Game machine

The gaming machine enhances entertainment through dynamic and static symbol displays and controlled performance elements, addressing the lack of engagement in conventional machines.

JP2025154946APending Publication Date: 2025-10-10SANSEI R&D KK
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Patent Information

Application Number
JP2024058254
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-29
Publication Date
2025-10-10

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient entertainment value in their presentations.

Method used

A gaming machine equipped with a performance control means that includes a determination means for special games, a special symbol display control, and a special game execution means to execute special games with dynamic and static symbol displays, enhancing entertainment through variable and static symbol displays and controlled performance elements.

Benefits of technology

The gaming machine provides highly entertaining presentations by dynamically displaying special symbols and executing special games, increasing player engagement and reward opportunities.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of executing a highly amusing performance.SOLUTION: A game machine comprises performance control means capable of executing first performance control, second performance control, and third performance control following a variation display of a special pattern. In this case, the first performance control variably displays multiple pattern rows such that a partial performance pattern of the multiple pattern rows including at least two performance patterns each is displayed. The second performance control disables display of another performance pattern included in a first pattern row when a first performance pattern included in the first pattern row from among multiple pattern rows is under display. The third performance control disables display of all the performance patterns included in a second pattern row that differs from the first pattern row from among multiple pattern rows when the first performance pattern is under display.SELECTED DRAWING: Figure 30
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine equipped with a performance control means for controlling performance. [Background technology]

[0002] For example, in a gaming machine such as a pachinko machine, when a gaming ball enters a starting hole, a determination is made as to whether or not a special game advantageous to the player will be executed, and after a special symbol is displayed in a variable manner on a special symbol display, a special symbol indicating the result of the determination is displayed as still. Then, when a special symbol indicating that a special game has been determined to be executed is displayed as still, a special game in which the player can win gaming media is executed. In addition, on the display screen, a variable effect including a variable display of an effect symbol is performed in conjunction with the variable display of the special symbol (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-80893 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the effects performed in conventional gaming machines are not necessarily sufficiently entertaining, and there is room for improvement in terms of increasing the entertaining factor.

[0005] Therefore, an object of the present invention is to provide a gaming machine that can execute highly entertaining presentations. [Means for solving the problem]

[0006] The gaming machine of the first invention for solving the above-mentioned problems comprises: a determination means for determining whether or not to execute a special game advantageous to a player; a special symbol display control means for, when the determination is made, causing a predetermined special symbol display means to variably display a special symbol and then causing a special symbol indicating the result of the determination to be statically displayed; a special game execution means for executing the special game when a special symbol indicating that the determination means has determined that the special game should be executed is stopped and displayed on the special symbol display means; and a performance control means for controlling the performance. [Effects of the Invention]

[0007] According to this invention, it is possible to perform highly entertaining presentations. [Brief explanation of the drawings]

[0008] [Figure 1] Front view of gaming machine 1 [Figure 2] Front view of game board 2 [Figure 3] An enlarged view of the main display 40 in FIG. [Figure 4] An explanatory diagram for explaining the opening and closing control of the second large winning opening 28 and the V winning opening 287. [Figure 5] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Figure 6] An explanatory diagram for explaining the jackpot random number and the symbol random number [Figure 7] An explanatory diagram for explaining the flow of a game in the gaming machine 1. [Figure 8] An explanatory diagram illustrating the flow of various effects such as reach effects [Figure 9] An explanatory diagram for explaining a variation pattern selection table used in the process of selecting a variation pattern of a special symbol in a normal game state. [Figure 10] Screen diagram showing an example of the effects in normal game mode (part 1) [Figure 11] Screen diagram showing an example of the effects in normal game mode (part 2) [Figure 12] A screen diagram showing an example of a presentation when a V win is announced during a jackpot game. [Figure 13] Screen diagram showing examples of reach establishment promotion effects and reach establishment success effects [Figure 14] Screen diagrams illustrating reach success promotion effects and reach success failure effects [Figure 15] A time chart illustrating the flow of the performance when the reach establishment promotion performance is executed [Figure 16] A screen diagram showing a specific example of an SP reach notice that is performed when a miss notification effect is executed in an SP reach [Figure 17] An explanatory diagram for explaining the first suggestion image displayed during SP reach [Figure 18] Screen diagram showing a specific example of the SP Reach notice and the SPSP Reach notice when developing from SP Reach to SPSP Reach (Part 1) [Figure 19] Screen diagram showing a specific example of the SP Reach notice and the SPSP Reach notice when developing from the SP Reach to the SPSP Reach (Part 2) [Figure 20] An explanatory diagram for explaining the relationship between the game and the presentation mode after the big win game ends and the types of big wins [Figure 21] FIG. 10 is an explanatory diagram illustrating various effects executed in a high base state. [Figure 22] Screen diagram showing specific examples of the instant loss notification change effect and the hit / lose notification agitation change effect executed during the explosive RUSH [Figure 23] Screen diagram showing the first specific example of the medium pattern change continuous variation effect executed during the explosive RUSH (part 1) [Figure 24] Screen diagram (part 2) showing the first specific example of the medium pattern change continuous variation effect executed during the explosive RUSH [Figure 25] A screen diagram showing a second example of a medium symbol change continuous variation effect executed during the explosive RUSH [Figure 26] Screen diagram showing the third specific example of the medium pattern change continuous variation effect executed during the explosive RUSH (part 1) [Figure 27]Screen diagram (part 2) showing the third specific example of the medium pattern change continuous variation effect executed during the explosive RUSH [Figure 28] A screen image showing a specific example of the V symbol increase continuous fluctuation effect executed during the explosive RUSH [Figure 29] A screen image showing a specific example of the series of effects that develop into the Joint Battle SP Reach in the Fierce Battle RUSH [Figure 30] Screen diagram showing a specific example of a series of effects when developing into a single battle SP reach in the fierce battle RUSH (part 1) [Figure 31] Screen diagram (part 2) showing a specific example of a series of effects when a single battle SP reach occurs in the fierce battle RUSH [Figure 32] An explanatory diagram to explain the result screen that is displayed at the end of Bakusoku RUSH [Figure 33] An explanatory diagram to explain the result screen that is displayed at the end of the fierce battle RUSH [Figure 34] FIG. 1 is an explanatory diagram illustrating storage areas of the main RAM 83 and information stored in each storage area. [Figure 35] 10 is a flowchart illustrating an example of an interrupt process executed on the main control board 80. [Figure 36] Detailed flowchart of the sensor detection process in step S2 of FIG. 35 [Figure 37] Detailed flowchart of the preliminary determination process in steps S211 and S219 of FIG. [Figure 38] Detailed flowchart of special symbol processing in step S3 of FIG. [Figure 39] Detailed flowchart of the big win determination process in step S308 of FIG. [Figure 40] Detailed flowchart of the variation pattern selection process in step S309 of FIG. [Figure 41] Detailed flowchart of the special drawing stop processing in step S317 of FIG. [Figure 42] Detailed flowchart (part 1) of the big prize opening / closing control process in step S6 of FIG. 35 [Figure 43] Detailed flowchart (part 2) of the big prize opening / closing control process in step S6 of FIG. 35 [Figure 44] Detailed flowchart (part 3) of the big prize opening / closing control process in step S6 of FIG. 35 [Figure 45] 10 is a flowchart illustrating an example of an interrupt process executed on the sub-control board 90. [Figure 46] Detailed flowchart of the command reception process in step S10 of FIG. 45 [Figure 47] Detailed flowchart of the pending command receiving process in step S13 of FIG. [Figure 48] Detailed flowchart of the process for setting a pre-reading effect pattern during the explosively fast rush in step S139 of FIG. [Figure 49] Detailed flowchart of fluctuation start command reception processing in step S16 of FIG. [Figure 50] Detailed flowchart of the variable performance pattern setting process in step S163 of FIG. [Figure 51] Detailed flowchart of the preview effect pattern setting process in step S164 of FIG. [Figure 52] Detailed flowchart of the process of setting a large chance advance notice effect pattern in step S165 of FIG. 51 [Figure 53] Detailed flowchart of the SP Reach / SPSP Reach notice performance pattern setting process in step S166 of FIG. [Figure 54] 1 is a flowchart illustrating an example of an interrupt process executed in the image and sound control board 100. [Figure 55] Detailed flowchart of the image display control process in step S71 of FIG. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, a gaming machine (pachinko gaming machine) 1 according to one embodiment of the gaming machine of the present invention will be described with reference to the drawings as needed.

[0010] [Configuration example of gaming machine 1] First, an example of the configuration of a gaming machine 1 will be described with reference to Figures 1 and 2. Here, Figure 1 is a front view of the gaming machine 1, and Figure 2 is a front view of the gaming board 2. As shown in Figures 1 and 2, the gaming machine 1 comprises a gaming machine frame 30 and a gaming board 2 mounted within the gaming machine frame 30. The gaming machine frame 30 comprises a front frame 31 having a decorative surface, a main frame for mounting the gaming board 2, etc., and an outer frame for fixing the gaming machine 1 to the island equipment of the hall. The front frame 31 supports a glass plate arranged parallel to the gaming board 2 at a predetermined distance, and the glass plate and the gaming board 2 form a gaming area 3 into which gaming balls can flow.

[0011] 1, the front frame 31 is provided with a launch handle 32 for launching game balls, an upper tray 33 for storing game balls to be supplied to a launching device (not shown), and a lower tray 34 for storing game balls that cannot be stored in the upper tray 33. When a player grips the launch handle 32 and rotates it clockwise, the game balls stored in the upper tray 33 are guided to the launching device and launched with a launch strength that corresponds to the rotation angle of the launch handle 32. The launched game balls travel along a rail member 4 located on the left side of the play area 3 and are then guided to an upper position in the play area 3. They change direction as they come into contact with game nails, windmills, etc. provided in the play area 3, and flow down the play area 3 along the game board 2.

[0012] A ball return prevention piece 6 is provided at the end of the rail member 4, and this ball return prevention piece 6 prevents a gaming ball that has entered the gaming area 3 from returning to the launching device. Also, a stop button is provided in a position close to the launching handle 32, and by operating this stop button, the player can temporarily stop the launch of gaming balls without returning the launching handle 32 to its initial position.

[0013] When the player rotates the launch handle 32 by a small rotation angle (a "left hit"), the game ball is launched with a relatively weak launch strength, and this game ball flows down the left game area 3L. On the other hand, when the player rotates the launch handle 32 by a large rotation angle (a "right hit"), the game ball is launched with a relatively strong launch strength, and this game ball flows down the right game area 3R after moving along the rail member 4 located in the upper right of the center decorative body 10.

[0014] In the path through which the game ball passes in the left game area 3L, a first start opening 21, a second start opening 22, an opening / closing member 23, and three general winning openings 24 are provided as devices related to winning and judgment (see Figure 2). In addition, in the path through which the game ball passes in the right game area 3R, the second start opening 22, the opening / closing member 23, one general winning opening 24, a gate 25, a first large winning opening 26, an opening / closing member 27, a second large winning opening 28, and an opening / closing member 29 are provided as devices related to winning and judgment (see Figure 2).

[0015] A gaming ball launched from the launching device may enter any one of the first start opening 21, the second start opening 22, the general prize opening 24, the first large prize opening 26, and the second large prize opening 28 as it flows down the gaming area 3 along the gaming board 2. In this case, a predetermined number of prize balls corresponding to the winning position are paid out to the upper tray 33 or the lower tray 34. For example, one prize ball is paid out for each gaming ball that enters the first start opening 21, one prize ball is paid out for each gaming ball that enters the second start opening 22, and five prize balls are paid out for each gaming ball that enters the general prize opening 24. Furthermore, 15 prize balls are paid out for each gaming ball that enters the first large prize opening 26, and 15 prize balls are paid out for each gaming ball that enters the second large prize opening 28. Any game balls that do not win any prizes are discharged from the game area 3 through a discharge port formed at the bottom end of the game board 2.

[0016] A center decorative body 10 is provided in an opening formed in the center of the gaming board 2. This center decorative body 10 is composed of a stage section 11 having a gaming ball rolling surface on which gaming balls can roll, and a warp section 12 having a warp entrance and a warp exit at both ends. A gaming ball flowing down the left gaming area 3L may enter the warp section 12 from the warp entrance, and this gaming ball is discharged from the warp exit and guided to the stage section 11. A guide groove is formed in the center position of the left and right sides of the stage section 11, allowing gaming balls rolling on the stage section 11 to fall toward the first starting opening 21. For this reason, gaming balls guided to the stage section 11 via the warp section 12 are more likely to enter the first starting opening 21 than gaming balls flowing down the left gaming area 3L without passing through the warp section 12.

[0017] The first start opening 21 is a start area that is always open. The second start opening 22 is a start area that is closed when the opening / closing member 23, which is a normal electric device, is not operating and is opened when the opening / closing member 23 is operating. In the gaming machine 1, when a game ball enters the first start opening 21 (or the second start opening 22), a determination is made as to whether or not a special game advantageous to the player (e.g., a jackpot game in which the player can win a large number of prize balls) will be executed. Then, the first special symbol display 41 (or the second special symbol display 42) (described later) displays a variable pattern, and a pattern indicating the result of the determination (jackpot pattern or losing pattern) is displayed as a static display. If a jackpot pattern (indicating that a jackpot game has been determined to be executed) is displayed as a static display, a jackpot game is executed, opening the first jackpot opening 26 and the second jackpot opening 28. A series of processes related to these games is executed and controlled by the main CPU 81.

[0018] In the following explanation, the judgment made in response to the entry of a game ball into the first starting hole 21 will be referred to as the "first special pattern judgment," and the judgment made in response to the entry of a game ball into the second starting hole 22 will be referred to as the "second special pattern judgment," and these will be collectively referred to as the "special pattern judgment."

[0019] The first large prize opening 26 is a special prize area that opens and closes depending on the result of the special symbol determination. The opening of the first large prize opening 26 is provided with an opening / closing member 27, which is a plate that opens and closes the first large prize opening 26. The first large prize opening 26 is normally blocked by the opening / closing member 27, which maintains a closed position that forms the same plane as the gaming board 2. In contrast, when the first special symbol (or the second special symbol) is statically displayed as a jackpot symbol on the first special symbol display 41 (or the second special symbol display 42), the opening / closing member 27 is activated to open the first large prize opening 26, resulting in a jackpot game. During this jackpot game, a long open round game is played in which the opening / closing member 27 maintains an open position (see FIG. 2) that opens the first large prize opening 26, and then returns to a closed position that blocks the first large prize opening 26. The long-open round game in which the first large prize opening 26 is opened continues until a predetermined number of game balls (e.g., 10 balls) enter the first large prize opening 26, or until a predetermined time (e.g., 25 seconds) has elapsed since the first large prize opening 26 was opened (without the predetermined number of game balls entering the first large prize opening 26). In this way, the long-open round game in which the first large prize opening 26 is long-open is played during a jackpot game. In one long-open round game in which the first large prize opening 26 is long-open, 150 prize balls (= 10 balls × 15 counts) are paid out by the player hitting the right. Therefore, by hitting the right during the long-open round game in which the first large prize opening 26 is long-open, the player can obtain more prize balls than when a jackpot game is not being played.

[0020] The second large prize opening 28 is a special prize area that opens and closes depending on the result of the special symbol determination. An opening / closing member 29, which is a blade member that opens and closes the second large prize opening 28, is provided at the opening of the second large prize opening 28. The second large prize opening 28 is normally blocked by the opening / closing member 29 (see FIG. 4(A)). In contrast, when the first special symbol (or the second special symbol) is statically displayed as a jackpot symbol on the first special symbol display 41 (or the second special symbol display 42), the opening / closing member 29 is activated to open the second large prize opening 28, and a jackpot game is executed. During this jackpot game, a round game is executed in which the opening / closing member 29 maintains an open position (see FIGS. 2, 4(B), and (C)) that opens the second large prize opening 28 and then returns to a closed position that blocks the second large prize opening 28.

[0021] The round game in which the second large prize opening 28 is opened and closed includes a long-open round game in which the second large prize opening 28 is opened long so that a predetermined number of game balls (for example, 10) can easily enter the second large prize opening 28, and a short-open round game in which the second large prize opening 28 is opened short so that it is extremely difficult for game balls to enter the second large prize opening 28. In one long-open round game in which the second large prize opening 28 is opened long, 150 prize balls (= 10 balls × 15 counts) are paid out when the player hits the right. Therefore, by hitting the right during a long-open round game in which the second large prize opening 28 is opened long, the player can obtain more prize balls than when a jackpot game is not being played.

[0022] In the gaming machine 1 of this embodiment, when the main CPU 81 determines that a jackpot game is to be executed, the operation of the opening / closing member 27 and the opening / closing member 29 is controlled, and a jackpot game is executed in which the player can acquire game balls as a gaming medium.

[0023] On the other hand, in this embodiment, with regard to the short-open round game in which second large winning opening 28 is short-opened, the opening time, which is the time during which opening / closing member 29 maintains the open position that opens second large winning opening 28, is set to an extremely short time of 0.1 seconds. For this reason, even if a player hits the ball to the right during the short-open round game of second large winning opening 28, basically no game ball will enter second large winning opening 28, and no prize balls will be paid out.

[0024] For ease of explanation, Fig. 2 shows the opening / closing members 27, 29 in the open position that opens the large prize openings 26, 28 when the effect symbols are displayed variably on the display screen 70 of the image display device 7, but in reality, the opening / closing members 27, 29 are not in the open position while the effect symbols are displayed variably. Also, in each round of play in a jackpot game, either the first large prize opening 26 or the second large prize opening 28 is used, so in reality, these large prize openings are not opened at the same time as shown in Fig. 2.

[0025] An opening / closing member 23 (see FIG. 2) is disposed adjacent to second starting port 22. This opening / closing member 23 is capable of changing its position between a closed position in which it blocks second starting port 22 and an open position (see FIG. 2) in which it opens second starting port 22.

[0026] The second starting hole 22 is normally blocked by the opening / closing member 23. In contrast, when a game ball hit by a player to the right passes through the gate 25, a determination is made as to whether or not to open the second starting hole 22, although no prize balls are paid out. If it is determined that the second starting hole 22 should be opened, the opening / closing member 23 maintains an open position for a predetermined time and then returns to a closed position a predetermined number of times. In this way, when the opening / closing member 23 is not operating, the second starting hole 22 is in a state where it is difficult for game balls to pass through, but when the opening / closing member 23 is operating, it becomes easy for game balls to pass through.

[0027] In the following description, the determination that is performed on the condition that the gaming ball passes through the gate 25 will be referred to as a "normal symbol determination."

[0028] The general winning opening 24 is always open, similar to the first starting opening 21, and is a winning opening from which a predetermined number of prize balls (for example, five balls) are paid out when a game ball enters the general winning opening 24. However, unlike the first starting opening 21, no judgment is made even if a game ball enters the general winning opening 24.

[0029] [Configuration example of main display 40] Figure 3 is an enlarged view of the main display 40 in Figure 2. As illustrated in Figure 3, the main display 40 is configured to have a first special symbol display 41, a second special symbol display 42, a normal symbol display 43, a first special symbol reserve display 44, a second special symbol reserve display 45, a normal symbol reserve display 46, a round display 47, a game status display 48, a firing direction display 49, and the like.

[0030] The first special symbol display 41 is configured with eight LEDs indicated by "i to p," and when a first special symbol determination is made, it notifies the result of the first special symbol determination by variably displaying the symbols and then statically displaying the symbols indicating the determination result of the first special symbol determination. Specifically, for example, the variably display of the symbols is performed by lighting up the eight LEDs in sequence, and the symbols are statically displayed by lighting up each LED in a combination according to the determination result of the first special symbol determination for a predetermined fixed time (for example, 0.5 seconds).

[0031] The second special symbol display 42 is configured with eight LEDs indicated by "a to h," and when a second special symbol determination is made, the second special symbol determination result is notified by variably displaying the symbols and then statically displaying the symbols indicating the determination result of the second special symbol determination. Specifically, for example, the variably display of the symbols is performed by lighting up the eight LEDs in sequence, and the symbols are statically displayed by lighting up each LED in a combination according to the determination result of the second special symbol determination for a predetermined fixed time (for example, 0.5 seconds).

[0032] The first special symbol display 41 (or the second special symbol display 42) displays a "jackpot symbol" indicating a jackpot or a "miss symbol" indicating a miss as a symbol indicating the result of the first special symbol determination (or the second special symbol determination). Note that the gaming machine 1 provides a plurality of different jackpot symbols depending on the type of jackpot, and when a jackpot symbol is displayed, a jackpot game is played in which the first large prize opening 26 and the second large prize opening 28 are opened in an opening pattern according to the type of jackpot symbol.

[0033] The normal pattern display 43 is configured with two LEDs indicated by "s-t", and when a normal pattern determination is made, the result of the normal pattern determination is notified by variably displaying the patterns and then statically displaying the patterns indicating the determination result of the normal pattern determination. Specifically, for example, the variably displaying the patterns is performed by alternately lighting the two LEDs, and the static displaying of the patterns is performed by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting mode corresponding to the determination result of the normal pattern determination. Here, when a winning pattern is statically displayed, an auxiliary game is performed in which the second starting hole 22 is opened by operating the opening / closing member 23 in an opening pattern corresponding to the current game state.

[0034] In the following explanation, the symbols displayed on the first special symbol display device 41 and the second special symbol display device 42 will be referred to as "special symbols," and the symbols displayed on the normal symbol display device 43 will be referred to as "normal symbols." In addition, the special symbol displayed on the first special symbol display device 41 will be referred to as "first special symbol," and the special symbol displayed on the second special symbol display device 42 will be referred to as "second special symbol" to distinguish between the two.

[0035] The first special symbol reserve indicator 44 is configured with two LEDs indicated by "u to v", and displays the number of reserved first special symbol determinations depending on the lighting state of these LEDs. The second special symbol reserve indicator 45 is configured with two LEDs indicated by "w to x", and displays the number of reserved second special symbol determinations depending on the lighting state of these LEDs. In this embodiment, the upper limit of these reserved numbers is set to "4". The regular symbol reserve indicator 46 is configured with two LEDs indicated by "q to r", and displays the number of reserved regular symbol determinations depending on the lighting state of these LEDs.

[0036] When a jackpot symbol is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42, the round indicator 47 displays the number of rounds, which indicates how many rounds of play will be played in the jackpot game that is executed in response to the jackpot corresponding to that jackpot symbol. In the gaming machine 1 of this embodiment, there are cases where a jackpot game including three rounds of play is played and cases where a jackpot game including ten rounds of play is played. For this reason, in this embodiment, the round indicator 47 is configured to have a 3R LED and a 10R LED, and the number of rounds is notified by lighting up either of these LEDs.

[0037] The game status indicator 48 is configured with three LEDs indicated by "a1 to a3," and indicates the game status of the gaming machine 1 by the lighting state of these LEDs. The launch direction indicator 49 is configured with two LEDs indicated by "y to z," and indicates the launch direction of the gaming ball by the lighting state of these LEDs. In other words, it indicates whether the state is for a left-handed shot or a right-handed shot.

[0038] [Configuration example of presentation means provided in gaming machine 1] 1 and 2, the game board 2 and the front frame 31 are provided with a decorative member 13, a movable decorative member 14, a frame lamp 37, a speaker 38, a performance indicator 125, a first special symbol reserve indicator 126, a second special symbol reserve indicator 127, and the like, to perform various effects. In addition, an image display device 7 is provided behind the game board 2.

[0039] The decorative member 13 incorporates a panel lamp 5 (see Figure 5) that is composed of multiple LEDs, and various light effects can be created by changing the lighting and blinking patterns of each LED or by changing the light color of each LED.

[0040] The movable decorative member 14 is located in front of the image display device 7 and behind the decorative member 13. The movable decorative member 14 incorporates multiple LEDs, and generates predetermined effects through its own movement and / or light. In this embodiment, a predetermined space is provided between the game board 2 and the display screen 70 of the image display device 7, allowing the movable decorative member 14 to move up and down along the display screen 70. The movable decorative member 14 is typically positioned in an initial position (see FIG. 2 ) where most of the movable decorative member 14 is hidden behind the decorative member 13, with only the lower end of the movable decorative member 14 visible. In contrast, when a preview effect with a relatively high probability of a jackpot is executed using the image display device 7 and speaker 38, the movable decorative member 14 emits light in a predetermined light pattern and falls to an operating position that covers most of the display screen 70.

[0041] The frame lamp 37 is composed of a plurality of LEDs built into various parts of the front frame 31, and various light effects can be produced by changing the lighting and blinking patterns of each LED or by changing the light color of each LED.

[0042] The image display device 7 is a liquid crystal display device that displays effect images on its display screen 70, and the player can view the display screen 70 through an opening formed in the center of the gaming board 2. This display screen 70 displays effect images including various display objects such as effect symbols that notify the determination result of the special symbol determination, characters and items, reserved images (reserved icons) that are displayed in the same number as the reserved number of first special symbol determinations (or second special symbol determinations), and change suggestion images (icons) that suggest that the special symbol is currently being displayed. Note that the image display device 7 is not limited to a liquid crystal display device, and may be another image display device such as an EL display device, as long as it is capable of displaying effect images.

[0043] The speaker 38 outputs musical pieces, voices, sound effects, and other sound effects in synchronization with or asynchronous with the display effects on the display screen 70 to perform sound effects.

[0044] The effect display 125 is configured with two LEDs, and displays a variable pattern in accordance with the variable display of the special pattern and effect pattern, and displays a static pattern that notifies the result of the special pattern determination in accordance with the static display of the special pattern and effect pattern. This effect display 125 notifies the result of the special pattern determination by the combination of lighting and extinguishing and the lighting color of each LED.

[0045] The effect first special symbol hold indicator 126 is configured with two LEDs, and by combining the on / off states of each LED, it displays the same number of reserved first special symbol determinations as displayed on the first special symbol hold indicator 44. The effect second special symbol hold indicator 127 is configured with two LEDs, and by combining the on / off states of each LED, it displays the same number of reserved second special symbol determinations as displayed on the second special symbol hold indicator 45.

[0046] [Configuration example of input means provided in gaming machine 1] As illustrated in FIG. 1, the front frame 31 is provided with a first effect button 35 and a second effect button 36 as input means that can be used by the player. The first effect button 35 is a push button that the player presses to input operation information. The second effect button 36 is a push button that the player presses to input operation information by grasping the grip of the second effect button 36 and pressing the second effect button 36. In the gaming machine 1, effects may be generated in response to the operation of the first effect button 35 or the second effect button 36.

[0047] The configuration of the input means is not limited to that exemplified in this embodiment, and may be other. That is, for example, in this embodiment, a case where the gaming machine 1 is equipped with two input means is described, but the input means may be one or three or more. Furthermore, the input means is not limited to push buttons, and may be other input means such as a touch panel capable of detecting a touch operation by a player, an optical sensor capable of detecting, for example, a player's hand held over the display screen 70, a joystick that can be moved back and forth and left and right to specify a position or direction, or an operating means that can be held by a player and whose position can be changed.

[0048] [Example of internal configuration of No. 2 Large Winning Slot 28] Figure 4 is an explanatory diagram for explaining the opening and closing control of second large prize opening 28 and V prize opening 287. An opening / closing member 29 that opens and closes second large prize opening 28 is provided at the opening of second large prize opening 28 (see Figures 1 and 4(A)). Also, as illustrated in Figures 4(A) to (C), second large prize opening sensor 281, V prize opening sensor 283, discharge opening sensor 284, slide member 285, etc. are provided inside second large prize opening 28.

