Game machine

By introducing various display effects and dynamic overlay display technology into the game console, the problem of insignificant display effects in existing game consoles has been solved, improving the visual experience and player engagement.

JP2025168565APending Publication Date: 2025-11-07NEWGIN KK
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Patent Information

Application Number
JP2025148521
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-08
Publication Date
2025-11-07

AI Technical Summary

Technical Problem

Existing game consoles suffer from insufficient visual effects when implementing multi-display effects.

Method used

By introducing multiple display effects into the game console, including a first display effect and a second display effect, the second display effect provides different levels of expectation reward prompts and achieves the overlay display of dynamic images through different modes of highlighting and predetermined display methods.

Benefits of technology

It improves the visibility and visual impact of the display, enhancing players' sense of participation and anticipation.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025168565000001_ABST
    Figure 2025168565000001_ABST
Patent Text Reader

Abstract

To improve the visibility of a display performance.SOLUTION: A game machine includes a performance display device EH capable of displaying images and a sub-CPU capable of controlling the performance display device EH. Performances that can be executed by the performance display device EH include an effect performance EF1 and a character performance ES1. When the effect performance EF1 and the character performance ES1 are executed in the overlapped manner, the character performance ES1 can be executed including predetermined highlighted display, and the effect performance EF1 can be executed including specific highlighted display, without including the predetermined highlighted display.SELECTED DRAWING: Figure 10
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Conventionally, some pachinko gaming machines, which are an example of gaming machines, are equipped with an image display device that displays images, and are configured to be able to execute display effects on the image display device (for example, Patent Document 1). The gaming machine disclosed in Patent Document 1 is configured to be able to execute multiple display effects in an overlapping manner. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-110707 Summary of the Invention [Problem to be solved by the invention]

[0004] Nowadays, there is a demand for further innovation in gaming machines that are configured to be able to execute multiple display effects in an overlapping manner, thereby improving the visibility of the display effects. [Means for solving the problem]

[0005] A gaming machine that solves the above problem comprises a display means for displaying an image and a display control means for controlling the display means for displaying an image, and the effects that can be executed by the display means include a first display effect and a second display effect, the second display effect is an effect that can suggest the degree of expectation of a predetermined benefit being awarded, and the modes of the second display effect include a first mode, a second mode in which the degree of expectation is higher than that of the first mode, and a third mode in which the degree of expectation is higher than that of the first mode, the first display effect can be executed including a specific highlighting that emphasizes a specific image, and the second display effect can be executed including a specific highlighting that emphasizes a specific image, and when the first display effect and the second display effect of the second mode are executed simultaneously, an image dynamically displayed in the specific highlighting and an image dynamically displayed in the specific highlighting are superimposed on each other. The gist of the present invention is that the second display performance of the second aspect can be executed with the predetermined highlighting but not the specific highlighting, and the first display performance can be executed with the specific highlighting but not the predetermined highlighting, and when the first display performance and the second display performance of the third aspect are executed simultaneously, the dynamically displayed image in the specific highlighting and the dynamically displayed image in the predetermined highlighting can be displayed in an overlapping manner, and the second display performance of the third aspect can be executed with the predetermined highlighting but not the specific highlighting, and the first display performance can be executed with the specific highlighting but not the predetermined highlighting, and the dynamically displayed image in the specific highlighting and the dynamically displayed image in the predetermined highlighting are different. [Effects of the Invention]

