol is displayed in the reach mode. Also, along with the display of the emphasis image 812a, a reach symbol emphasis effect sound (a sound different from the reach symbol emphasis effect sound during the display of the emphasis image 810a) is output. Thus, the reach symbol emphasis effect performed on the reach symbol after reach establishment differs depending on the reach symbol. Note that the display mode (emphasis image) of the reach symbol emphasis effect may be different when a reach is established with the first effect symbol and when a reach is established with the second effect symbol, but the reach symbol emphasis effect sound may be the same. Also, the display mode of the reach symbol emphasis effect may be the same and the reach symbol emphasis effect sound may also be the same when a reach is established with the first effect symbol and when a reach is established with the second effect symbol. Further, the display mode of the reach symbol emphasis effect may be the same when a reach is established with the first effect symbol and when a reach is established with the second effect symbol, but the reach symbol emphasis effect sound may be different.

[0278] During the N-reach effect, an N-reach emphasis effect may be performed in which an emphasis image 813a is added to each of the reach symbols (the second effect symbol that is temporarily stopped). (Time point t4-2, Fig. 18(h)). The emphasis image 813a is an image different from the above-mentioned emphasis image 811a when the first effect symbol is displayed in the reach mode. Also, along with the display of the emphasis image 813a, an N-reach emphasis effect sound (a sound different from the N-reach emphasis effect sound during the display of the emphasis image 811a) is output. Thus, the N-reach emphasis effect performed on the effect symbol during the N-reach varies depending on the reach symbol. Note that the display mode (emphasis image) of the N-reach emphasis effect may be different when the N-reach effect is performed with the first effect symbol and when the N-reach effect is performed with the second effect symbol, but the N-reach emphasis effect sound may be the same. Also, the display mode of the N-reach emphasis effect may be the same and the N-reach emphasis effect sound may also be the same when the N-reach effect is performed with the first effect symbol and when the N-reach effect is performed with the second effect symbol. Also, the display mode of the N-reach emphasis effect may be the same when the N-reach effect is performed with the first effect symbol and when the N-reach effect is performed with the second effect symbol, but the N-reach emphasis effect sound may be different.

[0279] After the N-reach effect, there are cases where it is notified whether it is a big win or not, and cases where it further develops into an SP-reach effect.

[0280] Next, the effect when the special mode is set will be described. When the special mode is set, an emphasis effect different from that in Figs. 17 and 18 is performed.

[0281] Fig. 19 is a diagram showing an example of the effect from the start of variation to the N-reach effect in the special mode. Fig. 20 is an example of the effect from the start of variation to the N-reach effect in the special mode, and is a diagram showing an example of the effect when a different effect symbol is used as the reach symbol.

[0282] As shown in FIGS. 19 and 20, in the special mode, a special background image is displayed as the background image. Also, in the special mode, production symbols in a form different from that in the normal mode are used. Note that in the special mode, the display mode of either the background image or the production symbol may be different from that in the normal mode. Also, a part of the background image and / or a part of the production symbol may be different between the normal mode and the special mode. Although illustration is omitted, in the special mode, the mode display 708 becomes the mode display 708 for the special mode.

[0283] Also, when comparing FIG. 17 and FIG. 19, the emphasized images used for each emphasized production are different. Also, when comparing FIG. 18 and FIG. 20, the emphasized images used for each emphasized production are different.

[0284] For example, the emphasized images 800a to 804a, 807a, 808a, 810a, 811a used in FIG. 17 may be replaced with the emphasized images 800b to 804b, 807b, 808b, 810b, 811b respectively in FIG. 19. Also, the emphasized images 805a, 806a, 812a, 813a used in FIG. 18 may be replaced with the emphasized images 805b, 806b, 812b, 813b respectively in FIG. 20. Also, in the special mode, the sound when each emphasized image is displayed is also different from that in the normal mode. Also, the output time (length) of each sound may also be different.

[0285] Note that while the display mode (emphasized image) of the emphasized production is different between when the production is being executed in the normal mode and when the production is being executed in the special mode, the sound during the display of the emphasized image may be common. Also, while the display mode of the emphasized production is common between when the production is being executed in the normal mode and when the production is being executed in the special mode, the sound during the display of the emphasized image may be different. Also, the display mode (emphasized image) of the emphasized production may be common between when the production is being executed in the normal mode and when the production is being executed in the special mode, and the sound during the display of the emphasized image may also be common.

[0286] As described above, the gaming machine 1 of the present embodiment is capable of executing an emphasis effect (e.g., start-time emphasis effect) that emphasizes an effect symbol (e.g., the right symbol) during the variable display of an effect symbol (e.g., the left symbol). The display mode of the emphasis effect and the sound during the execution of the emphasis effect are different between when the effect is being executed in the normal mode and when the effect is being executed in the special mode. Also, the output time of the sound is different. That is, in the normal mode, a first emphasis effect can be executed on the effect symbol, and in the special mode, a second emphasis effect can be executed on the effect symbol. The first emphasis effect and the second emphasis effect differ in display mode, display time, type of sound, and output time (length) of the sound.

[0287] Also, in the normal mode, when the first effect symbol (e.g., the "6" symbol) temporarily stops in a specific area and when the second effect symbol (e.g., the "1" symbol) temporarily stops in a specific area, while the display mode of the specific symbol emphasis effect is different, the specific symbol emphasis effect sound during the execution of the specific symbol emphasis effect may be common. For example, as shown in FIG. 17(b), when the first effect symbol (the "6" symbol) temporarily stops in the specific area (the left area), an emphasis image 802a is added to the first effect symbol. On the other hand, as shown in FIG. 18(b), when the second effect symbol (the "1" symbol) temporarily stops in the specific area (the left area), an emphasis image 805a is added to the second effect symbol. In this case, the specific symbol emphasis effect sound may be common between when the specific symbol emphasis effect is performed on the first effect symbol and when the specific symbol emphasis effect is performed on the second effect symbol. Note that even when the effect symbol temporarily stops in an area other than the specific area, the specific symbol emphasis effect is performed, and when the first effect symbol stops and when the second effect symbol stops, the display mode of the specific symbol emphasis effect is different, but the specific symbol emphasis effect sound may be common.

[0288] Also, while the display mode (emphasis image) of the specific symbol emphasis effect for the first production symbol is different when the production is being executed in the normal mode and when the production is being executed in the special mode, the specific symbol emphasis effect sound may be made common. Also, while the display mode of the specific symbol emphasis effect for the second production symbol is different when the production is being executed in the normal mode and when the production is being executed in the special mode, the specific symbol emphasis effect sound may be made common.

[0289] For example, when the production is being executed in the normal mode, as shown in FIG. 17(b), an emphasis image 802a is added to the first production symbol (for example, the "6" symbol), and when the production is being executed in the special mode, as shown in FIG. 19(b), an emphasis image 802b is added to the first production symbol (for example, the "6" symbol). On the other hand, for the specific symbol emphasis effect sound, a common sound may be output in both the normal mode and the special mode.

[0290] Also, as shown in FIG. 18(b), an emphasis image 805a is added to the second production symbol (for example, the "1" symbol) in the normal mode. On the other hand, as shown in FIG. 20(b), an emphasis image 805b is added to the second production symbol (for example, the "1" symbol) in the special mode. On the other hand, for the specific symbol emphasis effect sound, a common sound may be output in both the normal mode and the special mode.

[0291] That is, while the display mode of the specific symbol emphasis effect is different when the first production symbol stops in the normal mode, when the second production symbol stops in the normal mode, when the first production symbol stops in the special mode, and when the second production symbol stops in the special mode, the sound during the execution of the specific symbol emphasis effect may be made common.

[0292] In addition, while making the display mode (emphasis image) of the specific symbol emphasis effect for the first production symbol common when the production is executed in the normal mode and when the production is executed in the special mode, the specific symbol emphasis effect sound may be made different. Also, while making the display mode of the specific symbol emphasis effect for the second production symbol common when the production is executed in the normal mode and when the production is executed in the special mode, the specific symbol emphasis effect sound may be made different.

[0293] Also, when the specific symbol emphasis effect is performed for the third production symbol (for example, the "2" symbol) and when the specific symbol emphasis effect is performed for the first production symbol (for example, the "6" symbol), the display mode (emphasis image) of the specific symbol emphasis effect may be made different, and the specific symbol emphasis effect sound may also be made different. Also, the output time (length) of the sound may also be made different. Also, while making the sound during the execution of the specific symbol emphasis effect common when the first production symbol stops and when the second production symbol stops, the sound during the execution of the specific symbol emphasis effect may be made different when the first production symbol stops and when the third production symbol stops. In this case, when any of the first to third production symbols stops, the mode of specific notification (specific notification image and specific notification sound) when the notification condition is satisfied is common.