[0049] The second large prize opening sensor 281 detects a gaming ball that has entered the second large prize opening 28, and in this embodiment, 15 prize balls are paid out each time a gaming ball passes through the second large prize opening sensor 281. The V prize opening sensor 283 detects the passage of a gaming ball through the V prize opening 287 (an example of a special prize area) defined by the V prize opening sensor 283. The discharge opening sensor 284 detects the passage of a gaming ball through the discharge opening defined by the discharge opening sensor 284. The sliding member 285 guides a gaming ball that has passed through the second large prize opening sensor 281 to the V prize opening 287 or the discharge opening, and is configured to be slidable in the left-right direction in FIG. 4 (the width direction of the gaming machine 1). Figures 4(A) and (B) illustrate a state in which the slide member 285 is positioned in a right position to block the V winning opening 287, and Figures 4(C) and (D) illustrate a state in which the slide member 285 is positioned in a left position to open the V winning opening 287.

[0050] When no jackpot game is being played or during a long-open round game in which first large prize opening 26 is left open for a long time, second large prize opening 28 is closed by opening / closing member 29, and V prize opening 287 is closed by slide member 285 (see FIG. 4(A)). In contrast, during a round game in which second large prize opening 28 is opened and closed, second large prize opening 28 and V prize opening 287 can be in the following states.

[0051] 4(A) and 4(B), in a round game in which second large prize opening 28 is opened and closed, opening / closing member 29 may rotate with slide member 285 remaining in the right position, thereby opening second large prize opening 28. In this case, although second large prize opening 28 is open, V prize opening 287 is still blocked by slide member 285. Therefore, even if a gaming ball enters second large prize opening 28, the gaming ball will not pass through V prize opening 287 but will pass through outlet sensor 284.

[0052] 4(B) and 4(C), in a round game in which second large prize opening 28 is opened and closed, slide member 285 may move from the right position to the left position while second large prize opening 28 remains open, thereby opening V prize opening 287. In this case, since both second large prize opening 28 and V prize opening 287 are open, a gaming ball that enters second large prize opening 28 passes through V prize opening 287 (i.e., is detected by V prize opening sensor 283).

[0053] The V winning port sensor 283 functions as a so-called probability variable switch, and as described above, if a game ball enters the V prize when both the second large winning port 28 and the V winning port 287 are in an open state (the game ball is detected by the V winning port sensor 283), the game will be controlled in a "probability variable game state" described later after the jackpot game in which this V prize has occurred has ended. On the other hand, if a game ball does not enter the V prize when both the second large winning port 28 and the V winning port 287 are in an open state, the game will be controlled in a "time-saving game state" described later after the jackpot game has ended.

[0054] 4(D), there are cases where second large prize opening 28 is closed because opening / closing member 29 is not operating, and V prize opening 28 is opened because slide member 285 moves from the right position to the left position. In this case, V prize opening 287 is open, but second large prize opening 28 is in an entry-prohibitive state, so that game balls cannot enter second large prize opening 28.

[0055] In addition, the letter "V" is written in a position corresponding to the V prize opening sensor 283 on a transparent member provided in a position corresponding to the area containing the second large prize opening sensor 281, the V prize opening sensor 283, the outlet sensor 284, the slide member 285, etc. (see FIG. 2). Therefore, the player can easily identify the position of the V prize opening sensor 283 (the position of the V prize opening 287) by looking at this letter "V."

[0056] [Configuration of the control device provided in the gaming machine 1] FIG. 5 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1. As shown in FIG. A control device that controls the operation of the gaming machine 1 is provided on the back side of the gaming board 2. As illustrated in FIG. 5, the control device of the gaming machine 1 is composed of a main control board 80 that controls the progress of a game using gaming balls, a sub-control board 90 that comprehensively controls the effects based on information from the main control board 80, an image and sound control board 100 that controls the effects using images and sounds, a lamp control board 120 that controls the effects using various lamps and movable members, and the like. In this embodiment, the main control board 80 functions as a game control unit that controls the progress of the game, and the sub-control board 90, image and sound control board 100, and lamp control board 120 function as an effect control unit that controls the effects. Note that the configuration of the control device is not limited to this, and for example, the sub-control board 90, image and sound control board 100, and lamp control board 120 may be configured on a single board.

[0057] <Configuration example of main control board 80> The main control board 80 includes a main CPU 81, a main ROM 82, and a main RAM 83. The main CPU 81 performs various arithmetic processing related to judgments and the number of prize balls to be paid out based on programs stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used when the main CPU 81 executes the programs, and as a working area for data processing, etc.

[0058] The main control board 80 is connected to a first start opening sensor 211, a second start opening sensor 221, a gate sensor 251, a first large prize opening sensor 261, a second large prize opening sensor 281, a V prize opening sensor 283, an outlet sensor 284, a general prize opening sensor 241, a second start opening solenoid 222, a first large prize opening solenoid 262, a second large prize opening solenoid 282, and a V prize opening solenoid 286. The gaming machine 1 of this embodiment is equipped with four general prize opening sensors 241 corresponding to the four general prize openings 24, but for ease of explanation, only one general prize opening sensor 241 is shown in FIG. 5.

[0059] The first start opening sensor 211 detects that a gaming ball has entered the first start opening 21, and outputs a detection signal thereto to the main control board 80. The second start opening sensor 221 detects that a gaming ball has entered the second start opening 22, and outputs a detection signal thereto to the main control board 80. The gate sensor 251 detects that a gaming ball has passed through the gate 25, and outputs a detection signal thereto to the main control board 80. The first large prize opening sensor 261 detects that a gaming ball has entered the first large prize opening 26, and outputs a detection signal thereto to the main control board 80. The second large prize opening sensor 281 detects that a gaming ball has entered the second large prize opening 28, and outputs a detection signal thereto to the main control board 80. The V prize opening sensor 283 detects that a gaming ball has passed through the V prize opening 287, and outputs a detection signal thereto to the main control board 80. The outlet sensor 284 detects the passage of a gaming ball through the outlet and outputs a detection signal to the main control board 80. The general winning opening sensor 241 detects that a gaming ball has entered the general winning opening 24 and outputs a detection signal to the main control board 80.

[0060] The second starting opening solenoid 222 is an electric solenoid connected to the opening / closing member 23 so as to be able to transmit a driving force, and operates the opening / closing member 23 based on a control signal from the main control board 80 to open and close the second starting opening 22. The first large winning opening solenoid 262 is an electric solenoid connected to the opening / closing member 27 so as to be able to transmit a driving force, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first large winning opening 26. The second large winning opening solenoid 282 is an electric solenoid connected to the opening / closing member 29 so as to be able to transmit a driving force, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second large winning opening 28. The V winning opening solenoid 286 is an electric solenoid connected to the slide member 285 so as to be able to transmit a driving force, and operates the slide member 285 based on a control signal from the main control board 80 to open and close the V winning opening 287.

[0061] Although not shown in the figure, the gaming machine 1 is equipped with a payout control board that controls a drive motor that sends out gaming balls from a ball tank provided on the back side of the gaming board 2, thereby supplying gaming balls to the upper tray 33 or the lower tray 34. When a detection signal is input from the first start hole sensor 211, the second start hole sensor 221, the first large prize hole sensor 261, the second large prize hole sensor 281, or the general prize hole sensor 241, the main CPU 81 instructs the payout control board to pay out a predetermined number of prize balls according to the location where the gaming ball has entered, and also manages the number of prize balls to be paid out based on information from the payout control board.

[0062] Furthermore, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the first start hole sensor 211, and executes a first special symbol determination using the acquired random numbers. Furthermore, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the second start hole sensor 221, and executes a second special symbol determination using the acquired random numbers. Here, the various random numbers specifically refer to a jackpot random number, a pattern random number, a reach random number, and a variation pattern random number.

[0063] The jackpot random number is a random number used to determine whether a jackpot is won or not. The pattern random number is a random number used to determine the type of jackpot (such as the number of rounds of jackpot play and the game state after the jackpot play ends) when a jackpot is determined. The reach random number is a random number used to determine whether a reach effect or a no-reach effect will be performed when a miss is determined. The variation pattern random number is a random number used to determine the variation pattern of the special pattern when the special pattern is displayed in a varying manner.

[0064] The main CPU 81 acquires these random numbers at the timing when a gaming ball enters the first start hole 21 (or the second start hole 22), and first determines whether or not to execute a jackpot game based on whether or not the acquired jackpot random number matches a predetermined random number value (winning value) stored in the main ROM 82. Here, if it is determined that a jackpot game will be executed based on the jackpot random number matching the winning value, the type of jackpot is determined based on which random number value of the predetermined random number value (to be compared with the pattern random number) stored in the main ROM 82 matches with the symbol random number acquired together with the jackpot random number.

[0065] On the other hand, when the main CPU 81 determines not to execute a jackpot game because the acquired jackpot random number does not match the winning value, it determines whether to perform a reach effect or a reach-not-reach effect based on whether the reach random number acquired together with the jackpot random number matches a predetermined random number value stored in the main ROM 82 (to be compared with the reach random number). Furthermore, regardless of the result of the determination based on the jackpot random number, the main CPU 81 determines the variation pattern of the special symbol when the special symbol is displayed in a variable manner based on the variation pattern random number acquired together with the jackpot random number. This determines the variation time of the special symbol.

[0066] When the main CPU 81 determines that a jackpot game will be played and determines the type of jackpot, it controls the opening and closing of the first large prize opening 26 (the operation of the opening and closing member 27) via the first large prize opening solenoid 262, the opening and closing of the second large prize opening 28 (the operation of the opening and closing member 29) via the second large prize opening solenoid 282, and the opening and closing of the V prize opening 287 (the operation of the slide member 285) via the V prize opening solenoid 286, thereby playing a jackpot game according to the type of jackpot.

[0067] Furthermore, the main CPU 81 acquires a random number (normal symbol random number) at the timing when a detection signal is input from the gate sensor 251, and executes a normal symbol determination using the acquired normal symbol random number. Then, if it is determined as a result of this normal symbol determination that the second start hole 22 is to be opened, the main CPU 81 executes an auxiliary game to open the second start hole 22 by controlling the opening and closing of the second start hole 22 (the operation of the opening and closing member 23) via the second start hole solenoid 222.

[0068] In addition, the main control board 80 is connected to a first special pattern display 41, a second special pattern display 42, a normal pattern display 43, a first special pattern reserve display 44, a second special pattern reserve display 45, a normal pattern reserve display 46, a round display 47, a game status display 48, and a launch direction display 49.

[0069] The main CPU 81 controls these displays 41 to 49 that constitute the main display 40, and causes them to execute the display process described above with reference to FIG.

[0070] <Configuration example of sub-control board 90> The sub-control board 90 comprises a sub-CPU 91, a sub-ROM 92, a sub-RAM 93, and an RTC (real-time clock) 94. The sub-CPU 91 functions as a performance control means, and performs calculations to control performances based on programs stored in the sub-ROM 92. The sub-RAM 93 is used as a memory area for temporarily storing various data used by the sub-CPU 91 when executing the programs, and as a working area for data processing, etc. The RTC 94 measures the current date and time (date and time).

[0071] A first effect button detection sensor 96 and a second effect button detection sensor 97 are connected to the sub-control board 90. When the first effect button 35 (see FIG. 1) is operated, the first effect button detection sensor 96 outputs operation information (operation signal) indicating that the first effect button 35 is operated to the sub-control board 90. When the second effect button 36 (see FIG. 1) is operated, the second effect button detection sensor 97 outputs operation information (operation signal) indicating that the second effect button 36 is operated to the sub-control board 90.

[0072] The sub-CPU 91 sets the effect contents based on game information related to special symbol determination, normal symbol determination, jackpot game, etc., transmitted from the main control board 80. At that time, the sub-CPU 91 may accept input of operation information from the first effect button 35 or the second effect button 36 and set the effect contents according to the operation information. The sub-CPU 91 transmits commands to the image and sound control board 100 and the lamp control board 120 to instruct the execution of the effect contents that have been set.

[0073] <Configuration example of image and sound control board 100> The image and sound control board 100 controls image display by the image display device 7 and controls the output of sound effects by the speaker 38. In this embodiment, the image and sound control board 100 includes an image and sound control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.

[0074] The control ROM 102 is composed of a mask ROM, and stores a control program for the image and sound control CPU 101, a display list generation program for generating a display list, and various tables such as a display list creation table used in the process of creating the display list. Here, the display list is composed of a group of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameters such as the type of image to be drawn, the position (coordinates) at which the image is drawn, the display priority, the display magnification, the rotation angle, and the transparency. The control RAM 103 is used as a storage area for temporarily storing various data used when the image and sound control CPU 101 executes the control program, and as a working area for data processing, etc.

[0075] The image and sound control CPU 101 instructs the VDP 104 to display image data stored in the CGROM 105 on the image display device 7 based on the control program, various tables such as the display list creation table, and commands received from the sub-control board 90. This instruction is mainly performed by outputting a display list. The image and sound control CPU 101 also instructs the audio DSP 107 to output audio data stored in the audio ROM 108 from the speaker 38.

[0076] CGROM 105 stores effect data necessary for executing the effect associated with the variable display of special symbols and the effect associated with a jackpot game. CGROM 105 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed sprite data (a single image data) consisting of a collection of pixel information for a predetermined range of pixels (e.g., 32 x 32 pixels), movie data consisting of a collection of multiple image data, etc. The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. CGROM 105 also stores, without compression, palette data, etc., in which color number information that specifies a color number corresponds to display color information for actually displaying the color.

[0077] It is also possible to compress only a portion of the image data stored in the CGROM 105. As a method for compressing movie data, various known compression methods such as MPEG4 can be used.

[0078] The VRAM 106 is composed of an SRAM that can write and read image data at high speed, and although not shown in the figure, it is composed of a display list storage area, a development storage area, a frame buffer, etc.

[0079] The display list storage area temporarily stores the display list output from the image and audio control CPU 101. The expansion storage area stores image data that has been read from the CGROM 105 and then expanded. The frame buffer is used for both drawing and displaying image data to be displayed on the display screen 70.

[0080] The VDP 104 decompresses image data stored in a compressed state in the CGROM 105 and stores the decompressed image data in a storage area. Furthermore, the VDP 104 performs drawing processing on the frame buffer using the image data stored in the storage area based on the display list stored in the display list storage area. Furthermore, the VDP 104 generates RGB signals as video signals indicating the color of the image from the image data stored in the frame buffer and outputs the generated RGB signals to the image display device 7.

[0081] The audio DSP 107 is connected to an audio ROM 108, an SDRAM 109, and an amplifier 110. The audio ROM 108 stores various audio data related to music, voice, sound effects, warning sounds, etc. The SDRAM 109 is used as a work area for data processing by the audio DSP 107. The audio DSP 107 reads audio data corresponding to instructions from the image audio control CPU 101 from the audio ROM 108 to the SDRAM 109, executes data processing, and outputs the processed audio data to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume in accordance with instructions related to the volume obtained from the image audio control CPU 101 via the audio DSP 107, and outputs the audio data to the speaker 38.

[0082] In this embodiment, the VDP is responsible for drawing management and the audio DSP is responsible for sound management, but in other embodiments, a configuration in which the VDP is responsible for both drawing management and sound management may be adopted, in which case there is no need to provide a separate audio DSP.

[0083] <Configuration example of lamp control board 120> The lamp control board 120 includes a lamp CPU 121, a lamp ROM 122, and a lamp RAM 123, and is connected to a frame lamp 37, a panel lamp 5, a movable decorative member 14, a performance indicator 125, a first special effect symbol hold indicator 126, and a second special effect symbol hold indicator 127. The lamp ROM 122 stores programs executed by the lamp CPU 121, light emission pattern data, operation pattern data, etc. Here, the light emission pattern data is data indicating the light emission patterns of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, etc. The operation pattern data is data indicating the operation patterns of the movable decorative member 14, etc.

[0084] The lamp CPU 121 performs arithmetic processing when controlling the operation of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance indicator 125, the performance first special chart hold indicator 126, the performance second special chart hold indicator 127, etc., based on the program stored in the lamp ROM 122.

[0085] The lamp CPU 121 reads out, from the light emission pattern data stored in the lamp ROM 122, light emission pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the light emission of the LEDs built into the frame lamp 37, the panel lamp 5, and the movable decorative member 14. The lamp CPU 121 also reads out, from the operation pattern data stored in the lamp ROM 122, operation pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the driving of the motor that operates the movable decorative member 14.

[0086] Furthermore, the lamp CPU 121 controls the variable display and stop display of the symbols on the effect display device 125 based on commands from the sub-control board 90. Furthermore, the lamp CPU 121 controls the display of the number of reserved symbols related to the first special symbol determination by the effect first special symbol reserve display device 126 and the display of the number of reserved symbols related to the second special symbol determination by the effect second special symbol reserve display device 127 based on commands from the sub-control board 90.

[0087] [About game status] Next, we will explain the gaming states of the gaming machine 1. In the gaming machine 1 of this embodiment, the game is controlled in one of three gaming states: a "normal gaming state," a "probability variable gaming state," and a "time-saving gaming state."

[0088] The "normal gaming state" (low probability, low base state) is a gaming state in which a special symbol determination is made in a low probability state in which the probability of determining that a jackpot game will be executed is relatively low, and a support function (such as a function called "electric support") that supports the entry of a gaming ball into the second start port 22 is not provided. In the normal gaming state, the probability that a special symbol determination determines that a jackpot game will be executed is set to a relatively low probability (e.g., 1 / 210) (see FIG. 6(A)). Also, the probability that a normal symbol determination determines that the second start port 22 will be opened is set to a relatively low probability (e.g., 1 / 11), the normal symbol variation time is set to a relatively long time (e.g., 20 seconds), and the opening time of the second start port 22 when it is determined that the second start port 22 will be opened is set to a relatively short time (e.g., 0.1 seconds × 1 time).

[0089] The "probability variable game state" (high probability high base state) is a game state in which a special symbol determination is made in a high probability state in which the probability of determining that a jackpot game will be executed is relatively high, and the support function is also provided. That is, in the probability variable game state, the probability of determining that a jackpot game will be executed by the special symbol determination is set to a relatively high probability (for example, 1 / 40) (see FIG. 6(A)). In addition, the probability of determining that the second start hole 22 will be opened by the normal symbol determination is set to a relatively high probability (for example, 11 / 11), the normal symbol variation time is set to a relatively short time (for example, 1 second), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively long time (for example, 1.5 seconds x 3 times).

[0090] The "time-saving game state" (low-probability, high-base state) is a game state in which a special symbol determination is made in the above-mentioned low-probability state, and the electric chute support function is provided. That is, in the time-saving game state, the probability that a jackpot game will be executed based on the special symbol determination is set to a relatively low probability (e.g., 1 / 210) (see FIG. 6(A)). Also, the probability that a normal symbol determination will determine that the second start hole 12 will be opened is set to a relatively high probability (e.g., 11 / 11), the normal symbol variation time is set to a relatively short time (e.g., 1 second), and the opening time of the second start hole 12 when it is determined that the second start hole 12 will be opened is set to a relatively long time (e.g., 1.5 seconds x 3 times).

[0091] When comparing these game states with respect to the variation time of the special symbols, the variation time of the special symbols in the "probability variable game state" and the "time-limited game state" is likely to be set to a relatively shorter time than the variation time of the special symbols in the "normal game state." Note that the probability of determining that a special game will be executed (jackpot probability), the probability of determining that the second start slot 22 will be opened (winning probability of the normal symbol determination), the variation time of the normal symbols, and the opening time of the second start slot 22 shown in the explanation of each game state are merely examples, and it goes without saying that other probabilities and times may also be used.

[0092] In the following description, the state in which the support function is provided and it is easy for the game ball to enter the second starting hole 22 will be referred to as a "high base state," and the state in which the support function is not provided and it is difficult for the game ball to enter the second starting hole 22 will be referred to as a "low base state." In this embodiment, the "normal game state" corresponds to the low base state, and the "probability variable game state" and the "time-saving game state" correspond to the high base state.

[0093] [Game flow] A game ball hit by a player with the right hand will not enter the first starting hole 21, but may enter the second starting hole 22. However, in a low base state, the second starting hole 22 is difficult to open, and even if it does open, the opening time is short. For this reason, when the game is controlled in a low base state (which in this embodiment corresponds to the "normal game state"), the player will play by hitting with the left hand, aiming at the first starting hole 21.

[0094] When a game ball hit from the left side enters the first starting hole 21 in a normal game state, a first special symbol determination is executed, and the first special symbol is displayed in a variable manner, and then a big win symbol or a losing symbol is displayed as a stopped first special symbol indicating the result of the first special symbol determination.

[0095] Here, if a losing symbol is displayed, the jackpot game will not be played and the game state will not change. On the other hand, if a jackpot symbol is displayed as the first special symbol, a jackpot game will be played for a predetermined number of rounds according to the jackpot symbol, and after the jackpot game ends, the game will be controlled in a "probable win game state" or a "time-saving game state."

[0096] In addition, when the game state transitions to a "probability variable game state" or a "time-saving game state" upon the end of a jackpot game, i.e., when the game transitions from a low base state to a high base state, the support function that facilitates the entry of game balls into the second starting hole 22 makes it easier for game balls to enter the second starting hole 22 than the first starting hole 21. Therefore, when the game is controlled in a high base state, the player will play by hitting the ball to the right, aiming at the second starting hole 22. Also, when both the right to determine the first special symbol and the right to determine the second special symbol are reserved, the second special symbol determination is executed with priority over the first special symbol determination. Therefore, when the game is controlled in a probability variable game state or a time-saving game state, the second special symbol determination is basically executed.

[0097] If a jackpot symbol is displayed as the second special symbol in the probability variable or time-limited game mode, the game will generally be controlled in the probability variable game mode after the jackpot game ends, but the game may also be controlled in the time-limited game mode. On the other hand, if a jackpot cannot be won in the probability variable or time-limited game mode, the game mode will be returned from the probability variable game mode (or time-limited game mode) to the normal game mode.

[0098] [Regarding special design determination using random numbers] Next, the determination process using the jackpot random number and the symbol random number will be explained with reference to Figure 6. Here, Figure 6 is an explanatory diagram for explaining the jackpot random number and the symbol random number. In the explanatory diagrams for each random number illustrated in Figure 6 and subsequent figures, the possible range of the random number is set to a smaller range than the actual range in order to make the explanation easier. In the gaming machine 1, when the gaming ball passes through the first start hole 21 (or the second start hole 22), acquired information such as the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number is acquired.

[0099] <Processing based on jackpot random numbers> The jackpot random number illustrated in Figure 6(A) is a random number used in the jackpot determination process (step S308 in Figure 38) to determine whether or not a jackpot game will be played, and is set separately for a low probability state in which the probability of determining that a jackpot game will be played is relatively low, and a high probability state in which the probability of determining that a jackpot game will be played is relatively high.

[0100] In this embodiment, four winning values ​​for the low probability state are stored in the main ROM 82, and when a game is controlled in the low probability state (which in this embodiment corresponds to the "normal game state" and the "time-shortened game state"), the main CPU 81 determines that a jackpot game will be executed if the acquired jackpot random number matches any of these four winning values. Also, with respect to the high probability state (which in this embodiment corresponds to the "probable variable game state"), 21 winning values ​​are stored in the main ROM 82, and when a game is controlled in the high probability state, the main CPU 81 determines that a jackpot game will be executed if the acquired jackpot random number matches any of these 21 winning values.

[0101] In this embodiment, the jackpot random number can take 840 values ​​from "0" to "839" in both the low probability state and the high probability state (see FIG. 6(A)). Therefore, the jackpot probability in the low probability state is 1 / 210 (= 4 / 840), and the jackpot probability in the high probability state is 1 / 40 (= 21 / 840).

[0102] <Processing based on random numbers> When the main CPU 81 determines to execute a jackpot game based on the acquired jackpot random number, it determines the type of jackpot based on which random number value, among the random numbers preset for each type of jackpot, the symbol random number acquired together with the jackpot random number used for the determination, matches. In other words, it selects the first special symbol (or the second special symbol) to be stopped and displayed on the first special symbol display device 41 (or the second special symbol display device 42) as the jackpot symbol.

[0103] (Type of jackpot related to the first special symbol determination) As illustrated in Figure 6(B), in this embodiment, two types of jackpots are available that can be won in response to a game ball entering the first starting hole 21 during normal game play: "3R special" and "3R normal."

[0104] Here, the "3R probability change" (see Figure 6(B)) is a jackpot in which, in response to the jackpot pattern X1 being stopped and displayed on the first special pattern display 41, a jackpot game is executed which consists of a total of three long-open round games, including one long-open round game (first round round game) in which the second large prize opening 28 is long-opened, and two long-open round games (second and third round round games) in which the first large prize opening 26 is long-opened.

[0105] If the "3R probability change" is won, both the second large prize opening 28 and the V prize opening 287 are opened long in the first round of round play. Therefore, the player can pass the game ball through the V prize opening 287 by simply hitting the ball to the right, and if even one game ball is detected by the V prize opening sensor 283 during the first round of round play, the game will be controlled in the "probability change game state" after the end of the jackpot game.

[0106] In this embodiment, after the jackpot game related to the "3R probability variable" ends, the number of times (ST number in FIG. 6(B)) that the second special symbol determination (or first special symbol determination) and the variable display of the second special symbol (or first special symbol) are executed in the "probability variable game state" is set to 55 times, and if no jackpot is determined during that time, the probability variable game state continues until 55 special symbol determinations are executed. If all 55 special symbol determinations are misses, 60 time-saving games are awarded thereafter. Here, "time-saving game" means a game that includes the second special symbol determination (or first special symbol determination) executed in the "time-saving game state" and the variable display of the second special symbol (or first special symbol) executed in response to the special symbol determination.

[0107] On the other hand, the "3R normal" (see FIG. 6(B)) is a jackpot in which, in response to the jackpot symbol X2 being stopped and displayed on the first special symbol display 41, a jackpot game consisting of three round games is executed, including one short-open round game (first round round game) in which the second large prize opening 28 is short-opened, and two long-open round games (second and third round round games) in which the first large prize opening 26 is long-opened. When this "3R normal" is won, in the first round round game, no prize balls are paid out because no game balls enter the second large prize opening 28. Therefore, when the "3R normal" is won, the number of long-open round games executed during the jackpot game is two, so the "3R normal" can be said to be essentially a two-round jackpot.

[0108] If the "3R normal" is won, a short-open round game in which the second large prize opening 28 is short-opened is executed as the first round of round play. Therefore, the game ball does not enter the V-shaped hole during the jackpot game related to the 3R normal, and after the jackpot game related to the "3R normal" ends, the game is controlled in a "time-saving game state" without being controlled in a probability variable game state. In the gaming machine 1 of this embodiment, the number of time-saving times for the "3R normal" is set to 70, and when a jackpot game is executed in response to the stop display of the jackpot symbol X2 (indicating that the "3R normal" has been won) on the first special symbol display 41, unless a jackpot is determined during the game, the game is controlled in a time-saving game state until 70 second special symbol determinations (or first special symbol determinations) are performed after the jackpot game ends.