[0006] According to the present invention, it is possible to improve the visibility of the display effect. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a perspective view schematically showing a pachinko gaming machine. [Figure 2]FIG. 2 is a front view schematically showing the game board. [Figure 3] FIG. 3 is a schematic diagram showing an example of a display on the effect display device when a character effect is executed during execution of an effect game. [Figure 4] FIG. 4 is a schematic diagram showing an example of a display on the effect display device when a character effect is executed during execution of an effect game. [Figure 5] FIG. 5 is a schematic diagram showing an example of a display on the effect display device when a character effect and an effect effect are executed during execution of an effect game. [Figure 6] FIG. 6 is a schematic diagram showing an example of a display on the effect display device when a character effect and an effect effect are executed during execution of an effect game. [Figure 7] FIG. 7 is a block diagram showing the electrical configuration of a pachinko gaming machine. [Figure 8] FIG. 8 is an explanatory diagram for explaining an example of a fluctuation pattern. [Figure 9] FIG. 9 is an explanatory diagram for explaining an example of a performance pattern. [Figure 10] 10(a) to 10(f) are schematic diagrams showing examples of displays on the effect display device when a character effect is executed while a character effect and an effect effect are being executed. [Figure 11] 11(a) to 11(f) are schematic diagrams showing examples of displays on the effect display device when a character effect is executed while a character effect and an effect effect are being executed. [Figure 12] 12(a) to 12(f) are schematic diagrams showing examples of displays on the effect display device when a character effect is executed while a character effect and an effect effect are being executed. [Figure 13] 13(a) to 13(f) are schematic diagrams showing examples of displays on the effect display device when a character effect is executed while a character effect and an effect effect are being executed. [Figure 14]14(a) to 14(f) are schematic diagrams showing examples of displays on the effect display device when a character effect is executed while a character effect and an effect effect are being executed. [Figure 15] 15(a) to 15(f) are schematic diagrams showing examples of displays on the effect display device when a character effect is executed while a character effect and an effect effect are being executed. [Figure 16] 16(a) to 16(d) are schematic diagrams showing an example of a display on the effect display device when a character effect is executed while a character effect and an effect effect are being executed in the second embodiment. [Figure 17] 17(a) to 17(d) are schematic diagrams showing an example of a display on the effect display device when a character effect is executed while a character effect and an effect effect are being executed in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0008] [First embodiment] A first embodiment of the pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player.

[0009] As shown in FIG. 1, a pachinko gaming machine 10 (hereinafter referred to as gaming machine 10), which is an example of a gaming machine, has a frame 11. The frame 11 is configured to include an installation frame for fixing the gaming machine 10 to an installation in an amusement parlor or the like, and a mounting frame for mounting various gaming components. The gaming machine 10 has a gaming board YB. The gaming board YB is mounted on the frame 11. The gaming machine 10 has a launching handle HD. The gaming machine 10 is configured to be able to launch gaming balls by operating the launching handle HD.

[0010] The gaming machine 10 is equipped with a frame decoration lamp LA. The frame decoration lamp LA performs an effect (hereinafter referred to as a light-emitting effect) by lighting up, flashing, and extinguishing a light-emitting element consisting of a built-in full-color LED. Therefore, the frame decoration lamp LA can light up and flash in light colors such as white, blue, yellow, green, and red. The frame decoration lamp LA is provided in a frame body 11. The gaming machine 10 is equipped with a speaker SP. The speaker SP performs an effect (hereinafter referred to as a sound effect) by outputting sounds such as human and animal voices, sound effects, and music. The speaker SP is provided in the frame body 11.

[0011] As shown in Fig. 2, the gaming machine 10 is equipped with a first special symbol display unit 13a and a second special symbol display unit 13b as display units capable of displaying a special symbol changing game. The special symbol changing game (hereinafter referred to as a special game) includes a first special symbol changing game (hereinafter referred to as a first special game) and a second special symbol changing game (hereinafter referred to as a second special game). In the first special game, predetermined symbols are displayed in a changing manner, and finally, a first special symbol, which is an example of a special symbol, is displayed as a fixed, stopped symbol. In the second special game, predetermined symbols are displayed in a changing manner, and finally, a second special symbol, which is an example of a special symbol, is displayed as a fixed, stopped symbol.

[0012] The special symbol is a symbol for announcing the result of a predetermined lottery (e.g., a winning lottery) as a result of a special game. The first special symbol display unit 13a displays the first special game. In other words, the first special symbol display unit 13a executes the first special game. The second special symbol display unit 13b displays the second special game. In other words, the second special symbol display unit 13b executes the second special game. In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly displayed and the type of displayed symbol does not change. With respect to symbols, "fixed stop display" and "derivation" have the same meaning. In this embodiment, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously in parallel.

[0013] The special symbols include jackpot symbols and non-jackpot symbols as a result of the special game. In the gaming machine 10, when a jackpot is won in the winning lottery, a jackpot symbol is derived in the special game, and after the special game ends, a jackpot game occurs (is awarded). Non-jackpot symbols include loss symbols. In the gaming machine 10, when a jackpot is not won in the winning lottery, a loss symbol is derived in the special game.

[0014] The gaming machine 10 is equipped with a first special hold display unit 13c. The first special hold display unit 13c displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met (hereinafter referred to as the first special hold number). The gaming machine 10 is equipped with a second special hold display unit 13d. The second special hold display unit 13d displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met (hereinafter referred to as the second special hold number). In this embodiment, the upper limit numbers for the first special hold number and the second special hold number are each 4.