[0294] Also, the specific symbol emphasis effect sound may be made different when the specific symbol emphasis effect is performed for the first production symbol in the normal mode, when the specific symbol emphasis effect is performed for the third production symbol in the normal mode, when the specific symbol emphasis effect is performed for the first production symbol in the special mode, and when the specific symbol emphasis effect is performed for the third production symbol in the special mode.

[0295] Also, when the normal mode and the special mode, the display mode (emphasis image) of the specific symbol emphasis effect for the third production symbol may be made different, and the specific symbol emphasis effect sound may also be made different. Also, when the normal mode and the special mode, while making the display mode (emphasis image) of the specific symbol emphasis effect for the third production symbol common, the specific symbol emphasis effect sound may be made different.

[0296] In addition, the gaming machine 1 of the present embodiment is capable of executing an icon change effect that changes a hold icon or the icon (corresponding display corresponding to acquisition information) (FIG. 17(d)). In the icon change effect, the icon is changed to any one of a plurality of display modes including a first display mode and a second display mode. Further, when the icon change effect is performed, it is possible to execute an icon emphasis effect of displaying an icon emphasis image (808a) around the icon. It is possible to make the display mode of the icon emphasis effect different and the sound during the execution of the icon emphasis effect different when the icon is displayed in the first display mode and when it is displayed in the second display mode. That is, when the icon is displayed in the first display mode, the icon emphasis effect of the first display mode is displayed and the first sound is output for the first time, and when the icon is displayed in the second display mode, the icon emphasis effect of the second display mode is displayed and the second sound is output for the second time. On the other hand, the mode of specific notification when the notification condition is satisfied is common when the icon is displayed in the first display mode and when it is displayed in the second display mode.

[0297] In addition, the gaming machine 1 of the present embodiment can make the display mode of the icon emphasis image different between the normal mode and the special mode. When the icon change effect is performed, when the normal mode is set, it is possible to display the first icon emphasis image or the second icon emphasis image, and when the special mode is set, it is possible to display the third icon emphasis image or the fourth icon emphasis image. Different sounds can be output while each icon emphasis image is being displayed. Also, regardless of which icon emphasis image is displayed, when the notification condition is satisfied, specific notification is performed in the same manner.

[0298] Also, before the N-reach effect is performed, a reach suggestion effect that suggests the N-reach effect is performed. In the reach suggestion effect, an effect is performed to determine whether an effect symbol of the same type as the effect symbol that has stopped in the left area stops in the right area (an effect that makes the player expect that an effect symbol of the same type as the effect symbol that has stopped in the left area will stop in the right area). In the reach suggestion effect, a reach suggestion emphasis effect that emphasizes the effect symbol is performed. When the reach suggestion effect is performed using the first effect symbol and when the reach suggestion effect is performed using the second effect symbol, the performance modes (emphasis images and sounds associated with the display of the emphasis images) of the reach suggestion emphasis effect are different (FIG. 17(e), FIG. 18(e)). Also, the performance modes of the reach suggestion emphasis effect are different between the normal mode and the special mode. Specifically, in the normal mode, when the reach suggestion effect is performed using the first effect symbol, the reach suggestion emphasis effect is performed in the first mode, and when the reach suggestion effect is performed using the second effect symbol, the reach suggestion emphasis effect is performed in the second mode. Also, in the special mode, when the reach suggestion effect is performed using the first effect symbol, the reach suggestion emphasis effect is performed in the third mode, and when the reach suggestion effect is performed using the second effect symbol, the reach suggestion emphasis effect is performed in the fourth mode. Note that in the normal mode or the special mode, when the reach suggestion effect is performed using the first effect symbol and when the reach suggestion effect is performed using the second effect symbol, while the display modes (emphasis images) of the reach suggestion emphasis effect are different, the reach suggestion emphasis effect sounds may be common. Also, in the normal mode or the special mode, the display modes (emphasis images) of the reach suggestion emphasis effect may be made common when the reach suggestion effect is performed using the first effect symbol and when the reach suggestion effect is performed using the second effect symbol, and the reach suggestion emphasis effect sounds may be made different.

[0299] Also, as a result of the reach suggestion effect, when two effect symbols are displayed in the reach mode (i.e., when reach is established), a specific symbol emphasis effect is performed on the stopped right symbol. Specifically, in the normal mode, when the first effect symbol is displayed in the reach mode, the specific symbol emphasis effect is performed in the first mode, and when the second effect symbol is displayed in the reach mode, the specific symbol emphasis effect is performed in the second mode (Figs. 17(f) and 18(f)). Also, in the special mode, when the first effect symbol is displayed in the reach mode, the specific symbol emphasis effect is performed in the third mode, and when the second effect symbol is displayed in the reach mode, the specific symbol emphasis effect is performed in the fourth mode (Figs. 19(f) and 20(f)).

[0300] Also, in this embodiment, when the effect symbol is displayed in the reach mode, an emphasis effect (specific symbol emphasis effect at the time of reach establishment or reach symbol emphasis effect) for emphasizing the effect symbol is performed. There are a plurality of effect modes for the emphasis effect when the effect symbol is displayed in the reach mode. For example, there are cases where the specific symbol emphasis effect in the first display mode is performed on the right symbol at the time of reach establishment, and cases where the specific symbol emphasis effect in the second display mode with a higher expectation level than the first display mode is performed. Also, after reach is established, there are cases where the reach symbol emphasis effect on the left and right symbols is performed in the first display mode, and cases where it is performed in the second display mode with a higher expectation level than the first display mode. The sound corresponding to the emphasis effect is different when the emphasis effect (specific symbol emphasis effect at the time of reach establishment or reach symbol emphasis effect) is performed in the first display mode and when it is performed in the second display mode. Note that while making the display modes of the emphasis effect different, the sound corresponding to the emphasis effect may be made common. Also, while making the display modes of the emphasis effect common, the sound corresponding to the emphasis effect may be made different.

[0301] In the normal mode, the emphasis effect when the performance symbol is displayed in the reach mode can be executed in a first display mode and a second display mode with a higher expectation level than the first display mode. In the special mode, the emphasis effect when the performance symbol is displayed in the reach mode may be executable in a third display mode and a fourth display mode with a higher expectation level than the third display mode. In this case, the sounds corresponding to the emphasis effects may be different in the first to fourth display modes. Also, in any of the first to fourth display modes when the emphasis effect is performed, the sounds corresponding to the emphasis effect may be common.

[0302] Next, the effects after the N-reach effect will be described. FIG. 21 is a diagram showing an example of a timing chart of the effects after the SP-reach effect in the normal mode. FIG. 22 is an example of the effects after the SP-reach effect in the normal mode, and is a diagram showing an example of the image displayed on the screen at each timing in FIG. 21. FIG. 23 is a diagram showing an example of the effects when the reach effect is performed using a performance symbol different from that in FIG. 22.

[0303] As shown in FIG. 22, when the SP-reach effect is started at time t5, a title display showing the title of the SP-reach effect is performed (FIG. 22(a)). There are a plurality of types of SP-reach effects with different expectation levels, and there is a title display corresponding to each SP-reach effect. At time t5, the title corresponding to the SP-reach effect to be executed is displayed. Here, although not shown in the figure, a title-emphasizing image for emphasizing the title of the SP-reach effect may be added and a sound may be output. The title-emphasizing image may be an image superimposed on part or all of the title display, or an image added around the title display. Also, the display mode of the title-emphasizing image may be different depending on the title display. Also, when the title-emphasizing image is added to the title display, the jackpot expectation level may be higher (or lower) than when it is not added. Also, the expectation levels may be the same when the title-emphasizing image is added and when it is not added. Also, the BGM for the SP-reach effect starts being output in response to the start of the SP-reach effect.

[0304] Also, during the SP reach effect, the icon TI is continuously displayed. If the icon TI has changed from the normal mode to the special mode before the start of the SP reach effect, the icon TI in the special mode is continuously displayed. Also, if an icon emphasis image 808a has been added to the icon TI before the start of the SP reach effect, the icon emphasis image 808a is also added during the SP reach effect. Note that the display mode of the icon TI may change at the start of the SP reach effect or during the SP reach effect.

[0305] After the SP reach effect is started, during the SP reach effect, a roulette effect in which a plurality of effect symbols fluctuate in the middle area is performed. For example, as shown in FIG. 22(b), in the middle area, a roulette effect using the same type of effect symbols (the "6" symbol) as the left and right, the effect symbols different from the left and right (the "7" symbol), and the development symbol suggesting the development to the SP reach effect is performed. In the roulette effect, an SP mid-emphasis effect that emphasizes the effect symbol fluctuating in the middle area may be performed for each effect symbol. In the SP mid-emphasis effect, an emphasis image is added to each symbol constituting the roulette effect. Note that there may be times when the SP mid-emphasis effect is not performed in the roulette effect. In the roulette effect, the big win expectancy may be different when an emphasis image is added to each symbol and when it is not added.