[0109] In this way, "3R Chance" is a jackpot with a ST count of "55" and a time-saving count of "60" (the number of time-saving play), while "3R Normal" is a jackpot with a ST count of "0" and a time-saving count of "70" (see Figure 6(B)).

[0110] However, even if a player has won the "3R probability variable" and is entitled to the game being controlled in the "probability variable game state" after the jackpot game ends, a situation may occur in which the V entry sensor 283 does not detect the game ball during the first round of round play, for example, due to ball jamming in the game area 3. Therefore, in the gaming machine 1 of this embodiment, even if such a situation occurs, if the game ball does not enter the V during the first round of round play related to the "3R probability variable," 70 time-saving games are awarded after the jackpot game ends, so that the player can easily aim for a jackpot after the jackpot game ends. In other words, the game is controlled in the same way as after the jackpot game related to the "3R normal" ends.

[0111] In this embodiment, when the result of the first special symbol determination in the normal gaming state is a jackpot, a random number value for determining the type of the jackpot is stored in the main ROM 82. Specifically, as shown in FIG. 6(B), 50 random number values ​​are stored for the "3R probability change" and 50 random number values ​​are stored for the "3R normal".

[0112] In this embodiment, the possible range of the pattern random number is set to 100 numbers from "0" to "99", and when a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the first starting hole 21, "3R special" is selected as the type of jackpot related to the first special pattern determination at a rate of 50% (= 50 / 100 x 100), and "3R normal" is also selected at a rate of 50% (= 50 / 100 x 100) (see Figure 6(B)).

[0113] Therefore, when the result of the first special pattern determination is a jackpot, the probability that the jackpot pattern X1 indicating "3R probability change" will be stopped and displayed on the first special pattern display 41, and the probability that the jackpot pattern X2 indicating "3R normal" will be stopped and displayed on the first special pattern display 41 are both 50%.

[0114] In this way, if the result of the first special pattern determination in the normal game state is "3R special" or "3R normal," in either case, the game will be in a high base state after the jackpot game ends, and the player will play by hitting the ball to the right, aiming at gate 25 and second starting port 22.

[0115] (Type of jackpot related to the second special symbol determination) As illustrated in Figure 6(C), one type of jackpot, "10R guaranteed jackpot", is prepared as the type of jackpot related to the second special pattern determination that is executed in response to the game ball entering the second starting hole 22.

[0116] Here, the "10R probability change" (see Figure 6(C)) is a jackpot in which, in response to the jackpot pattern Y being displayed stopped on the second special pattern display 42, a jackpot game is executed which consists of a total of 10 long-open round games, including one long-open round game (first round round game) in which the second large prize opening 28 (and V prize opening 287) is long-opened, and nine long-open round games (second to tenth round round games) in which the first large prize opening 26 is long-opened.

[0117] In this way, if the "10R probability change" is won, both the second large prize winning port 28 and the V prize winning port 287 are opened for a long time during the first round of round play. Therefore, as long as the player hits the right during the first round of round play related to the 10R probability change jackpot, the player can easily acquire the right to play in the "probability change game state" after the jackpot game ends.

[0118] In addition, for the 10R probability variation, which is the jackpot related to the second special symbol determination, the number of STs and the number of time-saving times are set as follows. Specifically, for the "10R probability variation," the number of STs is set to "55," and the number of time-saving times is set to "60." Therefore, if a "10R probability variation" is won, after the jackpot game ends, the game is controlled in the probability variation game state until 55 second special symbol determinations (or first special symbol determinations) are executed, and if all 55 special symbol determinations are misses, the game state transitions from the "probability variation game state" to the "time-saving game state," and 60 time-saving game plays are played.

[0119] In this embodiment, a random number value for determining the type of jackpot when the result of the second special symbol determination is a jackpot is stored in the main ROM 82. Specifically, as illustrated in FIG. 6(C), 100 random number values ​​are stored for "10R probability change." In this embodiment, since the possible range of the symbol random number is set to 100 values ​​from "0" to "99" as described above, when a jackpot is determined based on the jackpot random number acquired in response to a gaming ball entering the second starting hole 21, "10R probability change" is selected 100% (= 100 / 100 × 100) as the type of jackpot related to the second special symbol determination (see FIG. 6(C)). In other words, when the result of the second special symbol determination performed in the probability change game state or the time-saving game state is a jackpot, 10R probability change is always selected.

[0120] <Processing based on reach random numbers> When the main CPU 81 determines not to execute a jackpot game, it determines whether to execute a reach effect or a no-reach effect based on whether the reach random number acquired together with the jackpot random number used for the determination matches with a random number corresponding to a reach effect or a no-reach effect.

[0121] Although not shown in the figure, in this embodiment, the main ROM 82 stores 10 random number values ​​for reach effects, and the main CPU 81 determines to perform reach effects when the acquired reach random number matches any of these 10 random number values. Also, 90 random number values ​​are stored for no-reach effects, and the main CPU 81 determines to perform no-reach effects when the acquired reach random number matches any of these 90 random number values. In this embodiment, the possible range of reach random numbers is set to "0" to "99," and when it is determined that a jackpot game will not be executed, the probability that reach effects will be performed is 10% (= 10 / 100 x 100), and the probability that reach effects will not be performed (the probability that no-reach effects will be performed) is 90% (= 90 / 100 x 100).

[0122] When the main CPU 81 determines to perform a reach-enabled effect, it selects, as the variation pattern of the special symbol, a variation pattern of the effect symbol accompanied by a reach-enabled effect, which is selected by the sub-control board 90. Conversely, when it determines to perform a non-reach-enabled effect, it selects, as the variation pattern of the special symbol, a variation pattern of the effect symbol not accompanied by a reach-enabled effect, which is selected by the sub-control board 90.

[0123] [About the game flow] Next, the flow of the game will be described with reference to FIG. 7. Here, FIG. 7 is an explanatory diagram for explaining the flow of the game in the gaming machine 1. Due to the board configuration of the gaming board 2, a gaming ball shot into the left gaming area 3L can enter the first start hole 21, while a gaming ball shot into the right gaming area 3R cannot enter the first start hole 21. Furthermore, during normal gaming, the second start hole 22 is unlikely to open, and even if it does, the opening time of the second start hole 22 is extremely short, making it extremely unlikely that a gaming ball will enter the second start hole 22. Therefore, there is no advantage for a player to hit the ball to the right during normal gaming. As is clear from these facts, the normal gaming state is a left-side advantageous state in which shooting a gaming ball into the left gaming area 3L is more likely to result in a jackpot (special symbol determination is more likely to be executed) than shooting a gaming ball into the right gaming area 3R. Therefore, players generally hit the ball to the left during normal gaming.

[0124] When a game ball hit from the left side during normal game mode enters the first starting hole 21, a first special symbol determination is executed, and after the first special symbol is variably displayed on the first special symbol display 41, a first special symbol indicating the determination result of the first special symbol determination is displayed as a stopped symbol. Here, if the determination result of the first special symbol determination is a "miss," a stop symbol is displayed as the first special symbol. On the other hand, if the determination result of the first special symbol determination is a "jackpot," one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is displayed as a stopped symbol as the jackpot symbol, and a jackpot game corresponding to the stopped jackpot symbol is executed. These jackpot games are as described above with reference to FIG. 6(B).

[0125] When the result of the first special symbol determination in the normal game state is a "jackpot," there are two cases where a jackpot symbol indicating a special jackpot (jackpot symbol X1: see Figure 6(B)) is displayed stopped (see Figure 7(A)), and there are also cases where a jackpot symbol indicating a normal jackpot (jackpot symbol X2: see Figure 6(B)) is displayed stopped (see Figure 7(D)).

[0126] Here, when the jackpot symbol X1 that indicates a probability variable jackpot is stopped and displayed, the above-mentioned jackpot game is executed based on Fig. 6 (B). When this jackpot game is executed, on the condition that the game ball enters the V during the long-open round game (during the first round round game) that long-opens the second large prize winning port 28 and the V prize winning port 287, after the jackpot game ends, the game is controlled in the probability variable game state (see Fig. 7 (B)). As mentioned above, this probability variable game state continues until 55 special symbol determinations (and variable display of special symbols) are made unless a jackpot is determined during the process. On the other hand, even if a jackpot game including the above-mentioned long open round game is executed, if the game ball does not enter the V, for example, due to ball jamming in the game area 3, after the jackpot game ends, the game will be controlled in a time-saving game state that can continue until the second special pattern determination (or the first special pattern determination) is executed 70 times (see Figure 7 (C)).

[0127] Here, in the probability variable game state, the winning probability of the normal symbol determination, which is performed on the condition that the game ball has passed through the gate 25, is set to a relatively high probability (11 / 11 in this embodiment), and the opening time of the second starting hole 22 in the event of a winning normal symbol determination is set to a relatively long time (1.5 seconds x 3 times in this embodiment). Therefore, the probability variable game state is a right-side advantageous state in which it is easier to hit a jackpot by shooting the game ball into the right game area 3R than by shooting it into the left game area 3L (special symbol determination is more likely to be executed). Therefore, when game play is controlled in the probability variable game state, the player hits the right. This is also true when game play is controlled in the time-saving game state, which is a high-base state similar to the probability variable game state.

[0128] When a game ball hit to the right enters the second starting hole 22 while the game is controlled in a probability variable game state, a second special symbol determination is executed, and after the second special symbol is variably displayed on the second special symbol display 42, a second special symbol indicating the determination result of the second special symbol determination is displayed as a static display. Here, if the determination result of the second special symbol determination is a "miss," a missing symbol is displayed as a static display as the second special symbol. On the other hand, if the determination result of the second special symbol determination is a "jackpot," a jackpot symbol Y (see FIG. 6(C)) is displayed as a static display as the jackpot symbol for a probability variable jackpot (see FIG. 7(F)), and a jackpot game (a jackpot game consisting of 10 long open round games) corresponding to the static display of the jackpot symbol is executed. Here, if the game ball enters the V during the first round of jackpot play, the game will be controlled again in the special mode after the jackpot play ends (see Figure 7(B)), and if the game ball does not enter the V during the first round of jackpot play, the game will be controlled in the time-saving mode after the jackpot play ends (see Figure 7(C)).

[0129] Furthermore, when a game ball hit to the right enters the second starting hole 22 while the game is controlled in the time-saving game state, a second special symbol determination is executed, and after the second special symbol is variably displayed on the second special symbol display 42, a second special symbol indicating the determination result of the second special symbol determination is displayed as a static display. Here, if the determination result of the second special symbol determination is a "miss," a missing symbol is displayed as a static display as the second special symbol. On the other hand, if the determination result of the second special symbol determination is a "jackpot," a jackpot symbol Y (see FIG. 6(C)) is displayed as a static display as a jackpot symbol for a probability variable jackpot (see FIG. 7(J)), and a jackpot game (a jackpot game consisting of 10 long open round games) corresponding to the static display of the jackpot symbol is executed. Here, if the game ball enters the V during the jackpot game (during the first round of play), the game will be controlled in the guaranteed variable game state after the jackpot game ends (see Figure 7(K)), and if the game ball does not enter the V during the jackpot game, the game will be controlled again in the time-saving game state after the jackpot game ends (see Figure 7(L)).

[0130] In addition, if no jackpot is determined even once during the time-saving game state, which continues until the special pattern determination (and the variable display of the special pattern) is made 60 or 70 times (see Figures 6(B) and (C)), the game state will be returned from the time-saving game state to the normal game state (see Figure 7(M)).

[0131] As described above with reference to FIG. 6(C), the "10R probability variable" jackpot associated with the second special symbol determination is awarded 60 times of time-saving play after 55 times of probability variable play. Therefore, if the game transitions to the probability variable play state following the end of the jackpot game associated with the "10R probability variable," and no jackpot is determined until 55 special symbol determinations (and special symbol variable display) are made, the game will transition to the time-saving play state, which will continue until 60 times of time-saving play are made (see FIG. 7(G)). If the determination result of the second special symbol determination is a jackpot before the end of the 60 times of time-saving play, the jackpot will necessarily become a "10R probability variable" (see FIG. 7(H)), and after the end of the jackpot game, the game will basically be controlled in the probability variable play state. On the other hand, if the result of the second special pattern determination is not a jackpot by the time the 60 time-saving play is completed, that is, if all 60 time-saving play results in the second special pattern determination (or the first special pattern determination) being misses, the game state will be returned from the time-saving play state to the normal game state as the 60 time-saving play is completed (see Figure 7 (I)).

[0132] [About the changing effects] In the gaming machine 1 of this embodiment, various effects are performed on the display screen 70 as the first special pattern (or second special pattern) is displayed in a changing manner and then stopped. Here, we will explain the changing effects that are performed on the display screen 70 in the normal game mode as the first special pattern is displayed in a changing manner.

[0133] In the gaming machine 1, in the normal gaming state, when a gaming ball enters the first starting hole 21 and a first special pattern determination is executed, the first special pattern is displayed variably on the first special pattern display device 41, and then a first special pattern indicating the determination result of the first special pattern determination is displayed statically. The display screen 70 is provided with an effect pattern display area 73 (see FIG. 2) in which an effect pattern notifying the determination result of the first special pattern determination is displayed in the normal gaming state, and a variable effect including a variable display of the effect pattern is performed on the display screen 70 in conjunction with the variable display of the first special pattern (see FIG. 2). Then, when the first special pattern is displayed variably for a variable time according to the variable pattern selected when the first special pattern determination is executed, the effect pattern is displayed statically in a manner indicating the determination result of the first special pattern determination as the first special pattern is displayed statically.

[0134] During the variable display of such effect symbols, a so-called reach effect may be performed. Specifically, in the effect symbol display area 73 of the display screen 70, for example, three horizontal rows of part of the effect symbol row, in which the numbers 1 to 9 are written vertically in succession from bottom to top, are displayed. When the variable display of the first special symbol begins, these symbol rows are displayed in a variable display (scroll display) so as to scroll from top to bottom. In contrast, when a reach effect is performed, before all the effect symbols are stopped and displayed, for example, the effect symbols in the left column (left symbol) and the effect symbols in the right column (right symbol) are pseudo-stopped in order or simultaneously so as not to completely stop. Figure 2 illustrates a state in which three symbols are pseudo-stopped as the left symbol and three symbols are pseudo-stopped as the right symbol, and the symbol row in the middle column continues to scroll. A pseudo-stop is an effect in which the effect pattern oscillates in place with almost no movement, and in the following explanation, it may be called a pseudo-stop to distinguish it from a real stop (sometimes simply called a "stop display") in which the effect pattern remains completely still.

[0135] When the same effect symbols as the left and right symbols stop pseudo-stop on the valid line, a reach is established, and a reach effect is performed, making the player hope that three identical effect symbols will line up. This reach effect is an effect in which the reach symbols (left and right symbols) are pseudo-stopped, and the effect symbols (middle symbols) that make up the middle row of symbols are scrolled at a slow speed so that the player can identify them, and finally, a middle symbol that is the same as the reach symbol, or a middle symbol that is different from the reach symbol, stops on the valid line to notify the player of the result.

[0136] Although detailed explanations are omitted, in addition to the effect symbols, other display objects such as characters and items are used in such reach effects. In the following explanation, in the variable effect in which the reach effect is performed, the effect that is performed before the reach is established may be referred to as the "pre-reach effect."

[0137] The types of reach effects will be described in detail later, but if the determination result of the first special symbol determination is a "miss," three effect symbols indicating a reach miss (for example, "323") are pseudo-stopped to notify a miss, and these three effect symbols are actually stopped as the miss symbol is stopped and displayed as the first special symbol. On the other hand, if a reach effect is not performed, three effect symbols indicating a scatter symbol (for example, "629") are pseudo-stopped to notify a miss, and these three effect symbols are actually stopped as the miss symbol is stopped and displayed as the first special symbol. In this way, if it is determined that a jackpot game will not be executed, a miss notification effect is executed in which three effect symbols are pseudo-stopped with a reach miss symbol or a scatter symbol indicating a miss, and then actually stopped to notify a miss (a jackpot game will not be executed).

[0138] When this miss notification effect is executed, the jackpot game is not executed, and if the right to determine the first special pattern is reserved, the first special pattern and the effect pattern are displayed statically for a predetermined fixed time (for example, 0.5 seconds), after which the reserved first special pattern determination is made, and the next variable display of the first special pattern corresponding to this determination begins.

[0139] On the other hand, if the determination result of the first special symbol determination is a "jackpot," a reach effect is usually executed during the variable display of the first special symbol, and three effect symbols showing a repeating number (for example, "333") are pseudo-stopped to notify of a jackpot, and these three effect symbols are actually stopped as the jackpot symbol is stopped and displayed as the first special symbol. In this way, if it is determined that a jackpot game will be executed, a win notification effect is executed in which the three effect symbols are pseudo-stopped in a manner indicating a jackpot and then actually stopped to notify of a jackpot (that a jackpot game will be executed). When this win notification effect is executed, a jackpot game is executed.

[0140] [Screen configuration of display screen 70] 2 illustrates an example of the screen configuration of the display screen 70 in the normal game state. When a game is controlled in the normal game state, as illustrated in FIG. 2, a reserved icon display area 71, an icon display area 72, and an effect symbol display area 73 are formed on the display screen 70. As described above, the effect symbol display area 73 is a display area in which the left symbols constituting the left symbol row, the middle symbols constituting the middle symbol row, and the right symbols constituting the right symbol row are displayed.

[0141] <Hold icon display area 71> The reserved icon display area 71 is a display area where a reserved icon indicating that the first special symbol determination is reserved is displayed. In the gaming machine 1, if a gaming ball enters the first start hole 21 in a situation where the special symbol determination and the special symbol variable display cannot be started immediately, such as during the variable display of the special symbol or during a jackpot game, the right to determine the first special symbol is reserved up to a predetermined number (four in this embodiment).

[0142] In this way, when the right to determine the first special symbol is reserved, the reserved icon display area 71 displays the same number of reserved icons as the number of reserved first special symbol determinations indicated by the first special symbol reservation indicator 44. Figure 2 illustrates a state in which two reserved icons are displayed in the reserved icon display area 71 to indicate that the number of reserved first special symbol determinations is "2".

[0143] If a reserve icon is displayed in the reserve icon display area 71 when a highly reliable reach effect such as an SPSP reach described later is being performed, not only is the display area used for the reach effect limited, but the display of the reserve icon may also reduce the interest of the reach effect. For this reason, in the gaming machine 1 of this embodiment, the display objects (in this embodiment, the bases of the reserve icons) and reserve icons constituting the reserve icon display area 71 are displayed during a normal reach or SP reach, but as the reach effect progresses from a normal reach or SP reach to an SPSP reach, the display objects and reserve icons constituting the reserve icon display area 71 are erased from the display screen 70, and after the SPSP reach ends, the display objects and reserve icons constituting the reserve icon display area 71 are displayed again.

[0144] Furthermore, when the game is controlled in the normal game state, basically, no game ball will enter the second starting hole 22. Therefore, in the normal game state, basically, the right to determine the second special symbol is not reserved, and the reserved icon related to the second special symbol determination is not displayed on the display screen 70, and a display area for displaying this reserved icon is not formed.

[0145] <Icon display area 72> The icon display area 72 is a display area that displays the icon as a variation suggesting image that suggests that the first special symbol is being displayed in a varying manner. The icon is displayed in the icon display area 72 as the display of the first special symbol begins to vary, and is erased from the icon display area 72, for example, when the first special symbol is displayed stationary. However, the timing of the icon erasure is not limited to this, and the icon may be erased while the first special symbol is being displayed in a varying manner. For example, the icon may be erased when an SPSP reach, which will be described later, develops or during an SPSP reach.

[0146] Incidentally, if a game ball enters the first starting hole 21 when the variable display of the special symbol is not being performed and the right to determine the special symbol is not reserved, the variable display of the first special symbol begins, and the icon is displayed in the icon display area 72. On the other hand, when a reserved icon is displayed in the reserved icon display area 71 and the variable display of the symbol corresponding to the icon displayed in the icon display area 72 ends, a first special symbol determination is executed for the reserved icon displayed in the reserved icon display area 71 (the reserved icon displayed closest to the icon display area 72). Then, as the variable display of the first special symbol begins in response to the execution of this first special symbol determination, the reserved icon shifts from the reserved icon display area 71 to the icon display area 72 and is displayed as a new reserved icon. In this way, the reserved icon (here, the icon) shifted to the icon display area 72 is displayed larger than when it was displayed in the reserved icon display area 71 (see FIG. 2). Therefore, it is possible to make the player pay more attention to the icon displayed in the icon display area 72 than to the reserved icon displayed in the reserved icon display area 71.

[0147] In addition, if a reserve icon other than the first reserve icon is displayed in the reserve icon display area 71, as the first reserve icon shifts to the icon display area 72, the other reserve icons in the reserve icon display area 71 will shift closer to the icon display area 72. As is clear from the explanation so far, in the gaming machine 1, an icon corresponding to the reserve icon displayed in the reserve icon display area 71 may be displayed in the icon display area 72, so in the following explanation, when there is no need to distinguish between the reserve icon and the icon, they may be collectively referred to simply as "icons."

[0148] (About the icon change effect) The reserved icon is usually displayed as a white reserved icon (default reserved icon). In contrast, an icon change effect may be performed in which the color of the reserved icon changes when the reserved icon is displayed in the reserved icon display area 71. When this icon change effect is performed, the white reserved icon changes to a reserved icon of a color indicating the reliability of a jackpot, such as blue, green, or red. The colors indicating the reliability of a jackpot, as illustrated here, are arranged in order from lowest to highest reliability of a jackpot. Red is likely to be selected when the result of the first special pattern determination corresponding to the red reserved icon is a "jackpot" or when the result is a "miss" but the special pattern change time is set to a relatively long time. Green is likely to be selected when the result is a "jackpot" or a "miss" but the special pattern change time is set to a medium time. Blue is likely to be selected when the result is a "miss" or when the result is a "miss" and the special pattern change time is set to a relatively short time. In this embodiment, the jackpot reliability of a white reserved icon is set to approximately 1%, the jackpot reliability of a blue reserved icon is set to approximately 3%, the jackpot reliability of a green reserved icon is set to approximately 15%, and the jackpot reliability of a red reserved icon is set to approximately 45%.

[0149] Note that, here, an example has been described in which an icon change effect is performed in which the display color of a reserved icon changes only once when the reserved icon is displayed in the reserved icon display area 71, but in the gaming machine 1 of this embodiment, other icon change effects may also be performed. That is, for example, an icon change effect may be performed in which the display color of a single reserved icon changes multiple times, such as when a white reserved icon is displayed in the reserved icon display area 71, it changes to a blue reserved icon and then to a green reserved icon. Also, when a white reserved icon that has shifted from the reserved icon display area 71 to the icon display area 72 is displayed as the icon, an icon change effect may be performed in which the display color of the white reserved icon changes.

[0150] In addition, an icon change effect may be performed in which the display color of the hold icon displayed in hold icon display area 71 changes, and then the display color of the hold icon changes when it shifts to the icon display area 72 and is displayed as the icon, in other words, an icon change effect may be performed in which the hold icon is initially displayed in a display color other than white (for example, blue), or an icon change effect may be performed in which the display color of a hold icon whose initial color is other than white is changed.

[0151] In this way, the gaming machine 1 of this embodiment displays reservation information indicating that the right to determine a special symbol is reserved on the display screen 70, and is capable of changing the display mode of the reservation information. In the following description, a reservation icon or icon whose display color is a color other than white may be referred to as a "special icon" to distinguish it from a normal reservation icon or icon whose display color is white.

[0152] [Modification regarding display control of pending information] The display control of the pending information is not limited to the example shown in this embodiment, and may be as follows: That is, in this embodiment, for the sake of convenience, the display colors of the icons (pending icons and the icons) are four colors, white, blue, green, and red, but in other embodiments, other colors may be prepared, such as gold, which indicates a higher probability of winning than red, or rainbow colors, which are selected only when a "jackpot" occurs.

[0153] In addition, in this embodiment, an example is given of an icon change effect that changes the display color of an icon (a pending icon or the icon in question), but the icon change effect is not limited to the effect exemplified in this embodiment as long as it changes the display mode of the icon, and may be an icon change effect that changes the shape or size of the icon, or an icon change effect that changes the display color in addition to the shape or size of the icon, etc.

[0154] In addition, in this embodiment, in addition to the icon change effect targeting the pending icon displayed in the pending icon display area 71, a case is described in which it is possible to execute an icon change effect targeting the icon displayed in the icon display area 72, but in other embodiments, a configuration may be adopted in which only the former icon change effect can be executed without providing the icon display area 72 (without displaying the icon).

[0155] In addition, in this embodiment, a case will be described as an example in which a hold icon as hold information is displayed on the display screen 70 and the display color of the hold icon is changed. In contrast to this, in other embodiments, for example, four color LEDs whose light emission color can be changed may be provided, and the same number of LEDs as the number of holds for the first special pattern determination may be lit, and the display mode of the hold information may be changed by changing the light emission color of one of the LEDs.

[0156] [Flow of the presentation accompanying the change in the first special symbol] 8 is an explanatory diagram illustrating the flow of various effects such as reach effects. When a first special symbol determination is executed in the normal gaming state, the first special symbol is displayed in a variable manner and then displayed stationary in a manner that indicates the determination result of the first special symbol determination. On the other hand, on the display screen 70, as the variable display of the first special symbol begins, a scrolling display of three symbol rows begins in the effect symbol display area 73 (see FIG. 8(A)).

[0157] Here, if the result of the first special symbol determination is a "miss," for example, different effect symbols may stop pseudo-stop as the left and right symbols on the valid line, and a no-reach effect (see FIG. 8(B)) may be performed in which only the middle symbol row is scrolled in this non-reach mode. When this no-reach effect (variable effect not including a reach effect) is performed, three effect symbols showing a scatter pattern are pseudo-stopped at the end of the variable display of the first special symbol, and a miss notification effect (see FIG. 8(C)) in which these three effect symbols are actually stopped is performed as a miss symbol is stopped and displayed as the first special symbol.

[0158] On the other hand, if the result of the first special symbol determination is a "jackpot" or if it is determined that a reach effect (variable effect including a reach effect) will be performed despite the result being a "miss," then during the variable display of the first special symbol, a pre-reach effect (see FIG. 8(D)) is performed in which, for example, a predetermined left symbol is pseudo-stopped on the active line of the effect symbol display area 73, and then a right symbol, which is the same effect symbol as the left symbol, is moved onto the active line. Then, when the same left and right symbols pseudo-stop on the active line, a reach is established (see FIG. 8(E)). Then, when a reach is established in this way, a predetermined reach effect is performed, which makes the player hope that a center symbol, which is the same effect symbol as the reach symbol (left symbol and right symbol), will stop on the active line and the symbols will be aligned.

[0159] In this embodiment, three types of reach effects are prepared as reach effects that can be executed in conjunction with the variable display of the first special symbol: normal reach, SP reach, and SPSP reach (see FIG. 8).

[0160] A normal reach (see Figure 8(F)) is a reach effect with a relatively low probability of a jackpot (for example, a probability of a jackpot of about 2%). When a reach is achieved, a normal reach is performed first, and during the normal reach, the scrolling speed of the middle row of symbols that scrolls between the two reach symbols (left and right symbols) at high speed gradually decreases.