[0015] The gaming machine 10 is equipped with a normal symbol display unit 13e. The normal symbol display unit 13e displays a normal game. In the normal game, predetermined symbols are displayed in a variable manner, and finally, a normal symbol is displayed as a fixed, stopped symbol. The normal symbol is a symbol for notifying the result of the normal lottery as a result of the normal game. The normal symbols include a normal winning symbol and a normal losing symbol. In the gaming machine 10, when a normal winning symbol is won in the normal lottery, a normal winning symbol is derived in the normal game, and a normal winning game is initiated (awarded) after the normal game ends. In the gaming machine 10, when a normal winning symbol is not won in the normal lottery, a normal losing symbol is derived in the normal game. The gaming machine 10 is equipped with a normal hold display unit 13f. The normal hold display unit 13f displays information that can identify the number of normal games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold number). In this embodiment, the upper limit of the number of normal reservations is four.

[0016] A game area YBa, into which game balls flow, is formed on the front side of the game board YB provided in the gaming machine 10. An opening window YBb is formed in the game board YB approximately in the center when viewed from the front. A center frame W with various designs is attached to the opening window YBb.

[0017] The gaming machine 10 is equipped with an effect display device EH. The effect display device EH has an image display unit GH capable of displaying an image. For example, the image display unit GH is an LCD panel, an organic EL panel, or the like. The effect display device EH is attached to the gaming board YB so that, when viewed from the front, the image display area of ​​the image display unit GH is visible through the opening window YBb (center frame W) of the gaming board YB. The effect display device EH executes an effect (hereinafter referred to as a display effect) that displays a predetermined image. For example, the predetermined image is an image such as an effect pattern, a character, a landscape, a string of characters, numbers, and symbols. In this embodiment, the effect display device EH corresponds to an effect display means capable of displaying an image.

[0018] The gaming machine 10 is equipped with a board decoration lamp LB. The board decoration lamp LB performs light-emitting effects by turning on, flashing, and extinguishing a built-in light-emitting element consisting of a full-color LED. Therefore, the board decoration lamp LB can light up and flash in various colors, such as white, blue, yellow, green, and red. The board decoration lamp LB is attached to the gaming board YB. The board decoration lamp LB is provided near the effect display device EH (image display unit GH). For example, the board decoration lamp LB is provided closer to the effect display device EH than the frame decoration lamp LA. Specifically, the board decoration lamp LB is provided above the effect display device EH. The frame decoration lamp LA is provided to the left and right of the effect display device EH. The vertical distance from the board decoration lamp LB to the effect display device EH is shorter than the horizontal distance from the frame decoration lamp LA to the effect display device EH.

[0019] The board decoration lamp LB is provided in front of the performance display device EH (towards the player). The frame decoration lamp LA is provided in front of the performance display device EH. The front-to-back distance from the board decoration lamp LB to the performance display device EH, which is perpendicular to the up-down direction, is shorter than the front-to-back distance from the frame decoration lamp LA to the performance display device EH. Therefore, the distance from the board decoration lamp LB to the performance display device EH is shorter than the distance from the frame decoration lamp LA to the performance display device EH. In this embodiment, the board decoration lamp LB corresponds to a specific light-emitting means.

[0020] In this embodiment, the frame decoration lamp LA, speaker SP, performance display device EH, and panel decoration lamp LB are each performance devices that perform performances and constitute a performance device group DE. The performance device group DE is not limited to including all of the frame decoration lamp LA, speaker SP, performance display device EH, and panel decoration lamp LB, but may be composed of one or more performance devices that can be arbitrarily selected from these performance devices. The performance device group DE may be composed of performance devices that are different from the frame decoration lamp LA, speaker SP, performance display device EH, and panel decoration lamp LB.

[0021] The gaming machine 10 has a first start opening 15. The gaming machine 10 has a first start sensor SE1 that detects a gaming ball that has entered the first start opening 15 (shown in FIG. 7). In the gaming machine 10, when a gaming ball is detected by the first start sensor SE1, the reservation conditions for the first special game may be met, and the payout conditions for a predetermined number of prize balls (four in this embodiment) are also met. The first start opening 15 is always open so that gaming balls can be entered.

[0022] The gaming machine 10 has a second start hole 16. The gaming machine 10 has a second start sensor SE2 that detects a gaming ball that has entered the second start hole 16 (shown in FIG. 7). In the gaming machine 10, when a gaming ball is detected by the second start sensor SE2, the reservation conditions for the second special game may be met, and the payout conditions for a predetermined number of prize balls (1 in this embodiment) are met. The gaming machine 10 has a normal variable member 17 that can be operated between a first state in which the gaming ball can enter the second start hole 16 and a second state in which the gaming ball cannot enter the second start hole 16. The gaming machine 10 has a normal solenoid SL1 (shown in FIG. 7) as means for operating the normal variable member 17. The normal variable member 17 is operated to the first state during a normal winning game.