[0306] For example, as shown in FIG. 22(b), in the middle area, an emphasis image 820a is added to the fluctuating "6" symbol, an emphasis image 821a is added to the fluctuating "7" symbol, and an emphasis image 822a is added to the fluctuating development symbol. Each emphasis image is moved so as to follow the movement of the effect symbol. Each emphasis image may be displayed so as to overlap each effect symbol, for example, or may be displayed around each effect symbol. Also, a part of each emphasis image is displayed so as to overlap each other. During the display of each emphasis image, a common sound (SP mid-emphasis effect sound) is output. Note that even during this effect, specific notification is performed when the notification condition is satisfied.

[0307] Next, as a result of the roulette effect, an SPSP development suggestion effect that suggests the development to the SPSP reach effect is executed (at time t5-2, FIG. 22(c)). In the SPSP development suggestion effect, an effect is performed in which the development symbol stops in the middle area. Also, a development suggestion emphasis effect may be performed in which an emphasis image 823a is added to the development symbol. During the display of this emphasis image 823a, a sound corresponding to the development suggestion emphasis effect is output. When the development suggestion emphasis effect is performed, the jackpot expectation level may be higher than when the development suggestion emphasis effect is not performed. Also, there may be a plurality of modes with different expectation levels for the development suggestion emphasis effect. In the SPSP development suggestion effect, the development symbol may stop in the middle area and an emphasis image (for example, the emphasis image 825a in FIG. 22(e)) may be added to the reach symbol (the effect symbol temporarily stopped on the left and right). Also, when the development symbol stops and the development suggestion emphasis effect is executed, the BGM for SP reach is stopped. In the case where a jackpot is notified in the SP reach effect, if the same effect symbol as on the left and right stops in the middle area as a result of the roulette effect, it is a jackpot. In this case, the jackpot symbol emphasis effect is performed as described above. Also, if a different effect symbol from the left and right stops in the middle area as a result of the roulette effect, it is a loss. Note that after a different effect symbol from the left and right stops in the middle area, it may develop into the SPSP reach effect. Also, when winning a special loss, when a different effect symbol from the left and right stops in the middle area, an emphasis effect may be performed on the effect symbol suggesting a loss, and it may shift to the low base short state.

[0308] After the development symbol stops in the middle area, the accessory performance is carried out (time point t5-3, Fig. 22(d)). In the accessory performance, the first movable member 73a and the second movable member 73b move from the standby position to the performance position in front of the screen (the center of the screen) and operate at the performance position. Also, along with the operation of the first movable member 73a and the second movable member 73b, a plurality of LEDs emit light in a predetermined light emission pattern so that the first movable member 73a and the second movable member 73b emit light. Further, on the screen behind the first movable member 73a, an accessory emphasis image 824a that emphasizes the first movable member 73a is displayed. The accessory emphasis image 824a is displayed around the first movable member 73a when viewed from the player. Also, along with the display of the accessory emphasis image 824a, an accessory operation sound is output. Note that there are a plurality of light emission modes of the first movable member 73a, and the display mode of the accessory emphasis image 824a may be different according to each light emission mode. As the light emission mode of the first movable member 73a and the display mode of the accessory emphasis image 824a, for example, there are blue, green, and red, and the jackpot expectation degree may be high in this order. Even during this accessory performance, if the notification condition is satisfied, specific notification is carried out. Note that the accessory performance at time point t5-3 may be executed immediately before time point t5 (that is, before the start of the SP reach performance).

[0309] Next, the title of the SPSP reach effect is displayed, and the SPSP reach effect is started (time point t6, Fig. 22(e)). Along with the start of the SPSP reach effect, BGM for SPSP reach is output. There are multiple types of SPSP reach effects with different levels of expectancy, and there is a title display corresponding to each SPSP reach effect. At time point t6, the title corresponding to the executed SPSP reach effect is displayed. Here, although not shown in the illustration, a title emphasis image for emphasizing the title of the SPSP reach effect may be added and a sound may be output. The title emphasis image may be an image that overlaps a part or all of the title display, or an image added around the title display. Also, the display mode of the title emphasis image may differ depending on the title display. Also, when a title emphasis image is added to the title display, the jackpot expectancy may be higher (or lower) than when the title emphasis image is not added. Also, the expectancy may be the same when the title emphasis image is added and when it is not added.

[0310] Also, as shown in Fig. 22(e), in the SPSP reach effect, an emphasis effect may be performed in which an emphasis image 825a for emphasizing the reach symbol is added. This emphasis image 825a may also be added to the reach symbol during the SP reach effects in Figs. 22(a) to (c). When the emphasis image 825a is added to the reach symbol, the jackpot expectancy is higher than when the emphasis image 825a is not added to the reach symbol. Note that when the emphasis image 825a is added to the reach symbol, the jackpot expectancy may be lower than when it is not added, or the same. Also, there may be multiple types of emphasis images 825a added to the reach symbol, and the jackpot expectancy may differ depending on the type of emphasis image 825a added, or may be the same.

[0311] In addition, when the SPSP reach effect is performed using different reach symbols, the same emphasized image 825a may be added to the reach symbol. For example, as shown in FIG. 23, when the SPSP reach effect is performed using the "7" symbol, the emphasized image 825a is added to the "7" symbol. Note that the probability of adding the emphasized image 825a to the reach symbol may differ depending on the reach symbol. For example, the probability of adding the emphasized image 825a may be higher for the "7" symbol than for the "6" symbol. Note that the form of the emphasized image 825a may differ depending on the reach symbol. For example, the first emphasized image 825a may be added to the "6" symbol, and the second emphasized image 825a may be added to the "7" symbol.

[0312] During the SPSP reach effect, a background image corresponding to the SPSP reach effect is displayed, and a video display corresponding to the SPSP reach effect is performed. For example, a video effect in which characters fight each other is displayed. At the end of the video effect, in the middle area, a middle symbol effect using the same type of effect symbols (the "6" symbol) on the left and right and different effect symbols (the "7" symbol) on the left and right is performed (time point t6-1, FIG. 22(f)). For example, as the middle symbol effect, an effect in which two effect symbols push against each other is performed. In the middle symbol effect, a middle symbol emphasized effect in which an emphasized image emphasizing each effect symbol is added may be performed for each effect symbol. For example, when one of the two effect symbols pushes the other, an emphasized image is added to one of the effect symbols, and when the other pushes one, a different emphasized image is added to the other effect symbol. Note that the jackpot expectation level may differ between when the emphasized image is added to the effect symbol and when it is not added.

[0313] Specifically, as shown in FIG. 22(f), different emphasis images are added to the two production symbols used in the medium symbol production. For example, emphasis image 826a is added to the "6" symbol, and emphasis image 827a is added to the "7" symbol. Each emphasis image may be displayed so as to overlap each production symbol, or may be displayed around each production symbol. When emphasis image 826a is added to the "6" symbol, emphasis image 827a is not added to the "7" symbol, and when emphasis image 827a is added to the "7" symbol, emphasis image 826a is not added to the "6" symbol. That is, emphasis image 826a and emphasis image 827a are not displayed simultaneously. In this case, a common sound (medium symbol emphasis production sound) corresponding to the medium symbol emphasis production is output when emphasis image 826a is displayed and when emphasis image 827a is displayed. Regardless of the type of production symbol used in the medium symbol production, the same emphasis images 826a and 827a are added. For example, in the SPSP reach production shown in FIG. 22, the "6" symbol is used as the reach symbol, and in this SPSP reach production, a medium symbol production using the "6" symbol and the "7" symbol is performed. In this case, emphasis image 826a is added to the "6" symbol, and emphasis image 827a is added to the "7" symbol. In the SPSP reach production in the variable production related to another special symbol determination, the "2" symbol is used as the reach symbol, and a medium symbol production using the "2" symbol and the "3" symbol may be performed. In this case, the same emphasis image 826a is added to the "2" symbol suggesting a big win, and the same emphasis image 827a is added to the "3" symbol suggesting a loss. That is, regardless of the type of reach symbol, emphasis image 826a is added to the production symbol same as the reach symbol, and emphasis image 827a is added to the production symbol different from the reach symbol. Note that emphasis images corresponding to each production symbol are prepared, and the emphasis image corresponding to the production symbol used in the medium symbol production may be added to that symbol. For example, emphasis image 826a corresponding to the "6" symbol, emphasis image 827a corresponding to the "7" symbol, and another emphasis image corresponding to the "8" symbol may be prepared. Also during this production, when the notification condition is satisfied, specific notification is performed in the same manner as above.