[0161] Here, if the result of the first special pattern determination is a "miss," and for example, variation pattern E (see Figure 9(B)), which has a variation time of 30 seconds, is selected when the first special pattern variation display begins, a middle pattern different from the reach pattern is pseudo-stopped on the valid line to display a performance pattern of a reach miss (for example, "434"), and a miss notification performance (see Figure 8(G)) is performed in which these performance patterns are actually stopped.

[0162] On the other hand, if the result of the first special pattern determination is a "jackpot" and, for example, variation pattern A (see Figure 9(A)), which has a variation time of 30 seconds, is selected when the first special pattern variation display begins, a middle pattern that is the same as the reach pattern is pseudo-stopped on the valid line to display a repeat number (for example, "444") performance pattern, and a win notification performance (see Figure 8(G)) is performed in which these performance patterns are actually stopped.

[0163] Furthermore, when a variation pattern in which the variation time of the first special symbol is relatively long is selected, no winning or losing notification effect is performed in a normal reach, and the middle symbol, which is the same effect symbol as the reach symbol, passes over the valid line, and then the scrolling speed of the middle symbol row increases, developing into an SP reach (see Figure 8(H)) or an SPSP reach (see Figure 8(I)).

[0164] Although not shown in the figure, when the high-reliability reach effect such as an SP reach or an SPSP reach (which has a higher jackpot reliability than a normal reach) develops, the pseudo-stopped left symbol shrinks and moves to an upper left position on the display screen 70, and the pseudo-stopped right symbol shrinks and moves to an upper right position on the display screen 70. These left and right symbols pseudo-stop at their positions after movement, and the middle symbol row is hidden until the end of the high-reliability reach effect (see, for example, FIGS. 11(A) to 11(H)). The display objects and reserved icons forming the reserved icon display area 71 are also hidden (see, for example, FIGS. 11(C) to 11(H)). As a result, it is possible to perform a high-reliability reach effect in a display area wider than the effect symbol display area 73, and the interest of the high-reliability reach effect can be improved.

[0165] For example, SP Reach and SPSP Reach are configured as battle scenes in which your character fights an enemy character, with SP Reach positioned as the first half of the battle and SPSP Reach positioned as the second half of the battle, and the enemy characters fought in the first and second halves of the battle are the same. In other words, for example, if a battle scene in which you fight enemy character A is played in the SP Reach in the first half of the battle, and then develops into an SPSP Reach in the second half of the battle, a battle scene in which you fight enemy character A will also be played in the SPSP Reach.

[0166] When comparing these SP reaches with SPSP reaches, the SPSP reach (for example, jackpot reliability: approximately 35%) has a higher jackpot reliability than the SP reach (for example, jackpot reliability: approximately 15%), and has the characteristic that the winning notification effect is more likely to be executed when the game develops to the SPSP reach than when the game only develops to the SP reach.

[0167] In the gaming machine 1, a normal reach (see FIG. 8(F)) may develop into an SP reach (see FIG. 8(H)) in the first half of the battle, and the winning notification effect or the losing notification effect of FIG. 8(G) may be performed during this SP reach. In addition, there are cases where a normal reach develops into an SPSP reach via an SP reach (see FIGS. 8(F), (H), and (I)), and cases where a normal reach develops directly into an SPSP reach without passing through an SP reach (see FIGS. 8(F) and (I)). In these cases, a winning notification effect or a losing notification effect is performed at the end of this SPSP reach (see FIGS. 8(I) and (G)).

[0168] In the gaming machine 1 of this embodiment, at the end of the SP reach illustrated in FIG. 8(H), a rapid-hit promotion effect (see FIG. 8(N)) may be executed to encourage the player to rapidly hit the first effect button 35. When this rapid-hit promotion effect is executed, the result may be that the SP reach does not progress to an SPSP reach and a miss notification effect is executed (see FIGS. 8(N) and (G)), or that the SP reach progresses to an SPSP reach (see FIGS. 8(H), (N), and (I)). A series of effects including this rapid-hit promotion effect will be described in detail later with reference to FIGS. 16 to 19.

[0169] Furthermore, in the gaming machine 1 of this embodiment, during the execution of a pre-reach effect (see FIG. 8(D)) which is performed in a state where a reach has not been achieved by the effect symbols, a reach-achievement prompting effect (see FIG. 8(J)) which makes the player hopeful that a reach will be achieved may be executed. When this reach-achievement prompting effect is executed, a single press promotion effect (see FIG. 8(K)) which prompts the player to single press the first effect button 35 is executed next, and depending on the operation of the first effect button 35 by the player, a reach-achievement success effect (see FIG. 8(M)) or a reach-achievement failure effect (see FIG. 8(L)) is executed.

[0170] Here, if a reach establishment success effect is executed, it will progress directly to an SPSP reach without passing through a normal reach or an SP reach (see Figures 8(M) and (I)). On the other hand, if a reach establishment failure effect is executed, a reach will not be established and a miss notification effect will be executed (see Figures 8(L) and (C)). A series of effects including these reach establishment encouragement effects and single press promotion effects will be described in detail later with reference to Figures 13 to 15.

[0171] It should be noted that the types of reach effects and the manner in which the reach effects develop as illustrated in FIG. 8 are merely examples, and the types of reach effects and the manner in which they develop may be other.

[0172] [Variation pattern selection table used in normal game mode] Next, the process of selecting a variation pattern of a special symbol in a normal game state will be described with reference to Fig. 9. Here, Fig. 9 is an explanatory diagram for explaining a variation pattern selection table used in the process of selecting a variation pattern of a special symbol in a normal game state.

[0173] The main ROM 82 stores a jackpot variation pattern selection table (see FIG. 9(A)), a reach-miss variation pattern selection table (see FIG. 9(B)), and a no-reach-miss variation pattern selection table (see FIG. 9(C)) as variation pattern selection tables to be referenced when selecting a variation pattern of a special symbol (here, the first special symbol) in a normal gaming state. The jackpot variation pattern selection table is a table to be referenced to select a variation pattern of the first special symbol when the determination result of the first special symbol determination in a normal gaming state is a "jackpot." The reach-miss variation pattern selection table is a table to be referenced to select a variation pattern of the first special symbol when the determination result of the first special symbol determination in a normal gaming state is a "miss" and it is determined (based on the reach random number) that a reach-enabled effect will be performed. The variation pattern selection table for no-reach miss is a table that is referenced to select the variation pattern of the first special symbol when the result of the first special symbol determination in the normal game state is "miss" and it is decided (based on the reach random number) that a no-reach performance will be performed.

[0174] (Jackpot fluctuation pattern selection table) In the jackpot variation pattern selection table (see Figure 9(A)), the variation pattern of the first special symbol is associated with a random number value to be compared with the variation pattern random number. For the sake of convenience, Figure 9 also lists the variation pattern and the number of random number values ​​associated with each variation pattern, as well as the variation time of the first special symbol, the type of variation presentation pattern selected by the sub-CPU91 for each variation pattern, the specific presentation content of the variation presentation pattern (and the presentation pattern of some advance notice presentations), the possible range of the variation pattern random number, and the rate at which each variation pattern is selected.

[0175] When the main CPU 81 determines to execute a jackpot game based on the jackpot random number obtained in response to the game ball entering the first starting hole 21 during normal game play, it selects the variation pattern of the first special symbol by reading out from the jackpot variation pattern selection table (see Figure 9(A)) a variation pattern that is associated with the same random number value as the variation pattern random number obtained together with the jackpot random number.

[0176] As illustrated in Figures 9(A) and (B), the range of the variation pattern random number for selecting the variation pattern of the first special symbol is set to "0" to "99" in this embodiment. In the variation pattern selection table for the big win, as illustrated in Figure 9(A), two random number values ​​are associated with the variation pattern A, 15 random number values ​​are associated with the variation pattern B, 22 random number values ​​are associated with the variation pattern C, 26 random number values ​​are associated with the variation pattern D, and 35 random number values ​​are associated with the variation pattern E.

[0177] Therefore, when the result of the first special symbol determination is a "jackpot," variation pattern A is selected 2% (= 2 / 100 x 100), variation pattern B is selected 15% (= 15 / 100 x 100), variation pattern C is selected 22% (= 22 / 100 x 100), variation pattern D is selected 26% (= 26 / 100 x 100), and variation pattern E is selected 35% (= 35 / 100 x 100). For example, when variation pattern A is selected, variation pattern A is selected by the sub-CPU 91, and a variation effect that notifies a player of a win in a normal reach is performed. For example, when variation pattern C is selected, variation pattern C is selected by the sub-CPU 91, and a reach-establishment provocation effect (see FIG. 8(J)) is followed by a reach-establishment success effect (see FIG. 8(M)), and then a variation effect that notifies a player of a win in a directly developed SPSP reach is performed. Also, for example, if variable pattern D is selected, variable presentation pattern E is selected by the sub-CPU 91, and a variable presentation is performed in which a winning notification presentation is performed at an SPSP reach that has developed from a normal reach via an SP reach.

[0178] (Fluctuation pattern selection table for reach misses) When the main CPU 81 determines in the first special symbol determination that a jackpot game will not be executed, it determines whether or not to perform a reach effect based on the reach random number acquired together with the jackpot random number, the pattern random number, and the variation pattern random number. Specifically, it determines whether to select one of the variation patterns from the variation pattern group in which the reach effect is performed (see FIG. 9(B)), or one of the variation patterns from the variation pattern group in which the reach effect is not performed (a non-reach effect is performed) (see FIG. 9(C)). Here, when it is determined that a reach effect is to be performed, it selects the variation pattern of the first special symbol by referring to the reach miss variation pattern selection table.

[0179] In the reach miss variation pattern selection table (see FIG. 9(B)), the variation pattern of the first special symbol is associated with a random number value to be compared with the variation pattern random number. In the normal game state, when the main CPU 81 determines not to execute a jackpot game based on the jackpot random number obtained in response to the game ball entering the first starting hole 21, and determines to perform a reach effect based on the reach random number obtained together with the jackpot random number, the main CPU 81 selects the variation pattern of the first special symbol by reading out a variation pattern associated with the same random number value as the variation pattern random number obtained together with these random numbers from the reach miss variation pattern selection table (see FIG. 9(B)).

[0180] In the variation pattern selection table for missed reaches, as illustrated in Figure 9(B), 30 random number values ​​are associated with variation pattern F, 25 random number values ​​are associated with variation pattern G, 20 random number values ​​are associated with variation pattern H, 15 random number values ​​are associated with variation pattern I, and 10 random number values ​​are associated with variation pattern J.

[0181] For this reason, when the determination result of the first special symbol determination is "miss" and it is determined that a reach effect will be performed, the variation pattern F is selected at a rate of 30% (= 30 / 100 x 100), the variation pattern G is selected at a rate of 25% (= 25 / 100 x 100), the variation pattern H is selected at a rate of 20% (= 20 / 100 x 100), the variation pattern I is selected at a rate of 15% (= 15 / 100 x 100), and the variation pattern J is selected at a rate of 10% (= 10 / 100 x 100). For example, when the variation pattern G is selected, the variation effect pattern G is selected by the sub-CPU 91, and a variation effect that performs a miss notification effect in the SP reach that has developed from the normal reach is performed. Also, for example, when variation pattern H is selected, variation presentation pattern H is selected by the sub-CPU 91, and a reach establishment instigation presentation (see FIG. 8(J)) is followed by a reach establishment success presentation (see FIG. 8(M)), after which a variation presentation is performed in which a miss notification presentation is made in the directly developed SPSP reach. Also, for example, when variation pattern J is selected, variation presentation pattern J is selected by the sub-CPU 91, and a variation presentation is performed in which a miss notification presentation is made in the SPSP reach that has developed from the normal reach via the SP reach.

[0182] (Fluctuation pattern selection table for no reach and miss) The main CPU81 judges not to execute a jackpot game based on the jackpot random number, and when it decides to perform a no-reach performance based on the reach random number acquired together with the jackpot random number, selects a variation pattern of the first special symbol by referring to a variation pattern selection table for no-reach miss.

[0183] In the variation pattern selection table for no-reach misses (see Figure 9(C)), the variation pattern of the special symbol is associated with the number of pending first special symbol determinations when the current first special symbol variation display begins.

[0184] When the number of pending first special symbol determinations becomes "0" or "1" upon the start of the current first special symbol variable display, the main CPU 81 selects variation pattern K or variation pattern L, in which the first special symbol variable time is 13 seconds. Here, the selection of either variation pattern K or variation pattern L can be determined, for example, by storing random numbers associated with each of these variation patterns in the main ROM 82 and determining which variation pattern to select based on whether the acquired reach random number matches the random number associated with which variation pattern. Furthermore, when the number of pending first special symbol determinations becomes "2," the main CPU 81 selects variation pattern M, in which the first special symbol variable time is 8 seconds. Furthermore, when the number of pending first special symbol determinations reaches the upper limit of "4" during the first special symbol variable display and the number of pending first special symbol determinations becomes "3" upon the start of the current first special symbol variable display, the main CPU 81 selects variation pattern N, in which the first special symbol variable time is 4 seconds.

[0185] In this way, in the gaming machine 1 of this embodiment, when it is determined that a jackpot game will not be executed and it is determined that a no-reach effect will be performed, if the number of reserved first special symbol determination rights is relatively large, a first special symbol variation pattern with a relatively short variation time is selected so that new first special symbol determinations can be reserved in response to new winning of game balls into the first starting hole 21. On the other hand, if the number of reserved first special symbols is relatively small, a first special symbol variation pattern with a relatively long variation time is selected to prevent the first special symbol and effect symbol from no longer varying and the progress of the game from stopping.

[0186] For example, if the variable pattern L is selected, the variable presentation pattern L is selected by the sub-CPU 91, and a reach success encouraging presentation (see Figure 8(J)) is followed by a reach success failure presentation (see Figure 8(L)), after which a variable presentation is performed in which a reach success is not achieved and a miss notification presentation (see Figure 8(C)) is performed.

[0187] From the explanation of the two variation pattern selection tables exemplified in Figures 9(A) and (B), the following can be said. That is, when the determination result of the first special symbol determination is "jackpot", there is a tendency that a variation pattern with a long variation time is likely to be selected, and conversely, a variation pattern with a short variation time is unlikely to be selected (see Figure 9(A)). Also, when the determination result of the first special symbol determination is "miss" and a reach effect is performed, there is a tendency that a variation pattern with a long variation time is unlikely to be selected, and conversely, a variation pattern with a short variation time is likely to be selected (see Figure 9(B)).

[0188] From these facts, it can be said that the longer the fluctuation time of the first special symbol, the more likely it is that the winning notification effect will be executed, and conversely, the shorter the fluctuation time of the first special symbol, the more likely it is that the losing notification effect will be executed. In other words, when a reaching effect is performed over a relatively long time, such as when a normal reaching develops into an SPSP reaching, the winning notification effect is more likely to be executed, and when the time required for the reaching effect, such as when only a normal reaching is performed, is relatively short, the losing notification effect is more likely to be executed. In other words, rather than being notified of a win or loss in a normal reaching effect, it can be said that the reliability of a jackpot is higher when a normal reaching develops into an SP reaching or an SPSP reaching, or when a normal reaching develops into an SPSP reaching via an SP reaching (or directly without passing through an SP reaching).

[0189] [About the pre-determination process] In the gaming machine 1 of this embodiment, when the right to determine the first special symbol is reserved, a pre-determination process may be performed to determine whether or not a jackpot game will be executed before the first special symbol determination is performed for that right. Specifically, the main CPU 81 acquires a jackpot random number in response to the entry of a gaming ball into the first starting hole 21, and based on the acquired jackpot random number, performs a similar jackpot determination process prior to the jackpot determination process (see step S308 in FIG. 38) in the first special symbol determination performed when the variable display of the first special symbol begins, thereby determining in advance whether a "jackpot" will be determined when the first special symbol determination is performed. Furthermore, based on the variable pattern random number acquired together with the jackpot random number, a process similar to the variable pattern selection process (see step S309 in FIG. 38) described above is performed based on FIGS. 9(A) and (B), thereby determining in advance which variable pattern will be selected when the first special symbol determination is performed.

[0190] In this way, when the main CPU 81 performs a preliminary determination process in response to the reservation of the right to determine the first special symbol, it transmits a reservation command including preliminary determination information indicating the preliminary determination result to the sub-control board 90. In response to this, the sub-CPU 91 determines whether or not to execute the icon change effect described above based on the preliminary determination information included in the reservation command. Then, if it is determined that the icon change effect should be executed, it determines the change pattern in which the display mode (icon color in this embodiment) of the icon (reserved icon or the icon) should be changed, and causes the image and sound control board 100 to execute the icon change effect based on the result of the determination.

[0191] [Specific examples of effects executed in normal game mode] Next, a specific example of the effects in the normal gaming state will be described with reference to Figures 10 and 11. Figures 10 and 11 are screen diagrams illustrating the effects in the normal gaming state, and here, the effects executed when variation pattern D (see Figure 9(A)) in which a win notification effect is performed in an SPSP reach developed from a normal reach is selected as the variation pattern of the first special symbol in the normal gaming state will be described. Also, here, an example will be described in which four types of notice effects, namely, a first notice, a second notice, a third notice, and a fourth notice, are executed as notice effects (different from reach effects) that notify that a jackpot game may be executed (i.e., that a win notification effect may be executed) prior to the execution of a win notification effect (or a loss notification effect) during the variable display of the first special symbol in the normal gaming state.

[0192] 10(A) illustrates a state in which, on the display screen 70, one reserved icon (for example, a red reserved icon) is displayed in the reserved icon display area 71, and a losing symbol is displayed as the first special symbol to notify that the determination result of the first special symbol determination corresponding to the icon displayed in the icon display area 72 is a "miss," and an effect symbol showing a "526" scatter pattern is displayed in a stopped state. In this way, when a predetermined determination time (0.5 seconds in this embodiment) has elapsed since the losing symbol was displayed in a stopped state as the first special symbol, a first special symbol determination corresponding to the earliest reserved icon (here, the red reserved icon) displayed in the reserved icon display area 71 is executed. Then, when the determination result of this first special symbol determination is a "jackpot" and variation pattern D is selected as the variation pattern of the first special symbol, the following effect is performed.

[0193] That is, as the variable display of the first special symbol begins in response to the execution of the first special symbol determination corresponding to the earliest pending icon, the earliest pending icon displayed in the pending icon display area 71 shifts to the icon display area 72, and the scrolling display of the three symbol rows begins (see FIGS. 10(A) and (B)). When a predetermined time has elapsed since the scrolling display of the three symbol rows began, the first notice may be executed (see FIG. 10(C)). For example, as the first notice, a step-up notice is executed in which the display mode of the effect image (first notice effect image) related to the step-up notice displayed in the central area of ​​the display screen 70 is gradually changed, and an effect sound related to the step-up notice is output from the speaker 38.

[0194] Following the first notice, a pseudo consecutive effect may be executed (see FIG. 10(D)). Here, the pseudo consecutive effect is an effect that makes it appear as if the effect pattern displayed in the effect pattern display area 73 is displayed multiple times during the variable display of one special pattern (here, the first special pattern). Regarding this pseudo consecutive effect, the following effect display is performed.

[0195] That is, the scrolling speed of the left row of symbols slows down and the left symbol (e.g., symbol 6) pseudo-stops, then the scrolling speed of the right row of symbols slows down and the right symbol (e.g., symbol 4) (different from the left symbol that pseudo-stopped earlier) pseudo-stops, and then the scrolling speed of the middle row of symbols slows down and symbol 7 pseudo-stops as the middle symbol that notifies the execution of the pseudo consecutive performance (see Figure 10(D)).

[0196] In this way, after different effect symbols as the left and right symbols have pseudo-stopped, when the 7 symbol has pseudo-stopped in the middle row, the pseudo second consecutive change effect following the pseudo first consecutive change effect will start. Specifically, after the character "x2" indicating the start of the pseudo second consecutive change effect is displayed large in the center area of ​​the display screen 70, the character "x2" is displayed small in the upper left area of ​​the display screen 70, and accordingly, the scrolling display of the three pattern rows is resumed in the effect symbol display area 73 (see Figures 10(D) and (E)).

[0197] When this pseudo second consecutive change performance is being performed, for example, a line preview is executed as the second preview. Specifically, as shown in Fig. 10(F), a performance image (second preview performance image) showing a state in which a predetermined character speaks a line is displayed in the central area of ​​the display screen 70, and a performance sound (for example, the voice of the character) related to the line preview is output from the speaker 38.

[0198] As described above, when a dialogue notice is executed as the second notice during the pseudo second consecutive variable performance, the second pseudo consecutive performance is executed during the variable display of the first special symbol this time (see Figure 10(G)). Specifically, as exemplified in Figure 10(G), the scroll speed of the left-row symbol row slows down and the left symbol (for example, symbol 2) pseudo-stops, then the scroll speed of the right-row symbol row slows down and the right symbol (for example, symbol 5) pseudo-stops, and then the scroll speed of the middle-row symbol row slows down and the 7 symbol pseudo-stops as the middle symbol.

[0199] When the second pseudo consecutive effect is executed during the variable display of this first special symbol, the pseudo third consecutive variable effect following the pseudo second consecutive variable effect starts. Specifically, after the character "x3" indicating the start of the pseudo third consecutive variable effect is displayed large in the central area of ​​the display screen 70, the character "x3" is displayed small in the upper left area of ​​the display screen 70, and accordingly, the scrolling display of the three symbol rows is resumed in the effect symbol display area 73 (see Figures 10(G) and (H)).

[0200] Then, when a predetermined time has elapsed since the pseudo-third consecutive variable performance started in this way, the scrolling speed of the left row of symbols slows down and the left symbol (for example, symbol 3) pseudo-stops, and then the scrolling speed of the right row of symbols slows down (same as the left symbol) and the right symbol (here, symbol 3) pseudo-stops, and a reach is achieved (see Figure 10(I)).

[0201] Note that, here, we have explained an example in which a "pre-reach pseudo-consecutive" is executed, which resumes the scrolling display of each symbol row before a reach is achieved, but there are also cases in which a "post-reach pseudo-consecutive" is executed, which resumes the scrolling display of each symbol row after a reach is achieved.

[0202] As described above, when the same effect symbols as the left and right symbols stop pseudo-stop and a reach is established, a normal reach is executed (see Figure 11(A)). Specifically, after a reach is established, the scrolling speed of the middle row of symbols gradually decreases, and an effect display is performed showing the same middle symbol (here, middle 3 symbol) as the reach symbol (here, left 3 symbol and right 3 symbol) approaching the activated line defined by the reach symbol.

[0203] Here, when a normal reach develops into an SPSP reach, the following effect display is performed. That is, when the scroll display of the middle row of symbols is being performed, the same middle symbol (here, a 3 symbol) as the reach symbol passes over the activated line, and as a result, the scroll speed of the middle row of symbols increases, making it difficult to distinguish the middle symbol, and a development effect is performed suggesting that the progress will be to an SPSP reach (see FIG. 11(B)). Specifically, as exemplified in FIG. 11(B), the left 3 symbols are reduced in size and move to the upper left area of ​​the display screen 70, and in the process, they rotate clockwise once around the scroll direction as an axis before moving to the upper left area, and at the same time, the right 3 symbols are reduced in size and move to the upper right area of ​​the display screen 70, and in the process, they rotate clockwise once around the scroll direction as an axis before moving to the upper right area. After that, until the end of the display of the first special pattern, the three left symbols are displayed in a pseudo-stop state in the upper left area, and the three right symbols are displayed in a pseudo-stop state in the upper right area (see Figures 11(C) to (H)).

[0204] Next, when the development effect (see FIG. 11(B)) that suggests the development to SPSP Reach is performed as described above, a blackout effect is performed (see FIG. 11(C)) that makes the player expect the occurrence of the above-mentioned third notice (see FIG. 11(D)). Specifically, until a predetermined time (for example, 3 seconds) has passed since the development effect was performed, as exemplified in FIG. 11(C), a display is performed in which only the reach symbols (here, 3 symbols on the left and 3 symbols on the right) and the icon are superimposed on a solid black background image, and other effect images are not displayed.

[0205] Following this blackout effect, a third preview, for example, a group preview, may be performed (see FIG. 11(D)). Specifically, as shown in FIG. 11(D), a preview is displayed showing a large number of characters moving from right to left on the display screen 70.

[0206] However, this third notice is not necessarily executed when a blackout effect is performed; there are cases where the third notice is executed following the blackout effect and then the SPSP reach begins, and cases where the SPSP reach begins without the third notice being executed following the blackout effect, and the former case has a higher reliability of a jackpot than the latter case.

[0207] In this way, when an SPSP reach begins, an SPSP reach effect image, which is an effect image related to the SPSP reach, is displayed on the display screen 70 (see FIG. 11(E)). This results in an effect display that shows, for example, an attack and defense between the player's character and an enemy character. Then, as the SPSP reach approaches the end, a first effect button operation prompting effect is displayed that prompts the player to operate the first effect button 35 (see FIG. 11(F)). Specifically, a first effect button image that resembles the first effect button 35 and a valid period gauge that indicates the remaining time of the valid period during which operation of the first effect button 35 is valid are displayed.

[0208] In this first effect button operation prompt effect, when the first effect button 35 is operated during its valid period, or when the valid period ends without the first effect button 35 being operated, a cut-in is performed as the fourth notice, for example, by superimposing a predetermined cut-in image on an effect image (other than a reach pattern) displayed on the display screen 70 (see FIG. 11(G)). This cut-in is an effect that suggests the degree of reliability of a jackpot, and there are cases where a green cut-in is performed by superimposing a green cut-in image, a red cut-in is performed by superimposing a red cut-in image, and a gold cut-in is performed by superimposing a gold cut-in image, and when these cut-ins are arranged in order from lowest to highest reliability of a jackpot, the order is green cut-in, red cut-in, gold cut-in.

[0209] When a cut-in occurs in this way and the SPSP reach reaches the end, a second effect button operation prompting effect is performed to prompt the player to operate the second effect button 36 (see Figure 11(H)). Specifically, as exemplified in Figure 11(H), during the valid period of the second effect button operation prompting effect, a second effect button image imitating the second effect button 36, the text "Press!" indicating the operation content of the second effect button 36, and a valid period gauge indicating the remaining time of the valid period are displayed.

[0210] When the second effect button 36 is operated during the valid period of this second effect button operation promotion effect, an operation-responsive effect corresponding to the operation is performed in which three effect symbols indicating a double number are pseudo-stopped and then actually stopped, resulting in a winning notification effect (see Figure 11 (I)).

[0211] In this case, since variation pattern D (see Figure 9(A)) is selected when the display of the variation of the first special pattern this time begins, a win notification effect is performed as an operation-responsive effect. However, if, for example, any of variation patterns H to J illustrated in Figure 9(B) is selected as the variation pattern of the first special pattern this time, a miss notification effect is performed as an operation-responsive effect in which three performance patterns indicating a reach miss are pseudo-stopped and then actually stopped.

[0212] [About the effects that occur during jackpot play] As described above, when the result of the first special symbol determination in the normal gaming state is a "jackpot," one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is stopped and displayed on the first special symbol display 41. Accordingly, three effect symbols representing a double number, such as "222," are stopped on the display screen 70. In the gaming machine 1 of this embodiment, the double numbers "777" and "333" are effect symbols that definitively indicate that the game will be controlled in a probability variable gaming state after the jackpot game ends. When a 3R probability variable is selected as the type of jackpot related to the first special symbol determination (when the jackpot symbol X1 is stopped and displayed), one of these double numbers will be stopped on the display screen 70 as the three effect symbols indicating a probability variable jackpot.