[0314] Note that the middle symbol effect may be performed using not only two effect symbols but also three or more effect symbols. In this case, different emphasized images are added to each symbol. When an emphasized image is added to and displayed for one effect symbol, no emphasized image is added to the other effect symbols even if they are displayed. Alternatively, when an emphasized image is added to and displayed for one effect symbol, the other effect symbols may not be displayed, and the emphasized images corresponding to the other effect symbols may not be displayed either. Even in this case, a common sound is output while any one of the emphasized images is being displayed. Also, two or more emphasized images may be displayed simultaneously. For example, when the "6" symbol and the "7" symbol are simultaneously displayed in the middle area, the emphasized image 826a and the emphasized image 827a may be displayed simultaneously. In this case, for example, there are cases where the "6" symbol and its emphasized image 826a are mainly displayed and cases where the "7" symbol and its emphasized image 827a are mainly displayed, and a common sound is output regardless of which symbol and its emphasized image are mainly displayed.

[0315] Next, at time t6-2 at the end of the SPSP reach effect, a button flickering effect is performed (Fig. 22(g)). The button flickering effect is an effect that is performed before the operation effect that prompts the pressing of the operation button 17, and is an effect that makes the user expect the operation effect to be performed. In the button flickering effect, an effect is performed in which the button partial image 712 imitating the operation button 17 moves from the left and right sides of the screen toward the center. The button partial image 712 is an image showing a part of the button image 710, and may be a part of the button image 710 or an image obtained by making the button image 710 semi-transparent. The button image 710 is formed by a plurality of button partial images 712 overlapping. Also, in the button flickering effect, a button flickering emphasis effect may be executed in which an emphasis image 828a that emphasizes the button partial image 712 is displayed. During the display of the emphasis image 828a, a sound corresponding to the button flickering emphasis effect is output. The emphasis image 828a moves according to the movement of the button partial image 712. The emphasis image 828a may be displayed around the button partial image 712 or may be displayed superimposed on the button partial image 712. Note that even during this effect, if the notification condition is satisfied, specific notification is performed in the same manner as described above.

[0316] Although not shown in the figure, there are a plurality of modes for the button flickering emphasis effect, and the button flickering emphasis effect can be executed in any of the plurality of modes. For example, in the button flickering emphasis effect of the first mode, the first emphasis image 828a is displayed and the first sound is output, and in the button flickering emphasis effect of the second mode, the second emphasis image 828a is displayed and the second sound is output. The degree of expectation may differ depending on the mode of the button flickering emphasis effect.

[0317] Also, there are a plurality of modes for the button flickering effect. For example, in the first button flickering effect, the state of the button partial image 712 moving from the left and right may be displayed, and in the second button flickering effect, the state of the button partial image 712 moving from the top and bottom may be displayed. Different emphasis images 828a may be displayed and different sounds may be output when the first button flickering effect is performed and when the second button flickering effect is performed.

[0318] When two button partial images 712 stop overlapping at the center of the screen, a button image 710 imitating the effect button 17 is completed, and the operation of the effect button 17 becomes effective. On the other hand, when the two button partial images 712 do not overlap and pass through, the button image 710 is not completed, and the operation of the effect button 17 does not become effective.

[0319] When the button image 710 is completed, an operation effect for prompting the pressing of the effect button 17 is performed (at time point t7, Fig. 22(h)). When the operation effect is performed, the expectation of hitting the jackpot is higher than when the operation effect is not performed. In addition, when the emphasized image 828a is displayed in the button flashing effect, the operation effect may be more likely to be performed than when it is not displayed. Also, when the emphasized image 828a is displayed in the button flashing effect, the operation effect may always be performed. There are multiple modes for the operation effect. For example, there is an operation effect of a first change mode in which the display mode of the button image changes in a first cycle by the button image 710 flashing. Also, there is an operation effect of a second change mode in which the display mode of the button image changes in a second cycle by the button image 710 moving up and down (changing between a non-operation state and an operation state). In addition, there is a mode that suggests the expectation level in the mode of the operation effect. For example, there is an operation effect of a normal color mode in which the button image 710 is displayed in a normal color, and an operation effect of a red color mode in which the button image 710 is displayed in a red color with a higher expectation level than the normal color. There may be multiple other modes as well. Also, in the operation effect, an operation valid period image 711 representing the operation valid period is displayed.

[0320] Also, as shown in FIG. 22(h), a button emphasis effect may be executed to display an emphasis image 829a that emphasizes the button image 710. At this time, a sound associated with the display of the emphasis image 829a is output. The emphasis image 829a is displayed around the button image 710. Even when the button image 710 changes periodically (for example, moves up and down), the emphasis image 829a does not change periodically and is displayed in a fixed area. Note that the emphasis image 829a may be displayed superimposed on the button image 710. In this case, the emphasis image 829a changes periodically in conjunction with the periodic movement of the button image 710. Also, when the emphasis image 829a is displayed, the probability of a big win is higher than when it is not displayed. When the emphasis image 829a is displayed, it may be a confirmed big win. Also, when the emphasis image 829a is displayed, the effect button 17 may vibrate. Note that when the emphasis image 829a is displayed, the probability of a big win may be lower than when it is not displayed, or it may be the same. Note that the emphasis image 829a may have a plurality of modes that suggest the probability of a big win. Even during this effect, when the notification condition is satisfied, specific notification is performed in the same manner as described above.

[0321] In the present embodiment, as operation effects, there are a button short-press operation effect that prompts a single press of the effect button 17, a rapid-fire operation effect that prompts rapid-fire of the effect button 17, and a button long-press operation effect that prompts a long press of the effect button 17. FIGS. 22(h) and 23(h) show cases where the button short-press operation effect is performed.

[0322] When a rapid-fire operation effect is performed in FIG. 22(h), a button image 710 imitating the operation button 17 is displayed, and an image or character prompting rapid-fire of the operation button 17 is displayed, or a voice prompting rapid-fire is output. Also, in the rapid-fire operation effect, the display mode of the button image 710 changes at a predetermined cycle, and the cycle is shorter (or longer) than the cycle of the change in the display mode when a short button press operation effect is performed. For example, in the rapid-fire operation effect, there are a rapid-fire operation effect of a first change mode and a rapid-fire operation effect of a second change mode. In the rapid-fire operation effect of the first change mode, the button image 710 may blink at a third cycle shorter than the first cycle. Also, in the rapid-fire operation effect of the second change mode, the button image 710 may move up and down at a fourth cycle shorter than the second cycle. During the execution of the rapid-fire operation effect, a rapid-fire response effect is performed in response to a single press of the operation button 17. For example, as the rapid-fire response effect, an effect of accumulating a gauge is performed in response to a single press of the operation button 17. When the gauge is accumulated to the maximum value by pressing the button multiple times, a big win is notified. When the operation valid period elapses without the gauge being accumulated to the maximum value, a loss is notified. Also, when the rapid-fire operation effect is performed, if the operation valid period elapses without the operation button 17 being operated, a big win or a loss is notified according to the result of the special symbol determination. When such a rapid-fire operation effect is performed, each time the operation button 17 is pressed once, an emphasis image different from the emphasis image 829a is added to the button image 710, and a sound corresponding to the emphasis image is output. Also, each time the operation button 17 is pressed once, the color of the button image 710 may change, the operation button 17 may emit light, or the operation button 17 may vibrate.

[0323] Also, when the long - press operation effect of the button is performed in FIG. 22(h), a button image 710 imitating the operation button 17 is displayed, and an image or character prompting the long - press of the operation button 17 is displayed, or a voice prompting the long - press is output. When the long - press operation effect of the button is performed, in response to the long - press of the operation button 17, a long - press response effect is performed. For example, as the long - press response effect, an effect in which a plurality of component images gather according to the press - down time of the operation button 17 is performed. When a specified number of component images gather by long - pressing the button and one overall image is completed, a big win is notified. When the operation valid period elapses without the overall image being completed, a loss is notified. Also, when the long - press operation effect of the button is performed and the operation valid period elapses without the operation button 17 being operated, whether it is a big win or a loss is notified according to the result of the special symbol determination. In such a case where the long - press operation effect of the button is performed, according to the elapsed time since the operation button 17 was long - pressed, a highlighting image (an image different from the highlighting image displayed in the above - mentioned short - press operation effect of the button and the rapid - fire operation effect) is added to the button image 710, and a sound corresponding to the highlighting image is output. Also, according to the elapsed time since the operation button 17 was long - pressed, the color of the button image 710 may change, the light - emitting mode of the operation button 17 may change, the operation button 17 may vibrate, or the vibration mode may change.

[0324] As shown in FIG. 22(i), when the result of the special symbol determination is a big win, a big win is notified (at time t8) in response to one press of the operation button 17 during the short - press operation effect of the button or in response to the elapse of the operation valid period. Here, in the middle area, the same type of "6" symbol as on the left and right stops. When the middle symbol stops, a big - win notification highlighting effect in which a highlighting image 830a is added to the middle symbol and a sound is output is performed. The highlighting image 830a is displayed so as to overlap the middle symbol suggesting a big win. Also during this effect, when the notification condition is satisfied, specific notification is performed in the same manner as above.

[0325] In FIG. 22, the “6” symbol is used as the reach symbol. However, for example, when a reach effect is executed using the “7” symbol, as shown in FIG. 23(i), the same type of “7” symbols as those on the left and right stop in the middle area. The “7” symbol stops as the middle symbol, and a jackpot notification emphasis effect is performed for the middle symbol. The jackpot notification emphasis effect when this “7” symbol stops and a jackpot is notified is different in the effect mode from the jackpot notification emphasis effect when the “6” symbol stops and a jackpot is notified. Specifically, for the “7” symbol, an emphasis image 831a different from the emphasis image 830a is added, and a different sound is output. For example, when a reach effect is performed using an even symbol and the even symbol stops in the middle area and a jackpot is notified, an emphasis image 830a is added to the middle symbol and the first sound is output. When a reach effect is performed using an odd symbol and the odd symbol stops in the middle area and a jackpot is notified, an emphasis image 831a may be added to the middle symbol and the second sound may be output. Also, different emphasis images may be added and different sounds may be output between the “7” symbol and symbols other than the “7” symbol. Also, when a jackpot is notified for a symbol other than the “7” symbol, the same emphasis image may be added and the same sound may be output.

[0326] After the middle symbol indicating a big win stops, a device performance is carried out (time point t8-1, Fig. 22(j)). In this device performance, the first movable member 73a and the second movable member 73b move from the standby position to the performance position in front of the screen (the center of the screen) and operate at the performance position. Also, along with the operation of the first movable member 73a and the second movable member 73b, a plurality of LEDs emit light in a specific light emission pattern so that the first movable member 73a and the second movable member 73b emit light. Also, along with the operation of the first movable member 73a and the second movable member 73b, a device operation sound is output. Here, the first movable member 73a and the second movable member 73b operate in the same operation mode as in Fig. 22(d), but the light emission pattern of the LEDs is different from the device performance in Fig. 22(d). Also, on the screen behind the first movable member 73a, a device emphasis image 835a that emphasizes the first movable member 73a is displayed. The device emphasis image 835a is an image different from the device emphasis image 824a displayed in Fig. 22(d). Also, along with the operation of the first movable member 73a and the second movable member 73b, a device operation sound is output. The device operation sound output here is a sound different from the device operation sound output in Fig. 22(d). Note that the operation modes of the first movable member 73a and the second movable member 73b may be different between Fig. 22(j) and Fig. 22(d). Also, the light emission patterns of the LEDs may be the same between Fig. 22(j) and Fig. 22(d). Also, the device emphasis images displayed may be the same between Fig. 22(j) and Fig. 22(d). Also, the device operation sounds output may be the same between Fig. 22(j) and Fig. 22(d). Also, during this device performance, if the notification condition is satisfied, specific notification is performed in the same manner as above.

[0327] Next, at time point t8-2, a big win symbol emphasizing performance A is performed in which a performance symbol indicating a big win is displayed and an emphasis image 850a is added (Fig. 22(k)). Along with the display of the emphasis image 850a, a big win symbol emphasizing performance sound A is output. The big win symbol emphasizing performance A at time point t8-2 is as described above.

[0328] In addition, as shown in FIG. 23(k), when a reach effect is executed using different effect symbols (for example, the "7" symbol), in the jackpot symbol emphasis effect A, an emphasis image 856a different from the emphasis image 850a is displayed. Also, along with the display of the emphasis image 856a, a sound corresponding to the emphasis image 856a is output. Note that, regardless of which effect symbol is used for the reach effect, the same emphasis image 850a may be displayed and the same jackpot symbol emphasis effect sound A may be output in the jackpot symbol emphasis effect A.

[0329] Furthermore, thereafter, a re-drawing effect may be performed (time point t9-1, FIG. 22(l)). In the re-drawing effect, a plurality of combinations of three effect symbols suggesting a jackpot are variably displayed. In this re-drawing effect, a re-drawing symbol emphasis effect may be performed in which an emphasis image 855a is added to the effect symbol suggesting a jackpot. The emphasis image 855a is displayed so as to overlap the effect symbol. Also, a re-drawing symbol emphasis effect sound is output while the emphasis image 855a is being displayed. When the re-drawing symbol emphasis effect is performed, the effect symbol to which the emphasis image 855a is added may have a higher possibility of stopping display than when the re-drawing symbol emphasis effect is not performed.

[0330] As a result of the re-drawing effect, the three effect symbols suggesting a jackpot are stopped, and a jackpot symbol emphasis effect B is performed (time point t9-2, FIG. 22(m)). Here, since the same "6" symbol as the effect symbol that stopped before the re-drawing effect is stopped, the same effect as the jackpot symbol emphasis effect A is performed as the jackpot symbol emphasis effect B.

[0331] On the other hand, when the "7" symbol suggesting a jackpot is displayed as a result of the re-drawing effect, in the jackpot symbol emphasis effect B, the emphasis image 856a is displayed (FIG. 23(m)). Also, along with the display of the emphasis image 856a, a sound corresponding to the emphasis image 856a is output.

[0332] After the display of FIG. 22(m), during the temporary stop of the three effect symbols suggesting a big win, a big win symbol emphasis effect C is performed in which an emphasis image 852a is added to each effect symbol (time point t9-3, FIG. 22(n)). Along with the display of the emphasis image 852a, a big win symbol emphasis effect sound C is output. The big win symbol emphasis effect C at time point t9-3 is as described above. As shown in FIGS. 22(n) and 23(n), in the big win symbol emphasis effect C, the same emphasis image 852a is displayed for any of the effect symbols. Note that different emphasis images 852a may be displayed according to the type of the effect symbol.

[0333] Then, when the big win symbol emphasis effect C ends and at time point t10, the special symbol stops being displayed and the three effect symbols stop being displayed. The emphasis image 852a is not displayed when the three effect symbols stop being displayed. Note that the big win symbol emphasis effect sound C may continue to be output even while the three effect symbols stop being displayed.

[0334] After the three effect symbols stop being displayed, an opening effect indicating the start of the big win game is performed (time point t10-1, FIG. 22(o)). In the opening effect, an opening background image is displayed and a predetermined right hit notification prompting the player to hit the right is performed. For example, as the right hit notification, a right hit notification sound (for example, a voice such as "Aim at the right") prompting the player to hit the right is output and a right hit notification image 900 is displayed. The opening effect is performed for a predetermined opening time (for example, 15 seconds to 20 seconds), and the right hit notification is continuously performed during the execution of the opening effect.

[0335] Then, when the opening show ends and the first-round game play starts with the big winning opening being opened, the jackpot game show starts (time point t10-2, Fig. 22(p)). In the jackpot game show, a video dedicated to the jackpot game is displayed in the center of the screen. Also, in the jackpot game show, a right-hit notification image 901 prompting the player to hit the right button and a round number image 910 indicating the current round number are displayed. When the display of this right-hit notification image 901 starts, the above-mentioned right-hit notification sound prompting the player to hit the right button is not output. In addition to or instead of the round number image 910, the number of prize balls paid out in response to winning the big winning opening may be displayed.

[0336] Next, the shows after the SP reach show in the special mode will be described. Fig. 24 is a diagram showing an example of the shows after the SP reach show in the special mode.

[0337] After the SP reach show, in the special mode, a reach show similar to that in the normal mode is performed, but the form of each emphasized show is different from that in the normal mode. As shown in Fig. 24, in the special mode, at time point t5-1, instead of the emphasized images 820a~822a, emphasized images 820b~822b with different display forms may be added to each game symbol (Fig. 24(b)). Also, in the show suggesting the development to the SP reach show, instead of the emphasized image 823a, an emphasized image 823b with a different display form may be added to the development symbol (time point t5-2, Fig. 24(c)). Also, in the accessory show before the start of the SP reach show, instead of the emphasized image 824a, an emphasized image 824b may be displayed around the first movable member 73a (time point t5-3, Fig. 24(d)).