[0213] In this way, when the three performance symbols showing the double numbers "777" or "333" that definitely notify of a probability variable jackpot stop along with the stop display of the jackpot symbol X1, as described above based on Figure 6 (B), a jackpot game including a long opening round game in which the second large prize winning port 28 and the V prize winning port 287 are long opened is executed. For this reason, during this long opening round game, a launch promotion effect (see Figures 12 (B) and (C)) that encourages the player to launch a game ball aimed at the V prize winning port 287 is executed as a round performance, and when the game ball passes through the V prize winning port 287 during this long opening round game, the launch promotion effect ends, and a V prize winning notification effect (see Figure 12 (D)) that notifies that the game ball has entered the V prize is executed.

[0214] On the one hand, as the type of jackpot related to the first special symbol determination, when 3R sure change is selected, and when 3R normal (see Fig. 6(B)) is selected, any one of the seven types of symbol combinations of "111", "222", "444", "555", "666", "888", and "999", excluding the symbol combinations of "777" and "333", will come to a stop on the display screen 70. Here, when the three performance symbols indicating the symbol combination of "777" or "333" come to a stop, a sure change confirmation notification performance that definitely notifies that it is a sure change jackpot during the opening period of the jackpot game is performed. On the other hand, when the three performance symbols indicating any one of the above seven types of symbol combinations come to a stop, during the opening period of the jackpot game, for example, an operation promotion performance that prompts the player to operate the first performance button 35 is performed, and according to the operation of the first performance button 35, a success performance (a performance that notifies that it is a sure change jackpot) or a failure performance (a performance that notifies that it is a normal jackpot) is performed. Specifically, when the type of jackpot is 3R sure change, a success performance is executed according to the operation of the first performance button 35, and when the type of jackpot is 3R normal, a failure performance is executed according to the operation of the first performance button 35.

[0215] In this way, when the above-mentioned sure change confirmation notification performance or (success performance according to the operation of the first performance button 35) is executed during the opening period of the jackpot game (when winning the 3R sure change), a three-round long opening round game including a long opening round game in which the second big winning port 28 and the V winning port 287 are opened for a long time is executed. This three-round long opening round game is as described above based on Fig. 6(B) and the like. On the other hand, when the above-mentioned failure performance is executed during the opening period of the jackpot game (when winning the 3R normal), as described above based on Fig. 6(B), a one-round round game in which the second big winning port 28 is opened for a short time and two long opening round games in which the first big winning port 26 is opened for a long time are executed.

[0216] <When V winning is notified> 12 is a screen diagram showing an example of a presentation when a V prize is announced during a jackpot game. When the result of the first special symbol determination in the normal game state is a "jackpot," and the jackpot symbol X1 (see FIG. 6(B)) indicating a 3R probability change is stopped and displayed on the first special symbol display 41, three presentation symbols indicating a double number of "777," for example, may stop on the display screen 70. In this case, the following presentation is performed during a jackpot game related to the 3R probability change.

[0217] First, during the opening period of the jackpot game related to the 3R probability variable, a predetermined opening effect is executed (see FIG. 12(A)). Specifically, as exemplified in FIG. 12(A), the word "RUSH BONUS" that notifies the type of jackpot this time is displayed in the central area of ​​the display screen 70, and the word "RIGHT HIT" and a right-pointing arrow that encourage the player to hit right are displayed in the upper right area of ​​the display screen 70. The word "RUSH BONUS" definitely notifies that the game will be controlled in a probability variable game state after the jackpot game ends, and the effect that displays the word "RUSH BONUS" functions as the above-mentioned probability variable confirmation notification effect.

[0218] Following the opening period of the jackpot game related to the 3R probability variation in which such an opening effect is performed, a predetermined in-round effect is executed in association with the first round of round play, which is a long-open round play in which the second large prize winning port 28 and the V prize winning port 287 are long-opened (see FIGS. 12(B) and (C)). Specifically, as exemplified in FIGS. 12(B) and (C), three arrows (with the words "hit right") pointing to the V prize winning port 287 and large letters saying "Aim for V" are displayed large on the display screen 70, and a shot promotion effect is executed in which the voice saying "Aim for V" is output from the speaker 38. In addition, the three effect symbols of "777" that actually stopped before the start of this jackpot game are displayed small in the upper left area of ​​the display screen 70.

[0219] Thus, in the first round of play, in which a launch promotion effect is performed to encourage the player to launch a game ball aimed at the V winning opening 287, the second large winning opening 28 is opened for a long time, and 1.5 seconds after the second large winning opening 28 begins to open, the V winning opening 287 begins to open for a long time. This long opening of the V winning opening 287 continues until the tenth game ball enters the second large winning opening 28 or the V winning opening 287 has been open for 10 seconds. Therefore, as long as the player hits the ball to the right in accordance with the launch promotion effect, the player can easily cause the game ball to enter the V winning opening 287. Note that this embodiment describes an example in which the launch promotion effect begins with the start of the first round of play. However, in other embodiments, the launch promotion effect may begin midway through the opening period or at the start of the opening period.

[0220] Next, when the game ball passes through the V winning hole 287 during the first round of play, a predetermined V winning notification effect is executed to notify that the game ball has won a V prize (see FIG. 12(D)). Specifically, for example, an effect display is performed showing two characters holding up a star-shaped emblem containing the letter "V" in joy, and a predetermined V winning notification sound is output from the speaker 38.

[0221] In this way, when the V winning notification effect is executed to notify that the game ball has entered the V during the first round of round play, a predetermined interval period begins, and during the subsequent second round of round play (long-open round play of the first large winning port 26), the star-shaped emblem is displayed in a small size in the lower left area of ​​the display screen 70 (see FIG. 12(E)). Although not shown in FIG. 12, the same effect as during the second round of round play is performed during the third round of round play. Then, when the ending period of the jackpot game following the third round of round play begins, the words "Bakusoku RUSH Enter!" are displayed in large size in the central area of ​​the display screen 70, and the sound "Bakusoku RUSH Enter!" is output from the speaker 38 to notify that a presentation in a presentation mode called "Bakusoku RUSH" will begin, which definitely notifies that the game is in a "probable game state."

[0222] In the gaming machine 1 of this embodiment, when the game is controlled in a special probability game state after the jackpot game ends, the Bakusoku RUSH effect is executed first, and then, halfway through the special probability game state, the Gekitou RUSH effect, which is different from the Bakusoku RUSH, is executed. These effect modes and the effects executed in each effect mode will be described in detail later based on the drawings from Figure 20 onwards.

[0223] [About the effects after the reach success provocation effect] Next, with reference to Fig. 13 to Fig. 15, the effects after the reach establishment prompting effect (an example of a first effect) will be described. Here, Fig. 13 is a screen diagram illustrating the reach establishment prompting effect and the reach establishment success effect (an example of a second effect). Fig. 14 is a screen diagram illustrating the reach establishment prompting effect and the reach establishment failure effect. Fig. 15 is a time chart illustrating the flow of the effect when the reach establishment prompting effect is executed.

[0224] As described above with reference to FIG. 8, in the gaming machine 1 of this embodiment, when the first special symbol is being displayed in a variable manner in the normal game mode and a pre-reach effect (see FIG. 8(D)) is being performed, a reach-achievement prompting effect (see FIG. 8(J)) that encourages the player to expect a reach-achievement may be executed. When this reach-achievement prompting effect is executed, a single press promotion effect (see FIG. 8(K)) (prompting the player to single press the first effect button 35) is executed following the reach-achievement prompting effect, and a reach-achievement success effect (see FIG. 8(M)) or a reach-achievement failure effect (see FIG. 8(L)) is executed as an effect corresponding to the operation performed in response to the single press of the first effect button 35 in response to this single press promotion effect. That is, depending on the operation (single press) of the first effect button 35 during the valid period for the single press promotion effect, there are cases where a reach-achievement success effect is executed without a reach-achievement failure effect being executed, and cases where a reach-achievement failure effect is executed without a reach-achievement success effect being executed.

[0225] <Examples of reach success promotion and reach success promotion> Here, first, with reference to Figure 13, we will explain a specific example of a series of effects when the effects progress in the order of a reach establishment prompting effect, a single press promotion effect, and a reach establishment success effect. Figure 13 (A) illustrates a state in which two reserve icons (for example, a red reserve icon and a white reserve icon) are displayed in the reserve icon display area 71, and a loss symbol is stopped and displayed as the first special symbol to notify that the determination result of the first special symbol determination corresponding to the icon displayed in the icon display area 72 is "miss." In this way, when a predetermined determination time (0.5 seconds in this embodiment) has elapsed since the loss symbol was stopped and displayed as the first special symbol, the first special symbol determination corresponding to the earliest reserve icon (here, the red reserve icon) displayed in the reserve icon display area 71 is executed. If the result of the first special pattern determination is a "jackpot" and pattern C (see Figure 9(A)) is selected as the variation pattern of the first special pattern, or if the result of the first special pattern determination is a "miss" and pattern H (see Figure 9(B)) is selected as the variation pattern of the first special pattern, the following presentation may be performed.

[0226] That is, when the first special pattern determination corresponding to the first reserved icon (here, the red reserved icon) is executed and the variable pattern C (or variable pattern H) is selected, the variable display of the first special pattern begins in response to the execution of this first special pattern determination, and the red reserved icon shifts from the reserved icon display area 71 to the icon display area 72, and the scrolling display of the three pattern rows begins (see Figures 13(A) and (B)). Note that Figure 13(B) illustrates the state immediately after the reserved icons displayed in the reserved icon display area 71 change from two to one with the start of the pattern variation corresponding to the red reserved icon.

[0227] In this way, when a predetermined time has elapsed since the start of the pattern change corresponding to the red pending icon, the reach establishment prompting effect (see FIG. 8(J)) starts (see FIG. 13(C)). In this embodiment, this reach establishment prompting effect is composed of a character dialogue effect (see FIG. 13(C)) and a reach pattern appearance effect (see FIG. 13(D)) following the character dialogue effect.

[0228] In the character dialogue effect, as exemplified in Fig. 13(C), a predetermined character appears on the display screen 70, and an effect image showing the character uttering the line "A big chance with a reach!?" is displayed on the display screen 70, and accompanying this, a sound with the same content as the above line is output from the speaker 35. Note that this character dialogue effect is an effect that is performed before the effect pattern that can become a reach pattern is visibly displayed, and in this embodiment, it is performed while the scrolling display of the three pattern rows continues (see Fig. 13(C)).

[0229] In the reach symbol appearance effect, as exemplified in Fig. 13(D), an effect display is performed in which one effect symbol constituting the left column of symbols (here, left 3 symbols) and one effect symbol constituting the right column of symbols (here, right 3 symbols) slowly descend simultaneously. In this way, when the two common effect symbols descend to a predetermined position in the reach symbol appearance effect, a single press promotion effect is started (see Fig. 13(E)). This single press promotion effect is executed during the valid period in which operation of the first effect button 35 is valid, and in this single press promotion effect, a first effect button image imitating the first effect button 35, the word "PRESS!" indicating the content of the operation to be performed on the first effect button 35, and a valid period gauge indicating the remaining time of the valid period in which operation of the first effect button 35 is valid are displayed.

[0230] When the player operates the first effect button 35 during the valid period of such a single-push promotion effect, the valid period ends and a reach-establishment success effect (see FIG. 8(M)) is executed (see FIG. 13(F)). This reach-establishment success effect is an effect that notifies the player that a reach has been successfully established, and in this embodiment, as exemplified in FIG. 13(F), two effect symbols (here, three symbols on the left and three symbols on the right) that have descended to a predetermined position are further descended to the effective line and pseudo-stopped on the effective line, and a linear image extending across these effect symbols is displayed, and further, an effect image is displayed showing a character that has appeared in a character line effect uttering the line "Good job!!"

[0231] This successful reach effect is executed when the first effect button 35 is operated during the valid period of the single press promotion effect, or when the valid period of the single press promotion effect ends without the first effect button 35 being operated.

[0232] When the reach establishment success performance is executed in this way, the development performance and blackout performance are executed in the same manner as described above based on Figures 11(B) and (C) (see Figures 13(G) and (H)), and it will develop directly into SPSP reach without passing through normal reach or SP reach (see Figure 13(I)). Figures 13(G) to (I) illustrate how the development performance directly develops into SPSP reach via blackout performance, but as exemplified in Figures 11(B) to (E), there are also performance patterns that develop directly into SPSP reach from the development performance via blackout performance and group notice.

[0233] 11(E)-(I), the detailed explanation will be omitted here. Here, while referring to FIG. 13, the example is explained in which a series of effects progresses in the order of the reach establishment inciting effect, the single push promotion effect, the reach establishment success effect, and the SPSP reach during the variable display of the first special symbol corresponding to the red reserved icon, but there are also cases where this series of effects progresses during the variable display of the first special symbol corresponding to the white reserved icon, which is the default reserved icon, or during the variable display of the first special symbol corresponding to a special icon other than red.

[0234] In addition, in this embodiment, the reach-achi achievement prompting effect is described as being composed of the character dialogue effect and the reach symbol appearance effect exemplified in Figures 13(C) and (D), but the reach-achi achievement prompting effect may be other effects as long as it can make the player expect a reach achievement. For example, it may be possible to execute the reach symbol appearance effect as the reach-achi achievement prompting effect without executing the character dialogue effect.

[0235] <Examples of reach success and reach failure> Next, a specific example of a series of effects when the effects progress in the order of reach establishment encouraging effect, single push promoting effect, and reach establishment failure effect will be described with reference to Fig. 14. When the result of the first special symbol determination performed in the normal gaming state is "miss" and variation pattern L (see Fig. 9(C)) is selected as the variation pattern of the first special symbol, when the first special symbol is displayed in variation pattern L, the following effects are performed.

[0236] When the first special symbol is displayed in a variable pattern L, a reach-establishment promotion effect consisting of a character dialogue effect and a reach symbol appearance effect is executed, similar to the one described above based on Figures 13(C) and (D) (see Figures 14(A) and (B)). Figure 14(A) illustrates an example in which a character dialogue effect similar to that of Figure 13(C) is being performed, with one reserved icon displayed in the reserved icon display area 71 and three symbol rows corresponding to the icon (here, the white icon) displayed in the icon display area 72 being scrolled. Also, Figure 14(B) illustrates an example in which a reach symbol appearance effect similar to that described above based on Figure 13(D) is being performed, which shows one symbol (here, the left four symbols) constituting the left symbol row and one symbol (here, the right four symbols) constituting the right symbol row slowly descending simultaneously.

[0237] When the two common effect symbols descend to a predetermined position due to such a reach symbol appearance effect, a single press promotion effect similar to the single press promotion effect exemplified in FIG. 13(E) is initiated (see FIG. 14(C)). If the player operates the first effect button 35 during the valid period of this single press promotion effect, a reach-to-be-achieved failure effect (see FIG. 8(L)) is executed (see FIGS. 14(D)-(G)). This reach-to-be-achieved failure effect is an effect that notifies the player that a reach has not been achieved. In the reach-to-be-achieved failure effect in this embodiment, first, of the two effect symbols (here, the left four symbols and the right four symbols) that have descended to a predetermined position, the left symbol (here, the left four symbols) further descends to the pay line and pseudo-stops on the pay line, but a sliding effect occurs in which the right symbol (here, the right four symbols) passes over the pay line, and the scrolling display of the right column of symbols is resumed (see FIG. 14(D)). Then, a right symbol (here, the right 5 symbol) representing a number one greater than the left symbol that has stopped pseudo-stop on the active line descends, and an effect is displayed showing the right symbol stopping pseudo-stop on the active line (see Figures 14(E) and (F)). At the same time, an effect is displayed showing the character that appeared in the character dialogue effect (see Figure 14(A)) saying something like "Sorry..."

[0238] In this way, when the left symbol and the right symbol representing a number "1" larger than the left symbol pseudo-stop on the valid line, an effect display is performed showing the middle symbol representing the same number as the right symbol descending (see FIG. 14(G)). Then, at the end of this first special symbol, the left symbol, the middle symbol representing a number "1" larger than the left symbol, and the right symbol representing a number "1" larger than the left symbol are pseudo-stopped, and as the losing symbol is stopped and displayed as the first special symbol, a loss notification effect is executed in which these three effect symbols actually stop (see FIG. 8(C), FIG. 14(H)-(I)).

[0239] In addition, the above-mentioned reach completion failure effect is executed when the first effect button 35 is operated during the valid period of the single press promotion effect, or when the valid period of the single press promotion effect ends without the first effect button 35 being operated.

[0240] 13 and 14, a specific example of a series of effects when a reach-establishment successful effect (or a reach-establishment unsuccessful effect) is executed after a reach-establishment prompting effect (and a single-push prompting effect) has been explained. The reach-establishment prompting effect is an effect that can be a trigger for the execution of an SPSP reach, which is a reach-establishment effect with high reliability. For this reason, by executing the reach-establishment prompting effect, it is possible to effectively increase the player's expectations for a jackpot.

[0241] Furthermore, the gaming machine 1 of this embodiment employs the following configuration in relation to the display of icons (reserved icons and the icon in question). That is, in the gaming machine 1 of this embodiment, while the first special symbol corresponding to a white or blue icon is being displayed in a variable manner, the reach effect may or may not be executed. On the other hand, while the first special symbol corresponding to a green or red icon, which has a higher reliability of a jackpot, is being displayed in a variable manner, the reach effect is always executed. And, as described above, when the reach effect is executed after the reach effect establishment provocation effect, the game progresses directly to the SPSP reach without passing through the normal reach or SP reach.

[0242] In the gaming machine 1 of this embodiment, since such a configuration is adopted, for example, by executing a reach-establishment prompting effect while a green icon (or a red icon) is displayed, the player can be made aware that the game will progress to an SPSP reach at that point, and it is possible to effectively increase the player's expectations for a jackpot from an earlier stage than when a reach-establishment successful effect is executed. Also, even when a reach-establishment prompting effect is executed while a white icon (or a blue icon) is displayed, there is a possibility that the game will progress directly to an SPSP reach afterwards, which can surprise players who were not expecting a jackpot based on the display color of the icon, and as a result, it is possible to obtain a high performance effect.

[0243] <Playback control of effect sounds when reach completion promotion effect is executed> Next, the playback control of the effect sound when a reach-established prompting effect is executed will be described with reference to Fig. 15. Here, Fig. 15 is a time chart illustrating the flow of the effect when a reach-established prompting effect is executed, Fig. 15(A) illustrates the flow of the effect when a reach-established failure effect is executed after a reach-established prompting effect, and Fig. 15(B) illustrates the flow of the effect when a reach-established success effect is executed after a reach-established prompting effect.

[0244] In the gaming machine 1 of this embodiment, when the variable display of the first special symbol starts in the normal gaming state, the sub-CPU 91 transmits a variable performance start command to the image and sound control board 100 (and the lamp control board 120) to instruct the start of the variable performance in the variable performance pattern set in the processing of step S163 (see FIG. 49) and the execution of the preview performance in the preview performance pattern set in the processing of step S164 (see FIG. 49). In response to this, the image and sound control CPU 101 of the image and sound control board 100 instructs the VDP 104 to execute a process of displaying image data stored in the CGROM 105 on the image display device 7, and instructs the sound DSP 107 to execute a process of outputting sound data stored in the sound ROM 108 from the speaker 38, based on the received variable performance start command. As a result, the variable performance (and preview performance) in the performance pattern set by the sub-CPU 91 is realized using the image display device 7, the speaker 38, etc.

[0245] (When a reach failure effect is executed) As described above, when the first special symbol is displayed in a variable pattern L (see FIG. 9(C)) in the normal game state, the effects may progress in the order of a reach-achi achievement encouraging effect (see FIG. 8(J)), a single push promotion effect (see FIG. 8(K)), a reach-achi achievement failure effect (see FIG. 8(L)), and a miss notification effect (see FIG. 8(C)). Specific examples of this series of effects are as described above with reference to FIG. 14. During the variable display of the first special symbol in which this series of effects is performed, the following sound effects are reproduced using the speaker 38.

[0246] That is, as exemplified in Fig. 15(A), a predetermined sound effect is played from the start of the variable display of the first special symbol in the variable pattern L until the start of the character dialogue effect (see Fig. 14(A)) that constitutes the reach-achi achievement prompting effect. Then, during the execution period of the character dialogue effect and the reach-achi symbol appearance effect (see Fig. 14(B)) as the reach-achi achievement prompting effect on the display screen 70, a predetermined music exclusive to the prompting effect that heightens the player's anticipation for the reach achievement is played (see Fig. 15(A)). This music exclusive to the prompting effect is a music exclusive to the reach-achi achievement prompting effect that is played only during the execution period of the reach-achi achievement prompting effect, and the playback of the music exclusive to the prompting effect ends with the start of the valid period related to the single press promotion effect (see Fig. 14(C)), and during this valid period, there is a silent period in which no sound effect is played.

[0247] In this way, the character dialogue effect, the reach pattern appearance effect, and the playback of music specifically for the hype effect increase the player's anticipation for the reach to be achieved, and then the game transitions to the silent period described above, allowing the player to concentrate on operating the first effect button 35 while hoping for the reach to be achieved.

[0248] The valid period (and silent period) for the single press promotion effect ends when the first effect button 35 is operated during the valid period, or when a preset time from the start to the end of the valid period has elapsed without the first effect button 35 being operated during the valid period. As the valid period for the single press promotion effect ends, a reach-success failure effect (see FIGS. 14(D) to (G)) is performed on the display screen 70. During the execution period of this reach-success failure effect, a predetermined music dedicated to failure effect is played to effectively notify that the reach has failed to be achieved (see FIG. 15(A)). Then, as the miss notification effect following the reach-success failure effect starts, the playback of the music dedicated to failure effect ends and the playback of a predetermined variable effect sound begins.

[0249] Here, the music dedicated to the failure effect is a music dedicated to the failure to reach effect that is played only during the execution period of the failure to reach effect, and the playback of the music dedicated to the failure effect starts with the end of the valid period for the single press promotion effect (see Figure 14 (C)) and ends with the start of the miss notification effect.

[0250] (When a successful reach is achieved) As described above, when the first special symbol is displayed in a variable pattern C (see FIG. 9(A)) or a variable pattern H (see FIG. 9(B)) in the normal game state, the effects may progress in the order of a reach establishment encouraging effect (see FIG. 8(J)), a single push promotion effect (see FIG. 8(K)), a reach establishment success effect (see FIG. 8(M)), and an SPSP reach (see FIG. 8(I)). Specific examples of this series of effects are as described above with reference to FIG. 13. During the variable display of the first special symbol in which this series of effects is performed, the following sound effects are reproduced using the speaker 38.

[0251] That is, as exemplified in Fig. 15(B), from the start of the variable display of the first special symbol in the variation pattern C (or variation pattern H) until the start of the character dialogue effect (see Fig. 13(C)) constituting the reach establishment prompting effect, a predetermined variation effect sound is played. Then, during the execution period of the character dialogue effect and the reach symbol appearance effect (see Fig. 13(D)) as the reach establishment prompting effect on the display screen 70, a predetermined music exclusively for the prompting effect is played (see Fig. 15(B)), as described above based on Fig. 15(A). The playback of this music exclusively for the prompting effect ends with the start of the valid period related to the single press prompting effect (see Fig. 13(E)), and during this valid period, there is a silent period in which no sound effect is played.

[0252] The flow of the presentation and the playback control of the presentation sound until the valid period for this single press promotion presentation ends are the same as those described above based on FIG. 15(A), but if variation pattern C (or variation pattern H) is selected, as the valid period for the single press promotion presentation ends, a reach-establishment success presentation (see FIG. 13(F)) is performed on the display screen 70. During the execution period of this reach-establishment success presentation, a predetermined music exclusive to the success presentation is played to effectively notify that the reach has been successfully established (see FIG. 15(B)). Then, during the period in which the development presentation (and blackout presentation) is executed following the reach-establishment success presentation, there is a silent period, just like during the valid period of the single press promotion presentation. After that, when the presentation develops into an SPSP reach, playback of the SPSP music begins (see FIG. 15(B)).

[0253] Here, the music dedicated to the success effect is a music dedicated to the success effect of the reach that is played only during the execution period of the success effect of the reach, and the playback of the music dedicated to the success effect starts with the end of the valid period for the single press promotion effect (see Figure 13(E)) and ends with the start of the development effect (see Figure 15(B)).

[0254] (About the acoustic data) The sound ROM 108 (see FIG. 5) stores SPSP direct development sound data and failure sound data as sound data for playing dedicated music corresponding to the reach-established hyping effect, reach-established success effect, and reach-established failure effect, respectively. Here, the SPSP direct development sound data is sound data for playing music dedicated to the hyping effect and the success effect, and in this embodiment, it is configured to have a hyping part and a success part (see FIGS. 15(A) and (B)). On the other hand, the failure sound data is sound data for playing music dedicated to the failure effect, and in this embodiment, it is configured to have a failure part (see FIG. 15(A)).

[0255] As exemplified in FIG. 15(B), when a reach-established successful performance is executed after a reach-established encouraging performance, the audio DSP 107 reads SPSP direct development audio data from the audio ROM 108 to the SDRAM 109 and executes data processing based on instructions from the image and audio control CPU 101. Then, during the execution of the reach-established encouraging performance, the encouraging part of the data-processed SPSP direct development audio data is output to the speaker 38 via the amplifier 110. Then, during the execution of the single-press prompting performance, the output of the data-processed SPSP direct development audio data is suspended, and with the start of the reach-established successful performance, the output of the SPSP direct development audio data is resumed from the success part of the data-processed SPSP direct development audio data. As a result, during the execution of the reach-established encouraging performance, the encouraging part is output, thereby playing music dedicated to the encouraging performance, and during the execution of the reach-established successful performance, the success part is output, thereby playing music dedicated to the success performance (see FIG. 15(B)).

[0256] On the other hand, as exemplified in FIG. 15(A), when a reach-establishment failure effect is executed after a reach-establishment prompting effect, the audio DSP 107 reads the SPSP direct development audio data and the failure audio data from the audio ROM 108 to the SDRAM 109 and executes data processing based on instructions from the image and audio control CPU 101. Then, during the execution of the reach-establishment prompting effect, the prompting part of the SPSP direct development audio data after data processing is output to the speaker 38 via the amplifier 110, and with the start of the single press prompting effect, the output of the SPSP direct development audio data is terminated. Thereafter, with the start of the reach-establishment failure effect, the output of the failure audio data after data processing is started. As a result, during the execution of the reach-establishment prompting effect, the prompting part of the SPSP direct development audio data is output, thereby playing music dedicated to the prompting effect, and during the execution of the reach-establishment failure effect, the failure audio data is output, thereby playing music dedicated to the failure effect (see FIG. 15(A)).

[0257] (About the melody) The music dedicated to the hype effect that is played during the execution of the reach-achi achievement prompting effect is configured as a first musical melody that heightens the player's anticipation for the reach achievement (see Figures 15(A) and (B)). In contrast, the music dedicated to the success effect that is played during the execution of the reach-achi achievement success effect that may be performed after the reach-achi achievement prompting effect is configured as a second musical melody that is different from the first musical melody and that effectively notifies the player that the reach has been achieved (see Figure 15(B)).