[0338] Also, during the SP reach show, an emphasized image 825b different from the emphasized image 825a may be added to the reach symbol (time point t6, Fig. 24(e)). Also, during the SP reach show, emphasized images 826b and 827b different from the emphasized images 826a and 827a may be added to the game symbols displayed in the middle area (time point t6-1, Fig. 24(f)).

[0339] In addition, in the button activation effect, a button activation emphasis effect may be executed to emphasize the button partial image 712 using an emphasis image 828b different from the emphasis image 828a (time point t6-2, Fig. 24(g)). Also, in the operation effect, a button emphasis effect may be executed to emphasize the button image 710 using an emphasis image 829b different from the emphasis image 829a (time point t7, Fig. 24(h)). While the emphasis image 829b is being displayed, a button emphasis effect sound different from that during the display of the emphasis image 829a is output.

[0340] Similarly, there may be cases where emphasis images 830b, 835b, 850b, 852b different from the normal mode are displayed and different sounds are output (time points t8 to t9-3, Figs. 24(i) to (n)).

[0341] Thus, when an emphasis effect is performed on the effect symbol or the effect prop (the first movable member 73a, the second movable member 73b) during the reach effect, the display mode of the emphasis effect differs between the normal mode and the special mode. Thereby, the effects can be diversified and the interestingness can be improved. Even when the same reach effect is performed in both the normal mode and the special mode, the interestingness can be improved by making the display modes of the emphasis effects different.

[0342] Note that while making the display modes of the emphasis effects different between the normal mode and the special mode, the emphasis effect sound related to the emphasis effect may be made common. Also, while making the display modes of the emphasis effects common between the normal mode and the special mode, the emphasis effect sounds related to the emphasis effects may be made different.

[0343] Even during the execution of each of the above-mentioned emphasized presentations, when the above-mentioned notification conditions are satisfied, specific notification is performed in the same manner. The specific notification image is displayed preferentially over the presentation symbol and the emphasized image that emphasizes the presentation symbol, and is displayed superimposed on the presentation symbol and the emphasized image. Also, the execution time of the specific notification is longer than the execution time of each emphasized presentation. For example, when the notification conditions are satisfied at the start of the variation of the presentation symbol, specific notification is executed during the execution of the presentation shown in Fig. 17(a), and the specific notification image is displayed superimposed on the presentation symbol 701 (numerical symbol and the character image behind it) and the emphasized image 800a. Also, at that time, a specific notification sound is output. The execution time of the specific notification is longer than the start-time emphasized presentation at the start of the variation. Also, when at least one of the three presentation symbols temporarily stops (e.g., Fig. 17(b)), if the notification conditions are satisfied, the specific notification image is displayed superimposed on the presentation symbol and its emphasized image. Specific notification can also be executed during the display of the preview image (Fig. 17(d)), and the specific notification image is displayed preferentially over the preview image and the emphasized image 807a. Also, when the reach suggestion presentation using the presentation symbol is executed (Fig. 17(e)), if the notification conditions are satisfied, the specific notification image is displayed superimposed on the presentation symbol and the emphasized image 804a and a specific notification sound is output. Also, when the presentation symbol is displayed in the reach mode (Fig. 17(f)(g)), if the notification conditions are satisfied, specific notification is executed, the specific notification image is displayed superimposed on the reach symbol, and a specific notification sound is output. Also, the execution time of the specific notification is longer than the execution time of the emphasized presentation for the reach symbol. Also, during the N-reach presentation (Fig. 17(h)), during the SP-reach presentation (Fig. 22(a)~(c)), and during the SPSP-reach presentation (Fig. 22(e)~(i)), specific notification can also be executed, and the specific notification image is displayed superimposed on each image (presentation symbol, emphasized image, button part image, button image, etc.).

[0344] Also, specific notification can be executed even during the display of the prop emphasized images 824, 835 that emphasize the presentation props. When a prop presentation is executed during the execution of the specific notification, the presentation props (the first movable member 73a, the second movable member 73b) are operated and the prop emphasized image is displayed, but the specific notification image is preferentially displayed over the prop emphasized image.

[0345] The mode of the specific notification is common during the execution of any of the emphasized presentations, and is common in both the normal mode and the special mode. That is, when the specific notification is made during any of the emphasized presentations, the same specific notification image is displayed and the same specific notification sound is output.

[0346] Next, an example of the presentation when a miss is notified from the SPSP reach presentation will be described. FIG. 25 is an example of the presentation after the SP reach presentation in the normal mode, and is a diagram showing an example of the presentation when a miss is notified in the SPSP reach presentation.

[0347] As shown in FIG. 25, the same presentation as in FIG. 22 is performed until the operation presentation at time t7. In the case where a miss is notified, each emphasized image may be less likely to be displayed than in the case where a jackpot is notified. After the operation presentation, at time t8, a miss notification presentation is performed in which a presentation symbol different from the reach symbol stops in the middle area (FIG. 25(i)). Here, in the miss notification presentation, an emphasized image 860a may be added to the middle symbol suggesting a miss. When the emphasized image 860a is added, the jackpot expectation degree may be higher than when the emphasized image 860a is not added. Also, during the display of the emphasized image 860a, a sound corresponding to the emphasized image 860a is output.

[0348] Next, a switching image is displayed on the entire screen (FIG. 25(j)). This switching image is an image for switching from the background image for SPSP reach to the normal background image. During the display of the switching image, the display of the presentation symbol (and the emphasized image 860a added to the presentation symbol) is restricted, and the output of the sound corresponding to the emphasized image 860a is also restricted. Note that a hold icon or the like may be displayed during the display of the switching image.

[0349] Next, the screen switches to the background image before the SP reach development, and three effect symbols indicating a miss are displayed in a temporarily stopped state (Fig. 25(k)). Here, the hold icon HA and the icon TI are also redisplayed. Note that the display mode of the icon TI returns to the normal mode. Also, even if the icon emphasis image 808a was added to the icon TI before the start of the SP SP reach effect, the icon emphasis image 808a is erased during redisplay. Note that when the hold icon HA and the icon TI are redisplayed after the display of the switching image, the display mode of the icon TI may be maintained in the special mode. Also, the icon emphasis image 808a may be maintained.

[0350] Note that in the screen of Fig. 25(k) after the display of the switching image, an effect symbol indicating a big win may be displayed. In that case, an emphasis effect (big win symbol emphasis effect) is executed on the effect symbol indicating a big win. For example, if the emphasis image 860a was added to the middle symbol in Fig. 25(i), the possibility that an effect symbol indicating a big win is displayed on the screen of Fig. 25(k) after the display of the switching image may be higher than when the emphasis image 860a was not added. Here, an example in which an effect symbol indicating a miss is displayed on the screen of Fig. 25(k) after the display of the switching image is shown.

[0351] Then, after the elapse of a predetermined temporary stop period, at time t10, the special symbol stops being displayed, and the three effect symbols stop being displayed (permanent stop) (Fig. 25(l)).

[0352] Next, an example of the full rotation reach effect will be described. Fig. 26 is a diagram showing an example of the full rotation reach effect in the normal mode.

[0353] As shown in FIG. 26, similar to the case where, for example, an SPSP reach effect is performed, it is carried out from the start action to the reach suggestion effect (FIGS. 26(a) to (e)). In the variable display effect of pseudo 3, after the reach suggestion effect is performed and the reach is not established, a pseudo continuous development effect is performed (FIG. 26(f)). As a result, a variable display effect of pseudo 4 is performed (FIG. 26(g)). Next, the screen blacks out (FIG. 26(h)), and a full rotation reach effect is started (FIG. 26(i)). In the full rotation reach effect, a background image for the full rotation reach effect is displayed, and a video dedicated to the full rotation reach is displayed on the screen. Also, as shown in FIG. 26(i), a specific symbol combination (a combination of symbols with the same numbers aligned) consisting of a combination of three effect symbols suggesting a big win is displayed in a plurality of sets, and the plurality of sets of specific symbol combinations are scrolled and displayed downward at a relatively low speed. For one of the plurality of sets of specific symbol combinations, an emphasis image 857a is added, and a sound corresponding to the emphasis image 857a is output while the emphasis image 857a is being displayed. For example, the emphasis image 857a is added to the specific symbol combination that is most advantageous to the player. Then, after the full rotation reach effect is performed for a predetermined time, one of the plurality of sets of specific symbol combinations stops, and a big win is notified (FIG. 26(j)). At this time, a big win symbol emphasis effect A is performed. After the effect symbol suggesting a big win stops, a big win symbol emphasis effect C is performed on the three effect symbols in the temporary stop state without going through the re-drawing effect (or through the re-drawing effect) (FIG. 26(k)). Then, the three effect symbols stop and are displayed according to the stop display of the special symbol (FIG. 26(l)).

[0354] Also, during the execution of the full rotation reach effect shown in FIG. 26, when the notification condition is satisfied, specific notification is performed in the same manner. Also in this case, the specific notification image is displayed superimposed on the effect symbol suggesting a big win and the emphasis image 857a.

[0355] Note that the full-rotation reach effect may be executed even when the special mode is set. In this case, during the full-rotation reach effect, an emphasis image 857b different from the emphasis image 857a is added to a specific symbol combination and a different sound is output. Note that the emphasis effect in the same manner as in the normal mode may be performed even in the special mode.

[0356] Next, an explanation will be given of the effect when a loss is notified without performing the reach effect. FIG. 27 is a diagram showing an example of the effect when the effect symbol indicating a loss is stopped and displayed.

[0357] As shown in FIG. 27, after the special symbol starts to vary, the left symbol stops, and then the right symbol different from the left symbol stops (FIGS. 27(a) to (c)). Then, the middle symbol different from the left symbol and the right symbol stops and the chance symbol effect is performed (FIG. 27(d)). This chance symbol indicating a combination of three even symbols suggesting a loss is a chance symbol indicating that the probability of a big win is relatively high in the subsequent variation of the special symbol. When the chance symbol stops, a chance symbol emphasis effect is performed in which an emphasis image 815a is displayed for each of the three effect symbols suggesting a loss and a sound corresponding to the image is output. Also, in the chance symbol emphasis effect, the light-emitting means emits light in a predetermined light-emitting pattern. This chance symbol effect is executed based on the result of the preliminary determination for the hold. Specifically, when winning at the start port, it is determined whether to execute the chance symbol effect based on the result of the preliminary determination. Also, the chance symbol effect may be performed in the variation of a plurality of consecutive special symbols. Also, there are a plurality of modes with different expectations for the chance symbol effect. After the chance symbol emphasis effect ends, the three effect symbols are stopped and displayed according to the stop display of the special symbol (FIG. 27(e)).

[0358] Even during the execution of the chance result presentation shown in FIG. 27, if the notification condition is satisfied, specific notification is performed. Also in this case, the specific notification image is displayed superimposed on the winning-suggesting presentation symbol and the emphasis image 815a. The display time of the emphasis image 815a is shorter than the display time of the specific notification image. Also, the output time of the sound associated with the display of the emphasis image 815a is shorter than the output time of the specific notification sound.

[0359] Note that the chance result presentation may be executed even when the special mode is set. In this case, the mode of the chance result emphasis presentation is different, and an emphasis image 815b different from the emphasis image 815a is added to each presentation symbol and a different sound is output. Note that the same mode of chance result emphasis presentation as in the normal mode may be performed even in the special mode.

[0360] As described above, in the gaming machine 1 of the present embodiment, the first presentation symbol (for example, the "6" symbol) is displayed in the reach mode, and in the reach presentation using the first presentation symbol, a predetermined presentation using a first presentation symbol suggesting a big win and a second presentation symbol (for example, the "7" symbol) different from the first presentation symbol is performed (for example, FIG. 22(f)). The predetermined presentation is a presentation that makes the player expect whether it is a big win or not. During the predetermined presentation, an emphasis presentation (for example, the emphasis image 826a) for emphasizing the first presentation symbol and an emphasis presentation (for example, the emphasis image 827a) for emphasizing the second presentation symbol are performed. While the display modes are different between the emphasis presentation for emphasizing the first presentation symbol and the emphasis presentation for emphasizing the second presentation symbol, a common sound is output during the execution of the emphasis presentation. Also, specific notification can be executed during both the emphasis presentation for emphasizing the first presentation symbol and the emphasis presentation for emphasizing the second presentation symbol, and the specific notification sound is common in the specific notification.

[0361] Also, in both the normal mode and the special mode, a predetermined effect can be executed using the first effect symbol and the second effect symbol. The display modes are different among the emphasis effect for the first effect symbol in the normal mode, the emphasis effect for the second effect symbol in the normal mode, the emphasis effect for the first effect symbol in the special mode, and the emphasis effect for the second effect symbol in the special mode. On the other hand, a common sound is output during the execution of the emphasis effect in both the normal mode and the special mode. Note that the sounds during the execution of the emphasis effect may be different between the normal mode and the special mode. For example, a first common sound may be output during the execution of the predetermined effect in the normal mode, and a second common sound may be output during the execution of the predetermined effect in the special mode.

[0362] Also, there are cases where the first effect symbol (e.g., the "6" symbol) is displayed in a reach mode, and a first reach effect is performed using the first effect symbol, and the second effect symbol (e.g., the "7" symbol) is displayed in a reach mode, and a second reach effect is performed using the second effect symbol (Figs. 22 and 23). In the first reach effect, when the first effect symbol stops in the middle area (i.e., when a big win is notified using the first effect symbol), a first emphasis effect (display of the emphasis image 830a) can be executed for the first effect symbol. In the second reach effect, when the second effect symbol stops in the middle area (i.e., when a big win is notified using the second effect symbol), a second emphasis effect (display of the emphasis image 831a) can be executed for the second effect symbol. The display modes are different between the first emphasis effect and the second emphasis effect, and the sounds during the execution of the emphasis effect are also different. On the other hand, when the notification condition is satisfied during both the first emphasis effect and the second emphasis effect, a specific notification is performed. The modes of the specific notification are the same during both the first emphasis effect and the second emphasis effect, and a common specific notification image is displayed and a common specific notification sound is output. Note that although the display modes are different between the first emphasis effect and the second emphasis effect, the sounds during the execution of the emphasis effect may be the same.

[0363] Also, in both the normal mode and the special mode, there are cases where the first effect symbol (e.g., the "6" symbol) is displayed in the reach mode and the first reach effect is performed using the first effect symbol, and where the second effect symbol (e.g., the "7" symbol) is displayed in the reach mode and the second reach effect is performed using the second effect symbol. In both the normal mode and the special mode, in the first reach effect, when the first effect symbol stops in the middle area, the first emphasis effect can be executed on the first effect symbol, and in the second reach effect, when the second effect symbol stops in the middle area, the second emphasis effect can be executed on the second effect symbol. The display mode and the emphasis effect sound are different among the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode. On the other hand, in both the normal mode and the special mode, specific notification can be executed during the first emphasis effect, and specific notification can be executed during the second emphasis effect. In both the normal mode and the special mode, the mode of specific notification is the same, a common specific notification image is displayed, and a common specific notification sound is output. Note that the display modes may be different among the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode, while the emphasis effect sounds may be common. Also, the display modes may be common among the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode, while the emphasis effect sounds may be different.

[0364] In addition, during the display of a production symbol suggesting that a big win game is being played, the gaming machine 1 of the present embodiment can execute a big win symbol emphasis production that emphasizes the production symbol (Figs. 22(k), (n), Fig. 24(k), (n)). The display mode (emphasis image) of the big win symbol emphasis production is different between when the production is executed in the normal mode and when the production is executed in the special mode, and the sound (big win symbol emphasis production sound) during the execution of the big win symbol emphasis production is different. That is, in the normal mode, the first big win symbol emphasis production can be executed for the production symbol suggesting a big win, and in the special mode, the second big win symbol emphasis production can be executed for the production symbol suggesting a big win. The first big win symbol emphasis production and the second big win symbol emphasis production differ in the display mode, display time, type of sound, and output time (length) of the sound. On the other hand, whether the production is executed in the normal mode or in the special mode, when the notification condition is satisfied, specific notification is performed. The mode of specific notification is the same between when the production is executed in the normal mode and when the production is executed in the special mode, a common specific notification image is displayed, and a common specific notification sound is output.

[0365] In addition, the gaming machine 1 of the present embodiment can execute a reach effect using effect symbols. The reach effect includes a front-stage effect (for example, an N-reach effect) and a back-stage effect (for example, an SP-reach effect and an SPSP-reach effect). In the front-stage effect (N-reach effect), a first emphasis effect on the effect symbols (for example, the N-reach medium emphasis effect in FIG. 17(h); addition of the emphasis image 811a) can be executed. Also, in the back-stage effect (SPSP-reach effect), a second emphasis effect on the effect symbols (for example, the SP medium emphasis effect in FIG. 22(e); addition of the emphasis image 825a) can be executed. The first emphasis effect and the second emphasis effect differ in the effect mode (image and sound). In the first emphasis effect, it is possible to display a first emphasis image and output a first emphasis effect sound. In the second emphasis effect, it is possible to display a second emphasis image and output a second emphasis effect sound. The first emphasis effect sound is a different sound from the second emphasis effect sound, and their output times (lengths) are also different. During both the first emphasis effect and the second emphasis effect, when the notification condition is satisfied, specific notification is performed. The mode of specific notification is the same during both the first emphasis effect and the second emphasis effect, and a common specific notification image is displayed and a common specific notification sound is output.