[0258] In the gaming machine 1 of this embodiment, the playback of the music dedicated to the hype effect and the music dedicated to the success effect are realized by one sound data called SPSP direct development sound data (see FIG. 15(B)). Therefore, the SPSP direct development sound data is configured as sound data for playing a performance music of a first melody in the hype part, and for playing a performance music of a second melody in the success part. In other words, when the SPSP direct development sound data outputs the hype part and the success part consecutively, the melody of the performance music being played changes midway when the output of the success part starts.

[0259] In addition, in the gaming machine 1 of this embodiment, the playback of the music dedicated to the failure effect is realized by failure sound data (see Figure 15 (A)), and this failure sound data is configured as sound data for playing an effect music of a third music style that is different from the first music style and also different from the second music style.

[0260] In this embodiment, the melody of the music dedicated to the hype effect, the melody of the music dedicated to the success effect, and the melody of the music dedicated to the failure effect are all different. Therefore, when a reach-achi success effect (or reach-achi failure effect) is executed after a reach effect hype effect, it is easy to determine whether a reach-achi success effect or a reach-achi failure effect is being executed based on the melody of the effect music output from the speaker 38, and a high effect can be achieved by the synergistic effect of the reach-achi success effect (or reach-achi failure effect) being executed on the display screen 70 and the effect music output from the speaker 38.

[0261] (Regarding gaming machine 1 capable of executing reach-achievement prompting effects and reach-achievement success effects) So far, we have explained the effects such as reach-establishment prompting effects, reach-establishment success effects, and reach-establishment failure effects executed in the gaming machine 1 of this embodiment, but such a gaming machine 1 can be considered as a gaming machine as follows.

[0262] A determination means for determining whether or not to execute a special game (for example, a jackpot game) advantageous to a player (for example, a main CPU 81 that executes a jackpot determination process in step S308 of FIG. 38, which will be described later: see FIG. 5); When the determination means determines that the special game is to be executed, a special game execution means (for example, the main CPU 81 that executes the special game opening / closing control process in step S6 of FIG. 35) executes the special game; A performance control means (for example, a sub-CPU 91: see FIG. 5) for controlling the performance, The performance control means Based on the result of the determination (for example, the determination result of the first special symbol determination in the normal gaming state), a first effect (for example, a reach establishment inciting effect: see Figs. 13(C)-(D), 14(A)-(B), and 15) and a second effect that can be performed after the first effect (for example, a reach establishment success effect: see Fig. 13(F) and 15) can be executed. During the execution of the first effect and the second effect, a predetermined effect music (for example, a music exclusively for the promotion effect and a music exclusively for the success effect exemplified in FIG. 15(B)) that is not output when these effects are not being executed is played, The performance control means A gaming machine characterized by controlling the playback of performance music so that a performance music of a first melody is played during execution of the first performance, and a performance music of a second melody different from the first melody is played during execution of the second performance (see Figure 15 (B)).

[0263] According to this gaming machine, during the execution of the first and second effects, a predetermined musical effect is played that is not output when these effects are not being executed, and musical effects of different tunes (for example, a tune dedicated to the promotional effect and a tune dedicated to the success effect) are played during the execution of the first and second effects (see, for example, FIG. 15(B)). Therefore, a player can easily recognize that the first or second effect is being executed based on the musical effect being played, and can easily determine whether the first or second effect is being executed based on the musical effect of the musical effect being played. Therefore, it is easy to prevent the player from noticing that the first effect has shifted to the second effect, and a high performance effect can be obtained by the synergistic effect of the execution of the first and second effects and the playback of the musical effect.

[0264] (Other configurations related to reach success, reach success, and reach failure) The following configurations may be adopted for the reach success prompting effect, reach success effect, and reach failure effect.

[0265] That is, in this embodiment, during the period from the end of the reach establishment prompting effect to the start of the reach establishment success effect (or reach establishment failure effect), a single press promotion effect is executed to prompt the player to single press the first effect button 35, and the reach establishment success effect (or reach establishment failure effect) is executed in response to a single press of the first effect button 35 during the valid period of this single press promotion effect. In contrast to this, in other embodiments, instead of the single press promotion effect that prompts the player to single press the first effect button 35, for example, a repeated press promotion effect is executed to prompt the player to repeatedly press the first effect button 35, and the reach establishment success effect (or reach establishment failure effect) may be executed on the condition that the number of times the first effect button 35 is operated during the valid period of this repeated press promotion effect. In addition, for example, a configuration may be adopted in which a long press promotion effect is executed to encourage the player to press and hold the first effect button 35, and a reach success effect (or reach failure effect) is executed on the condition that the operation time of the first effect button 35 during the valid period of this long press promotion effect reaches a predetermined time.

[0266] Furthermore, the operating means operated by the player in response to the single press promotion effect (see FIG. 15) in this embodiment and the rapid-press promotion effect in the other embodiments described above is not limited to the first effect button 35, but may also be the second effect button 36. In other words, following the reach establishment encouraging effect, a single press promotion effect (or rapid-press promotion effect) may be executed to encourage the player to single press (or rapid press) the second effect button 36, and a reach establishment success effect (or reach establishment failure effect) may be executed in response to a single press (or a predetermined number of intermittent operations: rapid presses) of the second effect button 36 during the valid period related to the single press promotion effect (or rapid-press promotion effect).

[0267] In addition, following the reach establishment prompting effect, a first single press promotion effect is executed to prompt the player to single press the first effect button 35, and a second single press promotion effect is executed to prompt the player to single press the second effect button 36, and a reach establishment success effect (or reach establishment failure effect) is executed depending on the single press of the first effect button 35 (or the second effect button 36) during the validity period of either of these two single press promotion effects.

[0268] When adopting a configuration in which one of these two single press promotion effects is executed following a reach establishment encouraging effect, it is possible to also adopt a configuration in which, for example, when the second single press promotion effect is executed, the reach establishment successful effect is more likely to be executed (i.e., it is more likely to develop directly into an SPSP reach) than when the first single press promotion effect is executed.

[0269] Furthermore, for example, when a reach establishment successful effect is executed after a reach establishment prompting effect (i.e., when it develops directly into an SPSP reach), there are times when the first single press prompting effect is executed and times when the second single press prompting effect is executed, whereas it is also possible to adopt a configuration in which when a reach establishment unsuccessful effect is executed after a reach establishment prompting effect, the first single press prompting effect is always executed and the second single press prompting effect is never executed.

[0270] When this configuration is adopted, if the second single-press promotion effect is executed following the reach-establishment prompting effect, the reach-establishment failure effect will not be executed, and the reach-establishment success effect will always be executed in response to a single press of the first effect button 35. Therefore, the player can recognize that the reach-establishment success effect will be executed later (i.e., it will directly develop into an SPSP reach) at the time the second single-press promotion effect starts, and the player's sense of anticipation for the execution of a jackpot game can be effectively increased even before the player performs an operation, and it is possible to provide the player with a strong motivation for operating the second effect button 36.

[0271] Furthermore, in this embodiment, a configuration is adopted in which, when a reach-achievement successful effect is executed, the effect progresses directly to an SPSP reach without passing through a normal reach or an SP reach. Therefore, instead of the playback control (see FIG. 15(B)) of playing a success-effect-dedicated music different from the SPSP dedicated music in conjunction with the execution of a reach-achievement successful effect, other playback control may be executed, such as playing a part of the SPSP dedicated music as a success-effect-dedicated music. When a configuration for executing such other playback control is adopted, it is conceivable to also adopt a configuration in which, for example, playback of the SPSP dedicated music is started in conjunction with the start of a reach-achievement successful effect, playback of the SPSP dedicated music is interrupted in conjunction with the end of the reach-achievement successful effect, and then playback of the SPSP dedicated music is resumed in conjunction with the start of an SPSP reach.

[0272] Furthermore, in this embodiment, an example will be described in which the valid period for the single press promotion effect (see FIGS. 15(A) and (B)), the execution period for the development effect (see FIG. 15(B)), and the execution period for the blackout effect (see FIG. 15(B)) are all silent periods, but at least one of these three periods may be an effect sound playback period in which an effect sound is played. However, if the valid period for the single press promotion effect is set as the effect sound playback period, it is preferable to play an effect sound that has a different melody from the music dedicated to the promotion effect, a different melody from the music dedicated to the success effect, and a different melody from the music dedicated to the failure effect during the valid period. Furthermore, if the execution period for the development effect is set as the effect sound playback period, it is preferable to play an effect sound that has a different melody from the music dedicated to the success effect, and if the execution period for the blackout effect is set as the effect sound playback period, it is preferable to play an effect sound that has a different melody from the music dedicated to the SPSP effect.

[0273] In this embodiment, the SPSP direct development sound data is configured so that when the provocative part and the successful part of the SPSP direct development sound data exemplified in FIG. 15 are played consecutively, the melody changes with the start of the successful part. The SPSP direct development sound data is configured so that the playback time required to play the provocative part from start to finish is equal to the time from the start to the end of the reach-established provocative effect. In contrast, in other embodiments, the playback time required to play the provocative part from start to finish may be longer than the time from the start to the end of the reach-established provocative effect, and the playback of the provocative part may be interrupted midway as the reach-established provocative effect ends. Such music control gives the player the feeling that the music dedicated to the provocative effect has been interrupted before reaching a good stopping point (i.e., the melody of the first melody has been interrupted midway). As a result, the start of the single press prompt effect can be more effectively notified.

[0274] Furthermore, in this embodiment, as illustrated in Figure 15(A), an example is described in which the playback of music exclusively for hype effects and the playback of music exclusively for failure effects are realized using two pieces of sound data: SPSP direct development sound data and failure sound data. However, in other embodiments, one piece of sound data consisting of an hype part and a failure part as illustrated in Figure 15(A) may be prepared, and this one piece of sound data may be used to realize the playback of music exclusively for hype effects and the playback of music exclusively for failure effects.

[0275] Furthermore, in this embodiment, an example is described in which the playback of music exclusively for hyping performances (an example of a "performance music with a first melody") and the playback of music exclusively for success performances (an example of a "performance music with a second melody") are realized using a single piece of sound data called SPSP direct development sound data, but in other embodiments, sound data for playing music exclusively for hyping performances and sound data for playing music exclusively for success performances may be prepared separately, and these sound data may be output separately from speaker 38.

[0276] In addition, in this embodiment, a case will be described as an example in which, following the reach establishment prompting effect, a single press prompting effect is executed as an operation prompting effect, and a reach establishment success effect (or reach establishment failure effect) is executed as an operation response effect in response to an operation by the player (a single press of the first effect button 35). In contrast to this, in other embodiments, instead of executing an operation prompting effect after the reach establishment prompting effect, a configuration in which a reach establishment success effect (or reach establishment failure effect) is executed following the reach establishment prompting effect (irrespective of an operation by the player) may be adopted.

[0277] In addition, in this embodiment, when a reach-establishment successful effect is executed, an SPSP reach is started after executing a development effect and a blackout effect, but in other embodiments, a configuration may be adopted in which an SPSP reach is started without executing either one or both of these two effects. In other words, an SPSP reach may be executed following a reach-establishment successful effect.

[0278] In addition, in this embodiment, an example is described in which the "first effect" is a reach-establishment inciting effect and the "second effect" is a reach-establishment successful effect, but the "first effect" and "second effect" are not limited to these effects. For example, when it is possible to execute a step-by-step effect that can be changed in stages up to a predetermined number (for example, "4"), it is also possible to employ a configuration in which the first-stage effect is executed as the "first effect" and the second-stage effect is executed as the "second effect," or a configuration in which the second-stage effect is executed as the "first effect" and the third-stage effect is executed as the "second effect."

[0279] So far, we have explained in order the configurations that can be adopted in other embodiments, etc., in relation to the reach-establishment prompting effects, reach-establishment success effects, reach-establishment failure effects, etc., but it goes without saying that it is also possible to create a configuration in which these configurations are combined as appropriate.

[0280] [About the SP Reach Notice and SPSP Reach Notice] In the gaming machine 1 of this embodiment, during the SP reach (see FIG. 8(H)), a battle effect (hereinafter also referred to as "first half battle effect") is executed in which the player's character fights an enemy character, and different effects are executed depending on the results of this first half battle effect. Specifically, if the player's character ultimately wins against the enemy character in the first half battle effect, a win notification effect (see FIG. 8(G)) is executed at the end of the SP reach, and if the player's character ultimately loses to the enemy character in the first half battle effect, a loss notification effect (see FIG. 8(G)) is executed at the end of the SP reach.

[0281] Furthermore, in the first half battle performance, a pinch performance (see, for example, FIG. 16(A)) is executed, which shows the player's character about to be defeated by the enemy character, and then a rapid-fire promotion performance (see FIG. 8(N) and FIG. 16(C)) that encourages the player to rapidly press the first performance button 35 may occur. When this rapid-fire promotion performance occurs, a rescue failure performance (see FIG. 16(F)) that shows the player's character's rescue fails, or a rescue success performance (see FIG. 16(E)) that shows the player's character's rescue succeeds, is executed as an operation response performance in response to the player's rapid pressing of the first performance button 35. Here, when a rescue failure performance is executed, the game does not develop into an SPSP reach, and a miss notification performance is executed at the end of the SP reach (see FIGS. 8(N) and (G)). On the other hand, if a successful rescue effect is executed, the SP reach will progress to an SPSP reach, and a winning notification effect (or a losing notification effect) will be executed in the SPSP reach (see Figures 8(I) and (G)).

[0282] In this way, when the rescue success performance is executed and it develops from the SP reach to the SPSP reach, during the SPSP reach, a battle performance (hereinafter also referred to as the "latter half battle performance") is executed in which the self-character revived by the rescue fights again with the same enemy character that appeared during the SP reach. And when the self-character finally wins against the enemy character in the latter half battle performance, a winning notification performance (see Fig. 8(G)) (see Fig. 19) is executed at the end of the SPSP reach. Also, when the self-character finally loses to the enemy character in the latter half battle performance, a losing notification performance (see Fig. 8(G)) is executed at the end of the SPSP reach.

[0283] Also, in the gaming machine 1 of this embodiment, during the execution of the first half battle performance in the SP reach, a preview performance (preview during SP reach) using the first suggestion image (for example, see Fig. 16(E)) is executed. By this preview during SP reach, it is suggested that there is a possibility that a big win game will be executed, and it is notified whether it will develop into the SPSP reach. Also, during the execution of the latter half battle performance in the SPSP reach, a preview performance (preview during SPSP reach) using the above-mentioned first suggestion image and the second suggestion image (for example, the weapon possessed by the self-character: see Fig. 19(B)) is executed. By this preview during SPSP reach, it is suggested that there is a possibility that a big win game will be executed.

[0284] Hereinafter, a specific example of the preview during the SP reach when it does not develop into the SPSP reach will be described while referring to Figs. 16 and 17. Here, Fig. 16 is a screen diagram showing a specific example of the preview during the SP reach that is performed when a losing notification performance is executed in the SP reach, and Fig. 17 is an explanatory diagram for explaining the first suggestion image displayed during the SP reach.

[0285] <Preview during SP reach when it does not develop into the SPSP reach> For example, if the result of the first special pattern determination performed by the main CPU 81 during normal game play is a "miss" and variation pattern G (see Figure 9(B)) is selected as the variation pattern for the first special pattern, when the first special pattern is displayed in a varying manner according to this variation pattern G, a series of effects illustrated in Figure 16 may be executed.

[0286] 16(A) illustrates an example in which a first half battle effect is being executed during an SP reach when a reach of four symbols is established during the variable display of the first special symbol in the variable pattern G corresponding to the icon (e.g., the red icon) displayed in the icon display area 72. In the first half battle effect, after an effect display showing repeated offense and defense between the player's character and the enemy character is executed, as illustrated in FIG. 16(A), a pinch effect may be executed showing the player's character being attacked by the enemy character (e.g., a monster) and about to be defeated. FIG. 16(A) illustrates an example in which the player's character, having been attacked by the enemy character, drops the weapon (here, a sword) that he was holding and is about to fall.

[0287] When such a pinch effect is performed, an explanatory effect is performed before the rapid-fire effect described below (see FIG. 16(B)). This explanatory effect is an effect that explains that if a friend succeeds in rescuing your character, there is a great chance of a big win, and specifically, a message such as "Save up energy and rescue! A friend appears, a great chance!?" is displayed on the display screen 70, and a sound with the same content as this message is output from the speaker 38.

[0288] When the explanation effect is performed, a valid period begins during which operation of the first effect button 35 is valid, and during this valid period, a rapid-hit promotion effect is performed to encourage the player to rapidly hit the first effect button 35. Figure 16(C) shows an example of the state immediately after the rapid-hit promotion effect has started, and on the display screen 70, as effect images related to the rapid-hit promotion effect, a first effect button image imitating the first effect button 35, the word "rapid hit!" indicating the operation content of the first effect button 35, and a valid period gauge indicating the remaining time of the valid period related to the rapid-hit promotion effect are displayed.

[0289] When the number of operations of the first effect button 35 reaches a predetermined number (for example, "2") during the valid period of such a rapid-fire promotion effect, a first suggestive image (first suggestive image in initial display mode: see FIG. 17(A)) showing the white aura that surrounds the player's character's companions, although it does not include the companions, is displayed in the center of the display screen 70 (see FIG. 16(D)). The first suggestive image suggests that a jackpot game may be executed, and has the function of notifying whether or not the game will develop into an SPSP reach. The first suggestive image is an effect image whose display mode can change in response to rapid pressing of the first effect button 35, and the change in the display mode of the first suggestive image will be described in detail later with reference to FIG. 17.

[0290] As described above, when variation pattern G (see FIG. 9(B)) is selected as the variation pattern of the first special symbol, the following effect display is performed. That is, if the SP reach does not progress to the SPSP reach, the display mode of the first suggestive image is maintained in accordance with the repeated hitting of the first effect button 35 during the valid period for the rapid-hit promotion effect. FIG. 16(E) illustrates an example of the state immediately after the valid period for the rapid-hit promotion effect has ended and the effect image for the rapid-hit promotion effect has been erased, but if the game does not progress to the SPSP reach, the display mode of the first suggestive image does not change from the initial display mode (see FIG. 17(A)) even if the number of times the first effect button 35 is operated during the valid period for the rapid-hit promotion effect increases (see FIGS. 16(D) to (E)).

[0291] In this way, if the display mode of the first suggestive image is maintained in the initial display mode even after the valid period for the rapid-fire promotion effect has expired, a rescue failure effect is performed in which the player's character fails to rescue and falls completely down, and the enemy character walks away (see Figure 16(F)). When such a rescue failure effect is performed, at the end of the variable display of the first special pattern, three effect patterns (here, "454") indicating a reach miss number come to a pseudo-stop, and as a miss pattern is displayed as the first special pattern, these effect patterns come to a real stop (see Figures 16(G) and (H)).

[0292] <Display mode of the first suggestive image> As illustrated in Figure 17, the display modes of the first suggestive image include an initial display mode (see Figure 17(A)), a first display mode (see Figure 17(B)), a second display mode (see Figure 17(C)), and a third display mode (see Figure 17(D)). With reference to Figure 16, an example was explained in which the display mode of the first suggestive image does not change from the initial display mode, but the display mode of the first suggestive image may change from the initial display mode to another display mode depending on the repeated hitting of the first effect button 35 during the valid period for the repeated hitting promotion effect.

[0293] Specifically, the display mode of the first suggestion image may change from the initial display mode to the first display mode, or from the initial display mode to the second display mode via the first display mode, or from the initial display mode to the third display mode via the first and second display modes. Also, the display mode of the first suggestion image may change from the initial display mode to the second display mode without passing through the first display mode, or from the initial display mode to the third display mode via the second display mode without passing through the first display mode. Also, the display mode of the first suggestion image may change from the initial display mode to the first display mode and then to the third display mode without passing through the second display mode, or from the initial display mode to the third display mode without passing through the first and second display modes.

[0294] In the gaming machine 1 of this embodiment, for each change pattern of the display mode of the first suggestive image, information indicating the number of operations that defines the timing of the change of the display mode is stored in the sub-ROM 92. For example, for a change pattern in which the display mode of the first suggestive image is changed from the initial display mode to the first display mode, the second display mode, and the third display mode in this order, information indicating the first number of operations (e.g., 5 times), the second number of operations (e.g., 10 times), and the third number of operations (e.g., 15 times) is stored in the sub-ROM 92. In response to this, the sub-CPU 91 counts the number of times the first effect button 35 is operated during the valid period for the rapid-fire promotion effect based on the operation information (operation signal) output from the first effect button detection sensor 96 (see Figure 5), and changes the display mode of the first suggestive image from the initial display mode to the first display mode when the counted number of operations reaches the first operation number, changes the display mode of the first suggestive image from the first display mode to the second display mode when the counted number of operations reaches the second operation number, and changes the display mode of the first suggestive image from the second display mode to the third display mode when the counted number of operations reaches the third operation number.

[0295] On the other hand, as described above based on Figure 16, when the display mode of the first suggestive image is maintained in the initial display mode, the number of operations as described above is not stored, so the display mode of the first suggestive image does not change.

[0296] In this way, in the gaming machine 1 of this embodiment, presentation control is performed to change the display mode of the first suggestion image (or presentation control to maintain the display mode of the first suggestion image as its initial display mode) based on the number of times the first presentation button 35 is operated during the valid period for the rapid-hit promotion presentation.However, when changing the display mode of the first suggestion image, it is also possible to perform presentation control such that each time the first presentation button 35 is operated, a presentation lottery is held to determine whether or not to change the display mode of the first suggestion image, and the display mode of the first suggestion image is changed on the condition that this presentation lottery is won.

[0297] By performing such performance control, even if the change pattern that changes the display mode of the first suggestion image is the same, the display mode of the first suggestion image will change at different times, thereby increasing the number of ways in which the display mode of the first suggestion image can change, and effectively increasing the interest of the rapid-fire response performance that changes the display mode of the first suggestion image.

[0298] The change pattern of the display mode of the first suggestive image is set by the sub-CPU 91 based on the result of the first special pattern determination by the main CPU 81 at the start of the variable display of the first special pattern when the SP reach notice is executed, but if the first effect button 35 is not operated during the valid period for the rapid-hit promotion effect, the following effect control is performed.

[0299] For example, if a change pattern is set in which the display mode of the first suggestive image is changed from the initial display mode to the first display mode, the second display mode, and the third display mode in that order, the sub-CPU 91 maintains the display mode of the first suggestive image in the initial display mode during the valid period for the rapid-hit promotion effect because the number of operations does not even reach the first number of operations. Then, at the timing when this valid period ends, the display mode of the first suggestive image is changed from the initial display mode to the third display mode (without passing through the first and second display modes).

[0300] In this way, if no operation is performed during the valid period related to the rapid-hit promotion effect, the display mode of the first suggestive image will change directly from the initial display mode to the final display mode determined by the pre-set change pattern at the time the valid period ends.

[0301] (Features of the first suggestion image in the initial display mode) Next, the features of each display mode of the first suggestion image will be described with reference to FIG. The first suggestive image in the initial display mode (see FIG. 17(A)) has the following characteristics. That is, the first suggestive image in the initial display mode, as exemplified in FIG. 16, does not include any companion characters who are companions of the player's character (number of companion characters: "0"), and is an effect image that shows only the white aura that surrounds the player's character's companions. Since this first suggestive image in the initial display mode is an effect image that indicates that no companion characters have appeared to rescue the player's character, it has the characteristic that if the initial display mode becomes the final display mode of the first suggestive image, it will not develop into an SPSP reach.

[0302] In addition, in the gaming machine 1 of this embodiment, when the first half battle presentation during the SP reach progresses to the second half battle presentation during the SPSP reach, a weapon strengthening presentation (see Figures 18(H) to (I), Figures 19(A) to (B)) is performed in which the weapon (an example of the second suggestive image) used by the player's character to fight the enemy character is strengthened using the first suggestive image as a notice during the SPSP reach in the second half battle presentation. However, if the initial display mode becomes the final display mode of the first suggestive image, the game does not progress to the SPSP reach as described above, and therefore the weapon strengthening presentation is not performed (see Figure 17(A)).

[0303] (Features of the first suggestion image of the first display mode) The first suggestion image in the first display mode (see FIG. 17(B)) has the following characteristics. That is, the first suggestive image of the first display mode includes one companion character who is a companion of the player's character (number of companion characters: "1"), and is an effect image that shows that one companion character is wearing a blue aura. Because the first suggestive image of this first display mode is an effect image that indicates that one companion character has appeared to rescue the player's character, when the first display mode becomes the final display mode of the first suggestive image, it has the characteristic that it will always progress from SP reach to SPSP reach, that is, from the first half battle effect to the second half battle effect.

[0304] In the gaming machine 1 of this embodiment, if at least one friend character appears in response to the operation of the first effect button 35 during the valid period for the rapid-hit promotion effect, the effect will always progress to an SPSP reach (second-half battle effect), and there is no case where the effect does not progress to an SPSP reach even though a friend character appears. Therefore, when the display mode of the first suggestive image changes from the initial display mode to the first display mode, the development to an SPSP reach becomes highly likely (see FIG. 17(B)). This also applies when the first suggestive image in the second display mode (see FIG. 17(C)) or the first suggestive image in the third display mode (see FIG. 17(D)) is displayed. It can also be said that the effect of displaying the first suggestive image in any of the first to third display modes functions as a definitive notification effect that definitively notifies the development to an SPSP reach (second-half battle effect).

[0305] Returning to the explanation of the first suggestive image of the first display mode in Figure 17 (B), if the second half of the battle performance progresses while the first suggestive image is displayed, a weapon strengthening performance is performed in which the weapon used by the player's character to fight the enemy character is strengthened using the first suggestive image.However, if the first suggestive image being displayed is the first suggestive image of the first display mode (a performance image showing one of the companion characters surrounded by a blue aura), the degree of weapon strengthening is small. Specifically, when a weapon strengthening effect is performed using the first suggestive image in the first display mode, the first suggestive image in the first display mode moves to the white dagger (which the player's character was also holding during the first half of the battle effect) (see Figure 16(A)), as shown in Figures 18(H) to (I), and then, as shown in Figure 19(A), the first suggestive image injects energy into the white dagger, transforming it into a medium sword that is the same blue as the first suggestive image in the first display mode and is larger than the dagger, resulting in a weapon strengthening effect (see Figure 17(B)).

[0306] (Features of the first suggestion image in the second display mode) The first suggestion image in the second display mode (see FIG. 17(C)) has the following characteristics. That is, the first suggestive image of the second display mode includes two companion characters who are companions of the player's character (number of companion characters: "2"), and is an effect image that shows the two companion characters surrounded by a green aura. Since this first suggestive image of the second display mode is an effect image that indicates that two companion characters have appeared to rescue the player's character, when the second display mode becomes the final display mode of the first suggestive image, the first half battle effect will definitely progress to the second half battle effect. In other words, when the first suggestive image of the second display mode is displayed, it is highly likely that the effect will progress to an SPSP reach (second half battle effect).

[0307] Furthermore, if the game progresses to the second half battle performance while the first suggestive image is displayed, a weapon strengthening performance is performed in which the weapon used by the player's character to fight the enemy character is strengthened using the first suggestive image. However, if the first suggestive image being displayed is the first suggestive image of the second display mode (a performance image showing two allied characters surrounded by green auras), the degree of weapon strengthening is characterized by being moderate. Specifically, when a weapon strengthening performance is performed using the first suggestive image of the second display mode, the first suggestive image of the second display mode moves to the white dagger (which the player's character also possessed during the first half battle performance) (see FIG. 16(A)), as shown in FIGS. 18(H) to 18(I). Then, as shown in FIG. 19(A), the first suggestive image injects energy into the white dagger, transforming it into a large sword that is the same green as the first suggestive image of the second display mode and is larger than the dagger or medium sword (see FIG. 17(C)).

[0308] (Features of the first suggestion image in the third display mode) The first suggestion image in the third display mode (see FIG. 17(D)) has the following characteristics. That is, the first suggestive image of the third display mode is an effect image that includes three companion characters who are companions of the player's character (number of companion characters: "3"), and shows the three companion characters surrounded by a red aura. Since this first suggestive image of the third display mode is an effect image that indicates that three companion characters have appeared to rescue the player's character, if the third display mode becomes the final display mode of the first suggestive image, the first half battle effect will definitely progress to the second half battle effect. In other words, when the first suggestive image of the third display mode is displayed, it is highly likely that the effect will progress to an SPSP reach (second half battle effect).

[0309] Furthermore, as described above, if the game progresses to the second half battle performance while the first suggestive image is displayed, a weapon strengthening performance is performed in which the weapon used by the player's character to fight the enemy character is strengthened using the first suggestive image. However, if the first suggestive image being displayed is the first suggestive image of the third display mode (a performance image showing three allied characters surrounded by a red aura), the degree of weapon strengthening is characterized by a large degree. Specifically, when a weapon strengthening performance is performed using the first suggestive image of the third display mode, the first suggestive image of the third display mode moves to the white dagger (which the player's character also possessed during the first half battle performance) (see Figures 18(H) to (I)), and the first suggestive image injects energy into the white dagger (see Figure 19(A)), and a weapon strengthening performance is performed in which the white dagger is transformed into a ray gun that is the same red as the first suggestive image of the third display mode and has higher attack power than the dagger, medium sword, and great sword (see Figures 17(C) and 19(A) to (B)).

[0310] (Comparison of initial display mode, 1st display mode to 3rd display mode) As explained above with reference to FIG. 17, in the gaming machine 1 of this embodiment, if the display mode of the first suggestive image does not change from the initial display mode, it does not progress to an SPSP reach, but if the final display mode of the first suggestive image is any of the first to third display modes, it always progresses to an SPSP reach. Furthermore, while the first suggestive image in the initial display mode does not show a friend character, the first suggestive image in the first to third display modes shows at least one friend character. Therefore, the player can easily recognize whether or not the game will progress to an SPSP reach based on whether or not a friend character is shown in the final first suggestive image.

[0311] Furthermore, with regard to the display color of the first suggestive image in each display mode, the aura indicated by the first suggestive image in the initial display mode, which suggests that the SPSP reach will not develop, is white, whereas the aura indicated by the first suggestive image in the first display mode is blue, the aura indicated by the first suggestive image in the second display mode is green, and the aura indicated by the first suggestive image in the third display mode is red (see FIG. 17). When a first suggestive image in any of the first to third display modes is displayed among these first suggestive images, it will inevitably develop into an SPSP reach. Therefore, the effect of displaying these first suggestive images functions as a preview effect that suggests that a jackpot game may be executed and that the likelihood is relatively high. Therefore, a player can easily determine whether or not a jackpot game is likely to be executed based on whether or not the display color of the first suggestive image is white.

[0312] Furthermore, the initial display mode and the first to third display modes have the following characteristics. That is, in the case where the result of the first special pattern determination made at the start of the variable display of the first special pattern for which the SP reach notice is executed is "jackpot," if the final display modes of the first suggestive image are arranged in order from highest to lowest selection rate, the order is the third display mode, the second display mode, the first display mode, and the initial display mode. In addition, in the case where the result of the first special pattern determination made at the start of the variable display of the first special pattern for which the SP reach notice is executed is "miss," if the final display modes of the first suggestive image are arranged in order from highest to lowest selection rate, the order is the initial display mode, the first display mode, the second display mode, and the third display mode.

[0313] For this reason, the SP reach preview in which the display mode of the first suggestive image eventually changes to the third display mode has the highest jackpot reliability, the SP reach preview in which the display mode of the first suggestive image eventually changes to the second display mode has the next highest jackpot reliability, the SP reach preview in which the display mode of the first suggestive image eventually changes to the first display mode has the next highest jackpot reliability, and the SP reach preview in which the display mode of the first suggestive image does not change from the initial display mode has the lowest jackpot reliability, and the player can easily recognize the degree of jackpot reliability (i.e., the possibility that the jackpot notification effect will be executed and a jackpot game will be played) based on the number of companion characters and the color of the aura shown in the first suggestive image.

[0314] (About weapons after the weapon strengthening animation) While the jackpot reliability of the first suggestive image in the first to third display modes is as described above, the following can be said about the second suggestive image showing the weapon after the weapon strengthening effect. That is, when a weapon strengthening effect is executed using the first suggestive image in the first display mode, a second suggestive image showing a medium sword is displayed in blue, which is the same color as the aura shown by the first suggestive image. Also, when a weapon strengthening effect is executed using the first suggestive image in the second display mode, a second suggestive image showing a large sword is displayed in green, which is the same color as the aura shown by the second suggestive image. Also, when a weapon strengthening effect is executed using the first suggestive image in the third display mode, a second suggestive image showing a ray gun is displayed in red, which is the same color as the aura shown by the third suggestive image. In this way, the second suggestive image representing the blue medium sword corresponds to the first suggestive image of the first display mode, the second suggestive image representing the green large sword corresponds to the first suggestive image of the second display mode, and the second suggestive image representing the red ray gun corresponds to the first suggestive image of the third display mode, so the relationship in the reliability of a jackpot between the second suggestive image representing the medium sword, the second suggestive image representing the large sword, and the second suggestive image representing the ray gun is the same as that of the first suggestive images of the first to third display modes described above.

[0315] In other words, the SPSP reach-in-progression preview in which the second suggestive image representing a red ray gun is displayed has the highest reliability of a jackpot, the SPSP reach-in-progression preview in which the second suggestive image representing a green great sword is displayed has the next highest reliability of a jackpot, and the SPSP reach-in-progression preview in which the second suggestive image representing a blue medium sword is displayed has the lowest reliability of a jackpot, and players can easily recognize the degree of reliability of a jackpot based on the type of weapon indicated by the second suggestive image and its display color.

[0316] In the gaming machine 1 of this embodiment, after the weapon strengthening effect is executed, the second suggestive image is displayed instead of the first suggestive image, so that the player can recognize the probability of winning a jackpot based on the display mode of the first suggestive image until the weapon strengthening effect is executed, and after the weapon strengthening effect is executed, the player can recognize the probability of winning a jackpot based on the display mode of the second suggestive image.

[0317] <SP Reach during the preview and SPSP Reach during the preview when it develops into SPSP Reach> Subsequently, while referring to FIGS. 18 and 19, a specific example of the SP Reach during the preview that finally changes the display mode of the first suggestion image to the third display mode and the SPSP Reach during the preview that changes the weapon of the character itself to a ray gun whose display color is common to the first suggestion image in the third display mode will be described. Here, FIGS. 18 and 19 are screen diagrams showing specific examples of the SP Reach during the preview and the SPSP Reach during the preview that are performed when developing from SP Reach to SPSP Reach. Here, the determination result of the first special symbol determination performed at the start of the variable display of the first special symbol in which the SP Reach during the preview and the SPSP Reach during the preview are executed is "big hit", and the variable pattern E (see FIG. 9(A)) is selected as the variable pattern of the first special symbol. As an example, a case where a change pattern in which the display mode of the first suggestion image changes from the initial display mode to the first display mode, the second display mode, and the third display mode in this order is set as the change pattern of the first suggestion image will be described.

[0318] Note that the effects performed until the continuous hitting promotion effect in the first half battle effect starts are the same as the effects described above based on FIGS. 16(A) and (B). Therefore, here, the effects after the continuous hitting promotion effect starts will be described.

[0319] FIG. 18(A) illustrates a state in which a reach is established with 7 symbols, and immediately after the continuous hitting promotion effect starts during the first half battle effect, similar to that described above based on FIG. 16(C). Thus, after the continuous hitting promotion effect that prompts the player to continuously press the first effect button 35 starts, when the number of operations of the first effect button 35 during the valid period related to the continuous hitting promotion effect reaches "2", the first suggestion image in the initial display mode (see FIG. 17(A)) is displayed at the center of the display screen 70 as described above based on FIG. 16(D) (see FIG. 18(B)).

[0320] Thereafter, when the number of times the first effect button 35 is operated during the valid period for the rapid-hit promotion effect reaches a first number of operations (for example, 5 times), the first suggestive image in the initial display mode changes to the first suggestive image in the first display mode (see Figures 18(B) and (C)). Then, when the first effect button 35 is further operated and the number of times the first effect button 35 is operated during the valid period reaches a second number of operations (for example, 10 times), the first suggestive image in the first display mode changes to the first suggestive image in the second display mode, and further, when the number of times the first effect button 35 is operated during the valid period reaches a third number of operations (for example, 15 times), the first suggestive image in the second display mode changes to the first suggestive image in the third display mode (see Figure 18(D)).

[0321] In Figure 18, the first suggestive image of the first display mode is illustrated in Figure 18(C), and the first suggestive image of the third display mode is illustrated in Figure 18(D), and the first suggestive image of the second display mode displayed between these suggestive images is omitted from the illustration.

[0322] As illustrated in Figure 18(D), after the first suggestive image of the third display mode is displayed, when the validity period for the rapid-fire promotion effect expires, the display of the effect image for the rapid-fire promotion effect ends, and a successful rescue effect is displayed, showing the player's character being revived with the help of the three companion characters shown in the first suggestive image of the third display mode (see Figure 18(E)).

[0323] In addition, Figures 18(D) and (E) show an example in which, in order to emphasize that the player's character has been revived, the first suggestive image in the third display mode is reduced in size and moved to the lower right area on the display screen 70, and the revived player's character is displayed in the central area of ​​the display screen 70 created by this movement of the first suggestive image, but it is also possible to execute a successful rescue effect showing the player's character being revived while maintaining at least one of the size and display area of ​​the three companion characters and auras represented by the first suggestive image in the third display mode.

[0324] Returning to the explanation of Figure 18(E), when a predetermined time has passed since the start of the successful rescue performance, the SP reach (first half battle performance) progresses to the SPSP reach (second half battle performance) (see Figures 18(E) and (F)). Figure 18(F) shows an example of the progress to the second half battle performance, in which the revived player's character brandishes a short sword and confronts a reappearing enemy character. In this way, when the second half battle performance begins, an offense and defense performance is performed that shows repeated offense and defense between the player's character and the enemy character (see Figure 18(G)).

[0325] After that, as the offensive and defensive performances are performed and the second half of the battle performance nears its end, a weapon strengthening performance is performed using the first suggestive image (here, the first suggestive image in the third display mode: see Fig. 17(D)) (see Figs. 18(H)-(I), Figs. 19(A)-(B)). Specifically, first, a movement performance display is executed in which the first suggestive image, which has changed to the third display mode, moves toward the second suggestive image representing the short sword held by the player's character (see Figs. 18(H)-(I)).

[0326] 18(H) to (I) illustrate an example in which the first suggestion image shrinks and moves toward the second suggestion image representing a stiletto, but a movement effect display may be executed in which the first suggestion image moves toward the second suggestion image without changing the display mode (here, size) of the first suggestion image. Also, here, an example is described in which the first suggestion image that has changed to the third display mode moves toward the second suggestion image, but a similar movement effect display is also executed when the first suggestion image that has changed to the first display mode moves toward the second suggestion image, or when the first suggestion image that has changed to the second display mode moves toward the second suggestion image.

[0327] As described above, when the first suggestion image representing three companion characters surrounded by a red aura reaches the second suggestion image representing a dagger through a movement effect display that moves the first suggestion image (here, the first suggestion image in the third display mode) toward the second suggestion image, an effect display is executed that shows energy being injected from the three companion characters into the dagger (see Figure 19(A)), and then a change effect display is executed that shows the dagger held by the player's character changing into the same red ray gun as the three companion characters are wearing (see Figures 19(A) and (B)).

[0328] Here, an example will be described in which a change effect display is executed using the first suggestion image of the third display mode, but when a weapon strengthening effect is executed using the first suggestion image of the first display mode (see FIG. 17(B)), an effect display is executed showing energy being injected into a short sword from one of the allied characters wearing a blue aura, and then a change effect display is executed showing the short sword held by the player's character changing into a medium sword of the same blue color as that worn by one of the allied characters. Also, when a weapon strengthening effect is executed using the first suggestion image of the second display mode (see FIG. 17(C)), an effect display is executed showing energy being injected into a short sword from two allied characters wearing green auras, and then a change effect display is executed showing the short sword held by the player's character changing into a large sword of the same green color as that worn by the two allied characters.

[0329] Returning to the explanation of Figure 19, when the short sword held by the player's character changes into a red ray gun, a final attack effect is executed, showing the player's character launching a final attack using the ray gun (see Figure 19(C)). Here, the weapon used for the final attack has changed to the ray gun, which has the highest attack power among the medium sword, great sword, and ray gun, and its display color is red. Therefore, based on the type of weapon held by the player's character (here, the ray gun) and its display color (here, red), the player can easily recognize that there is a relatively high possibility that the player's character will defeat the enemy character and a winning notification effect will be executed.

[0330] 19(D) shows an example of a defeat effect in which an attack by the player's character using a ray gun hits an enemy character and the player's character defeats the enemy character. In this way, when the defeat effect is executed, at the end of the variable display of the first special symbol, three effect symbols showing a doublet (here, "777") are pseudo-stopped, and then a winning notification effect is executed in which these three effect symbols are actually stopped as a jackpot symbol is stopped and displayed as the first special symbol (see FIGS. 19(E) to (F)).

[0331] In this case, since variation pattern E (see Figure 9(A)), which is selected when the result of the first special pattern determination is a "jackpot," is selected, a defeat effect and a hit notification effect are executed after the final attack effect, but if variation pattern J (see Figure 9(B)), which is selected when the result of the first special pattern determination is a "miss" (corresponding to variation pattern E), is selected, a defeat effect (an effect showing the player's character being defeated by the enemy character in retaliation) is executed after the final attack effect, and then a miss notification effect is executed in which the three effect patterns indicating a miss are pseudo-stopped and then actually stopped.

[0332] (Regarding gaming machine 1 that can execute SP Reach Notice and SPSP Reach Notice) So far, we have explained the SP reach notification and SPSP reach notification executed by the gaming machine 1 of this embodiment with reference to Figures 16 to 19, but such a gaming machine 1 can be considered as a gaming machine as follows.

[0333] A determination means for determining whether or not to execute a special game (for example, a jackpot game) advantageous to a player (for example, the main CPU 81 that executes the jackpot determination process in step S308 of FIG. 38: see FIG. 5); When it is determined by the determination means that the special game is to be executed, a special game execution means (for example, the main CPU 81 that executes the big prize opening opening / closing control process in step S6 of FIG. 35) that executes the special game; A performance control means (for example, a sub-CPU 91: see FIG. 5) for controlling the performance, The performance control means Based on the determination result of the determination means (for example, the determination result of the first special symbol determination), a first suggestive image (for example, see FIG. 17(A)) suggesting that the special game may be executed, and a second suggestive image (for example, a performance image showing a weapon held by the player's character: see FIGS. 18(F) to 18(G)) suggesting that the special game different from the first suggestive image may be executed, can be displayed; A gaming machine characterized by changing the display mode of the first suggestive image from a first display mode suggesting that the possibility is of a first degree (for example, an initial display mode exemplified in Figure 17(A)) to a second display mode suggesting that the possibility is of a second degree higher than the first degree (for example, any of the first, second, and third display modes exemplified in Figures 17(B) to (D)), and then changing the display mode of the second suggestive image (for example, the type of weapon possessed by the player's character and its display color) to a corresponding display mode corresponding to the second display mode of the first suggestive image (for example, changing to a weapon of a color that is the same as the color of the aura represented by the first suggestive image: see Figures 18(H) to (I) and Figures 19(A) to (B)).

[0334] According to this gaming machine, after the display mode of the first suggestive image changes to the second display mode, the display mode of the second suggestive image changes to a corresponding display mode corresponding to the second display mode (see, for example, FIGS. 18(B)-(D), 18(H)-(I), and 19(A)-(B)). In this way, the possibility of a special game being executed is suggested by both the display effect that changes the display mode of the first suggestive image and the display effect that changes the display mode of the second suggestive image, and the synergistic effect of these display effects can increase the player's anticipation for the execution of a special game, making it possible to obtain a high presentation effect. In addition, since the display modes of both the first suggestive image and the second suggestive image after the change suggest the possibility of a special game being executed, there is an advantage that it is easier for the player to recognize that a special game is likely to be executed, compared to when the display mode of only one of the suggestive images is changed.

[0335] Furthermore, the gaming machine 1 of this embodiment that can execute the SP reach notice and the SPSP reach notice can also be regarded as the gaming machine described below. The device is provided with an input means (for example, a first effect button 35) that can be input by a player, The performance control means A gaming machine characterized in that, when the number of inputs to the input means reaches a predetermined number (for example, the first number of operations: 5 times), the display mode of the first suggestive image is changed from the first display mode (for example, the initial display mode illustrated in Figure 17(A)) to the second display mode (for example, the first display mode illustrated in Figure 17(B)).

[0336] According to this gaming machine, when the number of inputs to the input means reaches a predetermined number, the display mode of the first suggestive image changes to the second display mode. Therefore, it is possible to motivate a player who wants to know the degree of possibility of a special game being executed to input to the input means, and it is possible to easily and effectively prevent problems such as insufficient presentation effects due to no input to the input means from occurring.

[0337] Furthermore, the gaming machine 1 of this embodiment that can execute the SP reach notice and the SPSP reach notice can also be regarded as the gaming machine described below. The performance control means A gaming machine characterized in that, before changing the display mode of the second suggestive image to the corresponding display mode (for example, before executing the change display mode illustrated in Figures 19(A) to (B)), a movement display (for example, see Figures 18(H) to (I)) is executed to move the first suggestive image that has changed to the second display mode toward the second suggestive image.

[0338] According to this gaming machine, before the display mode of the second suggestive image changes to the corresponding display mode, a movement effect display is executed in which the first suggestive image that has changed to the second display mode moves toward the second suggestive image (see, for example, FIGS. 18(H)-(I) and 19(A)-(B)). Therefore, the line of sight of the player who has been watching the change in the display mode of the first suggestive image from the first display mode to the second display mode can be easily guided to the second suggestive image, and as a result, it is possible to effectively improve the effect of the display effect (for example, the change effect display exemplified in FIGS. 19(A)-(B)) in which the display mode of the second suggestive image changes to the corresponding display mode.

[0339] (Other configurations related to SP Reach Notice and SPSP Reach Notice) The following configuration may be adopted for the SP reach notice and the SPSP reach notice. That is, in this embodiment, an example is described in which a movement effect display (see, for example, FIGS. 18(H) to (I)) is executed to move the first suggestive image whose display form has changed toward the second suggestive image before changing the display form of the second suggestive image representing the weapon held by the player's character to a corresponding display form corresponding to the display form of the first suggestive image after the change. In contrast to this, in other embodiments, the display form of the second suggestive image may be changed to the corresponding display form without executing such a movement effect display.

[0340] In this embodiment, the display mode of the first suggestive image is changed from the initial display mode to the first display mode when the number of times the first effect button 35 is operated during the valid period for the rapid-hit promotion effect reaches a first operation count (e.g., 5 times), the display mode of the first suggestive image is changed from the first display mode to the second display mode when the number of times the first effect button 35 is operated during the valid period for the rapid-hit promotion effect reaches a second operation count (e.g., 10 times), and the display mode of the first suggestive image is changed from the second display mode to the third display mode when the number of times the first effect button 35 is operated during the valid period for the rapid-hit promotion effect reaches a third operation count (e.g., 15 times). In contrast, in other embodiments, the display mode of the first suggestive image may be changed as described above based on Figure 17 without executing a rapid-hit promotion effect that prompts the player to rapidly hit the first effect button 35, regardless of the player's input to the input means (in this embodiment, the operation of the first effect button 35).

[0341] Furthermore, in this embodiment, an example has been described in which a change effect (for example, a rapid-fire effect exemplified in Figures 18(B) to (D)) that changes the display mode of the first suggestive image from the initial display mode to another display mode is executed during an SP reach, but in other embodiments, such a change effect may be executed during a reach effect other than an SP reach (for example, during a normal reach or an SPSP reach), or may be executed when no reach effect is being performed.

[0342] Furthermore, in this embodiment, an example has been described in which a change effect (for example, a change effect display exemplified in Figures 19(A) to (B)) that changes the display mode of the second suggestive image to a corresponding display mode is executed during an SPSP reach, but in other embodiments, such a change effect display may be executed during a reach effect other than an SPSP reach (for example, during a normal reach or an SP reach), or may be executed when no reach effect is being performed.

[0343] Furthermore, in this embodiment, in the change effect in which the display mode of the first suggestion image is changed from an initial display mode to another display mode, an example has been described in which both the display content and display color of the display object represented by the first suggestion image are changed, but the change effect is not limited to this, and it is also possible to execute a change effect in which only the display content (in this embodiment, the number of companion characters) is changed without changing the display color of the display object, or to execute a change effect in which only the display color of the display object is changed without changing the display content.

[0344] Furthermore, in this embodiment, in the change effect in which the display mode of the second suggestive image is changed to a corresponding display mode, an example has been described in which both the display content and display color of the display object represented by the second suggestive image (in this embodiment, the weapon held by the player's character) are changed, but the change effect is not limited to this, and it is also possible to execute a change effect in which only the display content (in this embodiment, the type of weapon) is changed without changing the display color of the display object, or to execute a change effect in which only the display color of the display object (in this embodiment, the color of the weapon) is changed without changing the display content of the display object.

[0345] In addition, in this embodiment, an example is described in which the first suggestive image is an effect image that represents at least an aura that a companion character is surrounded by, but the display object represented by the first suggestive image is not limited to an aura and may be something else (for example, an item). In addition, in this embodiment, an example is described in which the second suggestive image is an effect image that represents a weapon, but the display object represented by the second suggestive image is not limited to a weapon and may be something else (for example, a character).

[0346] [Flow of the performance in high base state] Next, with reference to FIG. 20, the flow of effects in the high base state (in this embodiment, the variable probability game state and the time-saving game state) will be described. Here, FIG. 20 is an explanatory diagram for explaining the relationship between the game and the effect mode after the jackpot game ends, and the types of jackpots. In the gaming machine 1 of this embodiment, if a 3R variable probability jackpot (see FIG. 6(B)) or a 10R variable probability jackpot (see FIG. 6(C)) is won and a jackpot game is executed, after the jackpot game ends, unless the result of the second special symbol determination (or the first special symbol determination) is a jackpot, 55 times of variable probability game and 60 times of time-saving game are awarded, as exemplified in FIG. 20. If a jackpot does not occur even after these variable probability games and time-saving games are played, the game state will return from the time-saving game state in which time-saving game is played to the normal game state. This is as described above with reference to FIGS. 6 to 7.

[0347] In addition, in the gaming machine 1 of this embodiment, the sub-CPU 91 controls the presentation in a presentation mode called "Bakusoku RUSH" (an example of a "first presentation mode") during the first 30 of the 55 probability variable games (an example of a "first period"), and controls the presentation in a presentation mode called "Gekitou RUSH" (an example of a "second presentation mode") during the second 25 of the probability variable games (an example of a "second period"). Therefore, if the main CPU 81 does not determine that a jackpot game will be executed even if 30 second special symbol determinations (or first special symbol determinations) are made during 30 probability variable games, the presentation mode will transition from "Bakusoku RUSH" to "Gekitou RUSH" as the 30th probability variable game ends and the 31st probability variable game begins (see FIG. 20).

[0348] During the Bakusoku RUSH, the variation pattern of the second special symbol when a miss occurs is usually a 0.6 second variation pattern, so the probability of winning is consumed quickly and the result is announced without the reach effect being executed. On the other hand, during the Gekitou RUSH, whether or not the reach is established is important, and after the reach is established, it basically develops into a Battle SP reach and the result is announced. The effects during the Bakusoku RUSH and the Gekitou RUSH will be described in detail later.

[0349] Furthermore, if no jackpot occurs in 55 rounds of probability variable play, the probability variable play state transitions to a time-saving play state, and 60 rounds of time-saving play are played. During the period in which these 60 rounds of time-saving play are played, the sub-CPU 91 controls the presentation in a presentation mode called revenge chance (see FIG. 20). Then, as illustrated in FIG. 20, if no jackpot occurs in these 60 rounds of time-saving play, the game state transitions from the time-saving play state to the normal play state, and in the normal play state, the presentation is controlled in the normal presentation mode. The presentation in the normal presentation mode in this normal play state is as described above with reference to FIGS. 8 to 11 and 13 to 19.

[0350] Since the period when 55 chance games are played and the period when 60 time-saving games are played are both in a high base state, as long as the player hits the right side, the game ball will enter the second starting hole 22 and a second special symbol determination will be made according to that winning. As described above with reference to Figure 6(C), since the only jackpot symbol displayed on the second special symbol display 42 when the result of the second special symbol determination is a jackpot is the jackpot symbol Y, all jackpots that occur during chance games or time-saving games are 10R chance jackpots.

[0351] In this way, the jackpots that occur during special probability play and the jackpots that occur during time-saving play are all 10R special probability jackpots, but in the gaming machine 1 of this embodiment, as illustrated in Figure 20, a 10R special probability jackpot that occurs during the Bakusoku RUSH is notified to the player as an "Bakusoku BONUS," a 10R special probability jackpot that occurs during the Gekitou RUSH is notified to the player as a "Gekitou BONUS," and a 10R special probability jackpot that occurs during a revenge chance is notified to the player as a "Revenge BONUS." Specific examples of the notification of these BONUS wins include, during the opening period of a jackpot game related to a 10R probability variable jackpot, a presentation in which the words "EXCESSIVE BONUS" are displayed on the display screen 70 while audio of the same content is output from the speaker 38, a presentation in which the words "FIERCE FIGHT BONUS" are displayed on the display screen 70 while audio of the same content is output from the speaker 38, and a presentation in which the words "Revenge BONUS" are displayed on the display screen 70 while audio of the same content is output from the speaker 38. In this way, even for the same 10R probability variable jackpot, the win is notified as a different BONUS depending on the presentation mode, so the player can easily recognize in which presentation mode the 10R probability variable jackpot occurred.

[0352] In the gaming machine 1 of this embodiment, when the Bakusoku RUSH ends and the Gekitou RUSH begins, when the second special symbol is displayed variably in the 30th chance game, a result screen is displayed that notifies the player of the total number of game balls acquired by the Bakusoku BONUS that occurred during the Bakusoku RUSH. Also, when the Gekitou RUSH ends and the revenge chance begins, when the second special symbol is displayed variably in the 55th chance game, a result screen is displayed that notifies the player of the total number of game balls acquired by the player due to the 3R chance jackpot or 3R normal jackpot (so-called first win) in the normal game state, the total number of game balls acquired by the player due to the Bakusoku BONUS that occurred during the Bakusoku RUSH, and the total number of game balls acquired by the player due to the Gekitou BONUS that occurred during the Gekitou RUSH. The result screen displayed at the end of Bakusoku RUSH will be described in detail later with reference to FIG. 32, and the result screen displayed at the end of Gekitou RUSH will be described in detail later with reference to FIG.