[0366] Also, it may be possible to execute a first emphasis effect in the front-stage effect (for example, an N-reach effect) in the normal mode, a second emphasis effect in the back-stage effect (for example, an SPSP-reach effect) in the normal mode, a third emphasis effect in the front-stage effect in the special mode, and a fourth emphasis effect in the back-stage effect in the special mode. In this case, in each of the first to fourth emphasis effects, the effect mode (image and sound) may be different, and it may be possible to output different emphasis effect sounds. Specific notification can be executed in the same manner regardless of which of the first to fourth emphasis effects is being executed. Note that the display mode may be different between the first emphasis effect and the third emphasis effect, but the sound may be common. Also, the display mode may be different between the second emphasis effect and the fourth emphasis effect, but the sound may be common. Also, the display mode may be common between the first emphasis effect and the third emphasis effect, but the sound may be different. Also, the display mode may be common between the second emphasis effect and the fourth emphasis effect, but the sound may be different.

[0367] In addition, the gaming machine 1 of the present embodiment can execute a reach effect using effect symbols, and the reach effect includes a front-stage effect (e.g., SP reach effect) and a rear-stage effect (e.g., SPSP reach effect). In the front-stage effect (SP reach effect), it is possible to execute a prop effect for operating a prop, and when executing the prop effect, it is possible to execute a first emphasis effect for emphasizing the prop (FIG. 22(d)). Also, in the rear-stage effect, it is possible to execute a prop effect, and when executing the prop effect, it is possible to execute a second emphasis effect for emphasizing the prop (FIG. 22(j)). The presentation mode of the emphasis effect is made different between when the first emphasis effect is performed and when the second emphasis effect is performed. When the notification condition is satisfied both when the first emphasis effect is performed and when the second emphasis effect is performed, specific notification is performed in the same manner, a common specific notification image is displayed, and a common specific notification sound is output. Note that, while making the display mode of the emphasis effect different between when the first emphasis effect is performed and when the second emphasis effect is performed, the emphasis effect sound may be the same. Also, while making the display mode of the emphasis effect common between when the first emphasis effect is performed and when the second emphasis effect is performed, the emphasis effect sound may be made different. Also, in both the normal mode and the special mode, it is possible to execute a first emphasis effect for emphasizing a prop in the front-stage effect, and it is possible to execute a second emphasis effect for emphasizing a prop in the rear-stage effect. The presentation mode (image and sound) of the emphasis effect may be made different between the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode. Also, while making the display mode of the emphasis effect different between the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode, the emphasis effect sound may be the same. Conversely, while making the display mode of the emphasis effect the same, the emphasis effect sound may be made different. Also, the presentation mode may be made the same between the first emphasis effect in the normal mode and the first emphasis effect in the special mode, and the presentation mode may be made the same between the second emphasis effect in the normal mode and the second emphasis effect in the special mode.

[0368] Further, the gaming machine 1 of the present embodiment is capable of executing a first accessory effect (FIG. 22(d) or (j)) for operating an accessory during the normal mode, and a second accessory effect (FIG. 24(d) or (j)) for operating an accessory during the special mode. When executing the first accessory effect, a first emphasis effect for emphasizing the accessory can be executed, and when executing the second accessory effect, a second emphasis effect for emphasizing the accessory can be executed. The display mode of the first emphasis effect is different from the display mode of the second emphasis effect. Also, the sound during the execution of the first emphasis effect is different from the sound during the execution of the second emphasis effect, and the output time (length) of the sound is also different. Note that the first emphasis effect and the second emphasis effect may have a common display mode and different sounds during the emphasis effect. Also, the first emphasis effect and the second emphasis effect may have different display modes and a common sound during the emphasis effect. Also, when the first emphasis effect is performed and when the second emphasis effect is performed, if the notification condition is satisfied, specific notification is performed in the same manner, a common specific notification image is displayed, and a common specific notification sound is output.

[0369] Also, in the gaming machine 1 of the present embodiment, a suggestion image (preview image, title display, etc.) indicating the possibility of a big win may be presented at a predetermined timing during the variable effect (for example, before the reach is established or during the reach effect), and an emphasis image for emphasizing this suggestion image can be displayed (FIG. 17(d)). There are a first emphasis image and a second emphasis image for the emphasis image. When displaying the first emphasis image and when displaying the second emphasis image, the sound during the display of the emphasis image is made different, and the output time (length) of the sound is made different. On the other hand, when the first emphasis image is displayed and when the second emphasis image is displayed, if the notification condition is satisfied, specific notification is performed. The mode of specific notification is the same when the first emphasis image is displayed and when the second emphasis image is displayed, a common specific notification image is displayed, and a common specific notification sound is output.

[0370] In addition, the gaming machine 1 of the present embodiment can vary the display mode of the emphasized image between the normal mode and the special mode. When a preview image is displayed, the first emphasized image or the second emphasized image can be displayed when the normal mode is set, and the third emphasized image or the fourth emphasized image may be displayed when the special mode is set. Different sounds can be output while each emphasized image is being displayed. Also, regardless of which emphasized image is displayed, when the notification condition is satisfied, specific notification is performed in the same manner.

[0371] In addition, the gaming machine 1 of the present embodiment can execute an operation effect (FIG. 22(h)) of displaying an operation promotion image (button image 710) that prompts an operation on the operation means (effect button 17). Also, an emphasis effect (display of the emphasized image 829a in FIG. 22(h)) that emphasizes the operation promotion image can be executed. Also, when the notification condition is satisfied, specific notification can be executed even during the emphasis effect. It is possible to vary the display mode of the emphasis effect and the sound corresponding to the emphasis effect between when an effect is being executed in the normal mode and when an effect is being executed in the special mode. That is, in the normal mode, the first emphasis effect that emphasizes the operation promotion image can be executed, and in the special mode, the second emphasis effect that emphasizes the operation promotion image can be executed. The first emphasis effect and the second emphasis effect differ in display mode, display time, type of sound, and output time (length) of the sound. Also, specific notification can be executed in the same manner between when an effect is being executed in the normal mode and when an effect is being executed in the special mode, and a common specific notification image is displayed and a common specific notification sound is output.

[0372] In addition, the gaming machine 1 of this embodiment is capable of executing an operation effect (FIG. 22(h)) that displays an operation promotion image (button image 710) that prompts an operation on the operation means (the effect button 17). Before displaying the operation promotion image, it is possible to execute an operation suggestion effect (the button flickering effect in FIG. 22(g)) that suggests the operation effect. In the operation suggestion effect, it is possible to display a suggestion image (button partial image 712) that suggests the operation promotion image and an emphasized image (828a in FIG. 22(g)) that emphasizes the suggestion image. The emphasized image includes a first emphasized image and a second emphasized image, and it is possible to make the sound during the display of the emphasized image different when the first emphasized image is displayed and when the second emphasized image is displayed. Further, when the notification condition is satisfied, it is possible to execute a specific notification during the display of the emphasized image, and when the first emphasized image is displayed and when the second emphasized image is displayed, a common specific notification image is displayed and a common specific notification sound is output.

[0373] In addition, the gaming machine 1 of this embodiment can execute th...

Claims

【Claim 1】 A gaming machine capable of executing a special game advantageous to a player, comprising: judgment means for making a judgment; effect control means for controlling an effect, wherein the effect control means is capable of executing a variable effect in which a variable display of an effect symbol is made and then a stop display of an effect symbol for notifying the result of the judgment is made; in the variable effect, it is possible to execute a suggestive effect suggesting the possibility of executing a special game; it is possible to execute a first emphasizing effect for emphasizing the suggestive effect; the effect can be adjusted according to an operation on adjustment means; it is possible to execute an operation effect for prompting an operation on first operation means; a predetermined effect can be executed according to an operation on the first operation means during the operation effect; it is possible to execute a second emphasizing effect which is an effect for emphasizing the operation effect when the operation on the first operation means is not being performed and which is different from the predetermined effect; it is possible to execute a changing effect that changes periodically in the operation effect; it is possible to execute specific notification regarding an operation of second operation means; the specific notification can be executed during the operation effect; it is possible to set either a first mode or a second mode; it is possible to make the sound during the second emphasizing effect different between the case where the operation effect is performed when the first mode is set and the case where the operation effect is performed when the second mode is set; the effect of the first emphasizing effect can be adjusted according to an operation on the adjustment means; the changing effect includes a first changing effect that can change in a first period and a second changing effect that can change in a second period different from the first period. A gaming machine.

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