[0353] In this way, in the gaming machine 1 of this embodiment, when the game is controlled in the high base state, the presentation mode changes in the order of Bakusoku RUSH (probable game state), Gekitou RUSH (probable game state), and Revenge Chance (time-shortened game state), and the result screen is displayed when Bakusoku RUSH ends, and the result screen is also displayed when Gekitou RUSH ends, so the player can play while enjoying the presentation in each presentation mode, and can feel a sense of satisfaction when he sees the result screen informing him that he has won a large number of game balls (prize balls).

[0354] [Example of screen configuration of display screen 70 in high base state] 22(A) illustrates an example of the screen configuration of the display screen 70 during the explosive RUSH. In the gaming machine 1 of this embodiment, when the game is controlled in a probability variable game state or a time-saving game state, as illustrated in FIG. 22(A), a reserved icon display area 76, an icon display area 77, and a performance symbol display area 78 are formed on the display screen 70.

[0355] The reserved icon display area 76 is a display area where a reserved icon indicating that the right to determine a second special symbol is reserved is displayed. In the gaming machine 1, if a game ball enters the second start slot 22 under circumstances in which the second special symbol determination and the second special symbol variable display cannot be immediately initiated, such as during a special symbol variable display or a jackpot game, the right to determine a second special symbol is reserved up to a predetermined number (four in this embodiment). In this way, when the right to determine a second special symbol is reserved, the reserved icon display area 76 displays the same number of reserved icons as the number of reserved second special symbol determinations indicated by the second special symbol reserved indicator 45. Figure 22(A) illustrates an example in which three reserved icons are displayed in the reserved icon display area 76 to indicate that the number of reserved second special symbol determinations is "3."

[0356] The icon display area 77 (see FIG. 22(A)) is a display area that displays the icon as a variation suggesting image that suggests that the second special symbol is being displayed in a variable probability game state or a time-limited game state. The icon is displayed in the icon display area 77 as the variable display of the second special symbol starts, and is erased from the icon display area 77, for example, immediately before the second special symbol is stopped and displayed.

[0357] When a reserved second special pattern determination is executed, a shift process is performed to shift the reserved icon corresponding to the second special pattern determination from reserved icon display area 76 to the icon display area 77, but this shift process is performed in the same manner as the shift process to shift the reserved icon corresponding to the first special pattern determination from reserved icon display area 71 to the icon display area 72, so a detailed explanation will be omitted here. Also, the icon change effect for the reserved icon suggesting that the right to determine the second special pattern is reserved and the icon change effect for the icon suggesting that the variable display of the second special pattern is in progress are performed in the same manner as the icon change effect for the reserved icon suggesting that the right to determine the first special pattern is reserved and the icon change effect for the icon suggesting that the variable display of the first special pattern is in progress, so a detailed explanation will be omitted here.

[0358] The effect symbol display area 78 is a display area in which the left symbols constituting the left symbol row, the middle symbols constituting the middle symbol row, and the right symbols constituting the right symbol row are displayed. In the gaming machine 1, in the probability variable game state (or time-saving game state), when a game ball enters the second start hole 22 and a second special symbol determination is executed, the second special symbol is displayed in a variable manner on the second special symbol display device 42, and then a second special symbol indicating the determination result of the second special symbol determination is displayed in a static manner. In contrast, in the effect symbol display area 78 (see FIG. 22(A)) of the display screen 70, a variable effect including a variable display of the effect symbol is performed in conjunction with the variable display of the second special symbol. Then, when the second special symbol is displayed for a variable time according to the selected variable pattern when the second special symbol determination is executed, the second special symbol is displayed stationary, and the effect symbol is displayed stationary in a manner showing the determination result of the second special symbol determination (see FIG. 22(B)). The variable effect performed during the explosive RUSH will be described in detail later based on FIGS. 22 to 28, and the variable effect performed during the fierce battle RUSH will be described in detail later based on FIGS. 29 to 31.

[0359] [About the various effects that are performed when the base is high] Next, the main effects executed in the high base state will be described with reference to Figure 21. Here, Figure 21 is an explanatory diagram for explaining various effects executed in the high base state, and illustrates the main effects executed during the explosive RUSH, the main effects executed during the fierce battle RUSH, and the main effects executed during the revenge chance.

[0360] <Main effects during the explosive RUSH> During the explosive RUSH in which the game is controlled in the guaranteed game state, it is possible to execute an instant miss notification change effect, a win / loss notification teasing change effect, a medium symbol change continuous change effect, a V symbol increase continuous change effect, and a symbol countdown effect, as illustrated in Figure 21.

[0361] (Instant loss notification effect) The instant miss notification variable effect is a variable effect in which, as the variable display of the second special pattern begins, the scrolling display of the left column of patterns, the scrolling display of the middle column of patterns, and the scrolling display of the right column of patterns begin simultaneously in the variable pattern display area 78, and just before the variable display of the second special pattern ends, three variable patterns indicating a scatter pattern are pseudo-stopped and, as a missing pattern is stopped and displayed as the second special pattern, these three variable patterns indicating a scatter pattern are actually stopped (see, for example, Figures 22(A) and (B)).

[0362] This instant loss notification variation effect is not executed if the result of the second special pattern determination performed when the second special pattern starts to vary is a "jackpot," but is a variation effect that can be executed if the result is a "miss." Therefore, winning the explosive speed BONUS is not notified, and the jackpot reliability is 0% (see FIG. 21). Also, as illustrated in FIG. 21, the instant loss notification variation effect is executed when a variation pattern in which the variation time of the second special pattern is 0.6 seconds is selected as the variation pattern of the second special pattern. In this embodiment, when 0.4 seconds have passed since the variation time of the second special pattern started, a pseudo-stop display of three variation patterns indicating a scatter pattern is started, and when 0.6 seconds have passed since the variation time of the second special pattern started, these three variation patterns indicating a scatter pattern are stopped as they are. In this way, in the instant miss notification change effect, the time from when the display of the change in the effect pattern starts to when it ends is set to an extremely short time of 0.6 seconds, so by repeatedly executing the instant miss notification change effect, it is possible to effectively express the way the special rate game is played at high speed.

[0363] (Winning / losing notification fluctuation effect) The winning / losing notification prompting variation effect is an effect that is executed when a variation pattern with a variation time of 7.0 seconds is selected as the variation pattern of the second special symbol. The winning / losing notification prompting variation effect is an effect that can be executed both when the result of the second special symbol determination made when the second special symbol starts to vary is a "jackpot" or a "miss," and in this embodiment, the jackpot reliability is set to approximately 41% (see Figure 21). In this winning / losing notification prompting variation effect, when two seconds have passed since the second special symbol variation display began, three performance symbols showing a repeating number are displayed in the performance symbol display area 78, and an enlarged performance display showing these three performance symbols gradually expanding is performed for three seconds. If the result of the second special symbol determination performed when the second special symbol begins to change is a "jackpot," three effect symbols enlarged to a predetermined size while showing a doublet are pseudo-stopped for two seconds, and as the jackpot symbol is displayed as a static jackpot symbol as the second special symbol, these three effect symbols stop as they are. On the other hand, if the result of the second special symbol determination performed when the second special symbol begins to change is a "miss," just before the three effect symbols reach the predetermined size, the center symbol changes to a different effect symbol from the left and right symbols, and three effect symbols indicating a reach miss are pseudo-stopped. As the miss symbol is displayed as a static jackpot symbol as the second special symbol, these three effect symbols stop as they are. Such a win / loss notification variation effect will be described in detail later with reference to FIG. 22.

[0364] (Middle pattern change continuous change performance) In this embodiment, the continuous change of the middle symbol effect (see FIG. 21) is configured as a pre-reading effect that is executed across multiple display variations of the second special symbol. This continuous change of the middle symbol effect is configured as an effect in which the middle symbol changes across variations while the ready symbol is displayed, for example, in a display variation of a certain second special symbol, three display patterns indicating a reach miss of "535" are displayed, in the display variation of the next second special symbol, three display patterns indicating a reach miss of "545" are displayed, and in the display variation of the next second special symbol, three display patterns indicating a doublet of "555" are displayed. This continuous change of the middle symbol effect is a pre-reading effect that can be executed both when the pre-determined result of the right to determine the second special symbol, which is the pre-determined target, is a "jackpot" or a "miss," and its jackpot reliability is set to approximately 34%. A specific example of this continuous change of center symbol effect will be described in detail later with reference to FIGS.

[0365] (V symbol increase continuous change effect) In this embodiment, the V symbol increasing continuous variation effect (see FIG. 21 ), like the center symbol continuous variation effect, is configured as a pre-reading effect that is executed across multiple variable displays of the second special symbol. This V symbol increasing continuous variation effect is, for example, an effect executed using a variation pattern (special pattern) called a V symbol containing the letter V. In a variable display of a certain second special symbol, three variation patterns including only one V symbol "V18" are displayed, in the next variable display of the second special symbol, three variation patterns including two V symbols "VV4" are displayed, and in the next variable display of the second special symbol, three V symbols "VVV" are displayed. In this way, the V symbol increasing continuous variation effect is configured as an effect in which the V symbol increases across the variations. This V symbol increasing continuous variation effect is a pre-reading effect that can be executed both when the pre-determined result of the right to determine the second special symbol, which is the pre-determined target, is a "jackpot" or a "miss," and its jackpot reliability is set to approximately 27%. A specific example of this V symbol increasing continuous variation effect will be described in detail later with reference to Figure 28.

[0366] (Pattern countdown effect) In this embodiment, the symbol countdown effect (see FIG. 21) is configured as a pre-reading effect that is executed across multiple variable displays of the second special symbol, similar to the center symbol change continuous variable effect and the V symbol increase continuous variable effect. Although this symbol countdown effect is not shown in the figure, for example, when a reach is achieved with left 4 symbols and right 4 symbols, a certain second special symbol variable display displays a 3 symbol as a center symbol, the next second special symbol variable display displays a 2 symbol as a center symbol, and the next second special symbol variable display displays a 1 symbol as a center symbol. In this way, when a reach symbol is displayed, a countdown is performed using the center symbol, which is the performance symbol, and in the variable display of the last second special symbol, which is the pre-reading target variable, either the same center symbol as the reach symbol or a center symbol different from the reach symbol is displayed. As illustrated in Figure 21, the reliability of a jackpot in the pattern countdown performance is set to approximately 41%, and if the result of the advance judgment regarding the second special pattern judgment, which is the target of advance prediction, is a "jackpot," a middle pattern that is the same as the reach pattern in the advance prediction target variation is displayed on the display screen 70, and if it is a "miss," a middle pattern that is different from the reach pattern in the advance prediction target variation is displayed on the display screen 70.

[0367] <Main effects performed in Gekitotsu RUSH> One of the effects performed in the fierce battle RUSH is the Battle SP Reach (see Figure 21).

[0368] (Battle SP Reach) This Battle SP Reach is a reach effect that develops in response to the establishment of a single line reach or a double line reach in the Gekitotsu RUSH, and is characterized in that the outcome is announced based on the outcome of the battle between the player's character and the enemy character. The Battle SP Reach is configured so that the reliability of a jackpot changes depending on the number of reach lines when the reach is established before the development into the Battle SP Reach, the type of effect symbol displayed as the reach symbol, the type of enemy character that appears, and so on, and the reliability of the jackpot is variable between approximately 29% and 100% (see FIG. 21). The series of variable effects when this Battle SP Reach is executed will be described in detail later with reference to FIGS. 29 to 31.

[0369] <Main effects performed during the Revenge Chance> An example of the effect that is executed during the revenge chance is the revenge reach (see Figure 21).

[0370] (Revenge Reach) This revenge reach is a reach effect that develops when a reach is achieved by a performance symbol during a revenge chance, and is an effect that notifies the winner depending on whether or not the player's character, who was defeated by an enemy character, succeeds in revenge (a come-from-behind victory). This revenge reach is configured so that the reliability of a jackpot changes depending on the type of performance symbol displayed as the reach symbol, the type of enemy character that appears, whether or not an ally character appears to rescue the player's character, etc., and the reliability of a jackpot is variable between approximately 23% and 100% (see Figure 21).

[0371] Up to this point, the characteristics of various effects executed in the high base state have been explained with reference to Fig. 21, but below, specific examples of some of these effects will be explained. In the gaming machine 1 of this embodiment, when the game is controlled in the probability variable game state or the time-limited game state, at least one effect pattern out of the 1 to 9 symbols included in the left-hand symbol row is displayed in the effect symbol display area 78 (see Fig. 22(A)), at least one effect pattern out of the 1 to 9 symbols included in the middle symbol row is displayed, and at least one effect pattern out of the 1 to 9 symbols included in the right-hand symbol row is displayed.

[0372] Here, pattern 1 is a performance pattern consisting of the number "1" and character A in a special display mode, pattern 2 is a performance pattern consisting of the number "2" and character B in a special display mode, pattern 3 is a performance pattern consisting of the number "3" and character C in a special display mode, pattern 4 is a performance pattern consisting of the number "4" and character D in a special display mode, pattern 5 is a performance pattern consisting of the number "5" and character E in a special display mode, pattern 6 is a performance pattern consisting of the number "6" and character F in a special display mode, pattern 7 is a performance pattern consisting of the number "7" and character G in a special display mode, pattern 8 is a performance pattern consisting of the number "8" and character H in a special display mode, and pattern 9 is a performance pattern consisting of the number "9" and character I in a special display mode.

[0373] In this way, the effect patterns displayed in the effect pattern display area 78 when the game is controlled in a special game mode or a time-limited game mode are configured as effect patterns that combine numbers as identification information and character images representing characters in special display modes, but for the sake of convenience in explanation, the character images representing characters in special display modes will be omitted from the illustration in Figures 22 to 31.

[0374] <Specific examples of instant loss notification change effects and winning / losing notification stirring change effects> Next, referring to Fig. 22, a specific example of an immediate miss notification variation effect and a hit / loss notification provocation variation effect will be described. Here, Fig. 22 is a screen diagram showing a specific example of an immediate miss notification variation effect and a hit / loss notification provocation variation effect executed during the explosive RUSH. Here, in the process in which the rights of the three second special symbol determinations reserved during the explosive RUSH are consumed in order, an immediate miss notification variation effect is executed in the reserve 1 variation corresponding to the first reservation, an immediate miss notification variation effect is also executed in the reserve 2 variation corresponding to the second reservation, and a hit / loss notification provocation variation effect that notifies a "jackpot" is executed in the reserve 3 variation corresponding to the third reservation.

[0375] Figure 22(A) shows an example in which three reserve icons, namely a reserve icon corresponding to reserve 1 change, a reserve icon corresponding to reserve 2 change, and a reserve icon corresponding to reserve 3 change, are displayed in reserve icon display area 76, and the change display of the (second special pattern and) performance pattern corresponding to the icons displayed in icon display area 77 (here, a scrolling display of three pattern rows) is being displayed in performance pattern display area 78.

[0376] On the other hand, if the result of the determination of the second special symbol corresponding to the icon is "miss," a missing symbol is stopped and displayed as the second special symbol, and three effect symbols showing the "625" scatter pattern are stopped in the effect symbol display area 78 (see FIG. 22(B)). Note that in FIG. 22(B), since the variable display of the second special symbol and effect symbol has ended, the icon displayed in the icon display area 77 has been erased, as indicated by the broken circle.

[0377] When a losing symbol is stopped and displayed as the second special symbol, and a predetermined confirmation time (here, 0.3 seconds) has elapsed since the three performance symbols indicating the "625" scatter pattern have stopped, the main CPU 81 executes a second special symbol determination corresponding to the first reserved icon (reserved icon with the letters "reserved 1": see FIG. 22(B)) displayed in the reserved icon display area 76. Then, in response to the execution of this second special symbol determination, the display screen 70 starts to display the variable second special symbol, and the scrolling display of the three pattern rows begins. In addition, the first reserved icon is shifted from the reserved icon display area 76 to the icon display area 77, and the second reserved icon (reserved icon with the letters "reserved 2") and the third reserved icon (reserved icon with the letters "reserved 2") are shifted within the reserved icon display area 76 (see FIGS. 22(B) and (C)).

[0378] In the reserve 1 variation started in this way, the sub-CPU 91 is set to execute the above-mentioned immediate loss notification variation effect when the reserve 1 variation starts. For this reason, although not shown in FIG. 22(C), when 0.4 seconds have passed since the reserve 1 variation in FIG. 22(C) started, a pseudo-stop display of three performance symbols representing the "183" scatter pattern, for example, begins, and 0.6 seconds have passed since the start of the reserve 1 variation, and as a loss pattern is displayed as a second special pattern, the three performance symbols representing the "183" scatter pattern are stopped as they are (see FIGS. 22(C) and (D)). Note that FIG. 22(D) shows the state immediately after the reserve 1 variation has ended, and the icon displayed in the icon display area 77 (the icon corresponding to the reserve 1 variation: see FIG. 22(C)) has been erased, as indicated by the dashed circle.

[0379] With the end of the reserve 1 variation, a losing symbol is stopped and displayed as the second special symbol, and when a predetermined determination time (here, 0.3 seconds) has elapsed since the three performance symbols indicating the "183" scatter pattern stopped, the main CPU 81 executes a second special symbol determination corresponding to the first reserve icon (the reserve icon with the letters "reserve 2": see FIG. 22(D)) displayed in the reserve icon display area 76. Then, in response to the execution of this second special symbol determination, the display screen 70 starts to display the variation of the second special symbol, and the scrolling display of the three pattern rows begins. In addition, the first reserve icon (the reserve icon with the letters "reserve 2") is shifted from the reserve icon display area 76 to the icon display area 77, and the second reserve icon (the reserve icon with the letters "reserve 3") is shifted within the reserve icon display area 76 (see FIGS. 22(D) and (E)).

[0380] In the reserve 2 variation started in this way, the sub-CPU 91 is set to execute the above-mentioned immediate loss notification variation effect when the reserve 2 variation starts. For this reason, although not shown in FIG. 22(E), when 0.4 seconds have passed since the reserve 2 variation in FIG. 22(E) started, a pseudo-stop display of three performance symbols representing the "436" scatter pattern, for example, begins, and 0.6 seconds have passed since the start of the reserve 2 variation, and as a loss pattern is displayed as the second special pattern, the three performance symbols representing the "436" scatter pattern are stopped as they are (see FIGS. 22(E) and (F)). Note that FIG. 22(F) shows the state immediately after the reserve 2 variation has ended, and the icon displayed in the icon display area 77 (the icon corresponding to the reserve 2 variation: see FIG. 22(E)) has been erased, as indicated by the dashed circle.

[0381] With the end of the reserve 2 variation, a losing symbol is stopped and displayed as the second special symbol, and when a predetermined confirmation time (here, 0.3 seconds) has elapsed since the three performance symbols indicating the "436" scatter pattern stopped, the main CPU 81 executes a second special symbol determination corresponding to the first reserve icon (the reserve icon with the letters "reserve 3": see FIG. 22(F)) displayed in the reserve icon display area 76. Then, in response to the execution of this second special symbol determination, the display screen 70 starts to display the variation of the second special symbol, and the scrolling display of the three pattern rows begins, and a shift process is performed to shift the first reserve icon (the reserve icon with the letters "reserve 3") from the reserve icon display area 76 to the icon display area 77 (see FIGS. 22(F) and (G)).

[0382] In the reserve 3 variation started in this way, when the reserve 3 variation starts, the main CPU 81 determines that a jackpot game will be executed, and the main CPU 81 selects a variation pattern with a variation time of 7.0 seconds as the variation pattern of the second special symbol, and based on this, the sub-CPU 91 sets that the above-mentioned winning / losing notification provocation variation effect will be executed. For this reason, although not shown in Figure 22 (G), when two seconds have passed since the reserve 3 variation started, three performance symbols showing, for example, a double number of "777" are displayed in the performance symbol display area 78, and an enlarged performance display showing how these three performance symbols are gradually enlarged is performed for three seconds. Then, since the result of the second special pattern determination performed at the start of the hold 3 change is "jackpot," three performance patterns enlarged to a predetermined size while showing the double digits "777" are displayed pseudo-stopped in a large size in the center of the display screen 70 for two seconds (see Figure 22(H)), and as the jackpot pattern is displayed as the second special pattern, these three performance patterns return to their original size and stop permanently without changing into other performance patterns (see Figure 22(I)).

[0383] Here, referring to FIG. 22, a series of effects that are performed when multiple probability variable games are executed during the Bakusoku RUSH, two instant loss notification effect variations are executed, and then a hit / lose notification provocation effect that notifies a jackpot is executed is described. In the gaming machine 1 of this embodiment, when the effect is controlled by the Bakusoku RUSH, if the determination result of the second special symbol determination is "miss," a variation pattern with a variation time of 0.6 seconds is likely to be selected as the variation pattern of the second special symbol. For this reason, during the Bakusoku RUSH, instant loss notification effect variations are often performed one after another, which can make the player feel impatient about the Bakusoku RUSH ending without winning the jackpot.

[0384] In addition, the fact that the variation pattern of the second special symbol, which has an extremely short variation time of 0.6 seconds, is likely to be selected means that the time from the occurrence of a jackpot to the occurrence of the next jackpot is relatively short. Therefore, after the execution of the winning / losing notification variation effect that notifies the jackpot, the player can enjoy the performance during the explosive RUSH while hoping that the winning / losing notification variation effect that also notifies the jackpot will be executed at an early timing.

[0385] <First example of continuous change in the middle symbol to notify of a jackpot> Next, referring to Figures 23 and 24, a first specific example of a medium symbol change continuous variation effect that notifies a jackpot will be described. Here, Figures 23 and 24 are screen diagrams showing a first specific example of a medium symbol change continuous variation effect that is executed during the explosive RUSH. Here, during the explosive RUSH, when two rights for the second special symbol determination are reserved and the second special symbol and the effect symbol are being displayed, a third right for the second special symbol determination is newly reserved in response to the entry of a game ball into the second starting hole 22, and based on the pre-determination result related to this third right for the second special symbol determination, a case will be described in which the sub-CPU 91 sets the medium symbol change continuous variation effect that notifies a jackpot. Note that in Figures 23 to 27, the effect symbols displayed in gray are represented by white numbers.

[0386] Figure 23(A) shows an example of a situation where, during the Bakusoku RUSH, two reserved icons are displayed in the reserved icon display area 76, and a changing display of the (second special pattern and) performance pattern corresponding to the icons displayed in the icon display area 77 (here, a scrolling display of three pattern rows: first change) is being displayed in the performance pattern display area 78.

[0387] In this way, when a gaming ball newly enters the second start opening 22 under the circumstances where the first variation is being performed, and the result of the preliminary determination process executed by the main CPU 81 in response to the entry is a "jackpot," and the sub-CPU 91 has set that a middle symbol change continuous variation effect will be executed, the sub-CPU 91 executes the following effect control. Specifically, almost simultaneously with the entry of a gaming ball newly into the second start opening 22, a reserve icon (the third reserve icon) corresponding to the pre-read target variation is newly displayed in the reserve icon display area 76, and an effect image showing a specific character uttering the line "It's your chance!" is displayed on the display screen 70, and accordingly, a winning effect is executed in which the line of the same content is output from the speaker 38 (see FIG. 23(B)).

[0388] In the gaming machine 1 of this embodiment, when the winning effect of the medium symbol change continuous variation effect is executed, as this winning effect starts, the effect symbol displayed in the effect symbol display area 78 is hidden, and instead the effect symbol is displayed as a small symbol (see FIG. 23(B)). In FIG. 23(B), to suggest that the first variation is continuing, three effect symbols indicating the reach loss number of "676" are displayed as small symbols in the upper right area of ​​the display screen 70, and these three effect symbols are displayed as pseudo-stops. In this way, when the winning effect starts, the three effect symbols are displayed as small symbols, so it is possible to perform the winning effect while suggesting that the result of the first variation is a "loss."

[0389] Next, as the first variation ends and a losing symbol is stopped and displayed as the second special symbol, the sub-CPU 91 stops the three effect symbols, which are displayed as small symbols in the upper right area of ​​the display screen 70 and indicate a reach losing number of "676" (see Figures 23(B) and (C)). In addition, in the gaming machine 1 of this embodiment, when the result of the second special symbol determination is "miss," a variation pattern with a variation time of 0.6 seconds is likely to be selected as the variation pattern of the second special symbol. However, as is clear from the notation in Figures 23(B) and (C), even during the period when the first variation ends and the second special symbol and the effect symbol are stopped and displayed, the display of the effect image related to the winning effect continues, so it is possible to ensure the minimum necessary time for displaying the effect image related to the winning effect.

[0390] Subsequently, after the first variation ends and a predetermined confirmation time (here, 0.3 seconds) has elapsed, a second special pattern determination corresponding to the first reserved icon (see FIG. 23(C)) displayed in the reserved icon display area 76 is executed, and the second variation is started in response to the execution of this second special pattern determination. Specifically, the variable display of the second special pattern begins, and along with this, the scrolling display of the three pattern rows displayed as small patterns in the upper right area of ​​the display screen 70 begins (see FIGS. 23(C) and (D)). In addition, the first reserved icon displayed in the reserved icon display area 76 is shifted to the icon display area 77 and displayed as that icon, and the remaining two reserved icons are shifted to the left within the reserved icon display area 76 (see FIGS. 23(C) and (D)).

[0391] Also, immediately after the second variation starts, a gray left 8 symbol and an equally gray right 8 symbol are stopped and displayed on the left and right of the effect symbol display area 78, and the red middle 5 symbol that was displayed in the center area of ​​the effect symbol display area 78 flies diagonally backward to the right, and instead a blue middle 6 symbol is displayed as a pseudo-stop in the center area (see Figures 23(D) and (E)). When the blue middle 6 symbol is pseudo-stopped and displayed in the center area, the effect symbol displayed as a small symbol in the upper right area of ​​the display screen 70 is pseudo-stopped and displayed in a manner that indicates a reach miss of "868" (see Figures 23(D) and (E)). Then, as the second variation ends, the blue middle 6 symbol stops for real, and the three small symbols indicating the reach miss of "868" stop as they are (see Figures 23(E) and (F)).

[0392] Subsequently, when the second variation ends and a predetermined confirmation time (here, 0.3 seconds) has elapsed, a second special pattern determination corresponding to the first reserved icon (see FIG. 23(F)) displayed in the reserved icon display area 76 is executed, and in response to the execution of this second special pattern determination, a third variation is started. Specifically, the variable display of the second special pattern begins, and along with this, the scrolling display of the three pattern rows displayed as small patterns in the upper right area of ​​the display screen 70 begins (see FIGS. 23(F) and (G)). In addition, the first reserved icon displayed in the reserved icon display area 76 is shifted to the icon display area 77 and displayed as ...

Claims

[Claim 1] a determination means for determining whether or not to execute a special game advantageous to a player; a special symbol display control means for, when the determination is made, causing a predetermined special symbol display means to variably display a special symbol and then to statically display a special symbol indicating the result of the determination; a special game execution means for executing the special game when a special symbol indicating that the determination means has determined that the special game will be executed is stopped and displayed on the special symbol display means; A gaming machine comprising a performance control means for controlling the performance.

Citation Information

Patent Citations

  • Game machine

    JP2020080893A