[0023] The gaming machine 10 is equipped with a large prize opening 18. The gaming machine 10 is also equipped with a special prize sensor SE3 (shown in FIG. 7) that detects a gaming ball that has entered the large prize opening 18. In the gaming machine 10, when a gaming ball is detected by the special prize sensor SE3, a condition for the payout of a predetermined number of prize balls (10 in this embodiment) is met. The gaming machine 10 is also equipped with a special variable member 19 that can be operated between a first state in which a gaming ball can enter the large prize opening 18 and a second state in which a gaming ball cannot enter the large prize opening 18. The gaming machine 10 is also equipped with a special solenoid SL2 (shown in FIG. 7) as means for operating the special variable member 19. The special variable member 19 is operated to the first state during a jackpot game.

[0024] The gaming machine 10 has a gate 25. The gaming machine 10 has a normal start sensor SE4 that detects a gaming ball that has entered the gate 25 (shown in FIG. 7). When a gaming ball is detected by the normal start sensor SE4, the holding condition for the normal game may be met, but the payout condition for prize balls is not met. The gaming machine 10 has a normal winning opening 26. The gaming machine 10 has a normal winning sensor (not shown) that detects a gaming ball that has entered the normal winning opening 26. When a gaming ball is detected by the normal winning sensor, the payout condition for a predetermined number of prize balls (two in this embodiment) is met. The gaming machine 10 has an outlet 27. The outlet 27 is formed at the lower end of the gaming area YBa. Of the game balls shot into the game area YBa, those that do not enter any of the first start hole 15, the second start hole 16, the big prize hole 18, and the normal prize hole 26 are discharged from the outlet 27 to the outside of the machine.

[0025] The gaming machine 10 can adjust the launch strength of the gaming ball according to the amount of operation (rotation amount) of the launch handle HD. In the gaming machine 10, the gaming ball can be shot so that it flows down either the left area of ​​the center frame W or the right area of ​​the center frame W. A first start opening 15 and a regular winning opening 26 are arranged along the gaming ball's flow path R1 in the left area. In the gaming machine 10, the gaming ball can be shot so that it flows down the left area of ​​the gaming area YBa, causing the ball to enter the first start opening 15 and the regular winning opening 26. In the following description, a "left shot" refers to a gaming ball shot with a launch strength that causes the gaming ball to flow down the left area. A second start opening 16, a special winning opening 18, and a gate 25 are arranged along the gaming ball's flow path R2 in the right area. In the gaming machine 10, by firing a gaming ball so that it flows down the right-hand area of ​​the gaming area YBa, it is possible to make the ball enter the second starting opening 16, the big prize opening 18, and the gate 25. In the following explanation, firing a gaming ball with a firing intensity that causes the gaming ball to flow down the right-hand area is referred to as a "right hit."

[0026] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 is equipped with a probability variation function that varies the jackpot probability to a high probability, and a ball entry assistance function that assists the game ball in entering the second starting hole 16. The gaming state of the gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.

[0027] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The gaming machine 10 has multiple probability states with different jackpot probabilities. The multiple probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. When the probability variable function is activated, the probability state transitions from the low probability state to the high probability state, increasing the chance of winning a jackpot in the winning lottery. For this reason, the high probability state is more advantageous to the player than the low probability state.

[0028] The goal-going assistance function will now be explained. The ball entry assistance function is a function that assists balls in entering the second starting hole 16, and is a so-called "electric support function." The gaming machine 10 has multiple ball entry states, which are states in which the rate at which game balls enter the second starting hole 16 varies. The multiple ball entry states include a non-time-saving state and a time-saving state in which the rate at which game balls enter the second starting hole 16 per unit time is higher than in the non-time-saving state. The time-saving state is a so-called "electric support state" or "high base state." The non-time-saving state is a so-called "non-electric support state" or "low base state." The rate at which game balls enter the first starting hole 15 per unit time is the same in the time-saving state and the non-time-saving state. In the time-saving state, the rate at which game balls enter the second starting hole 16 per unit time is improved, making it easier for game balls to enter the second starting hole 16 than the first starting hole 15. For this reason, in the time-saving state, it is recommended to hit the ball to the right so that the game ball is more likely to enter the second starting hole 16. On the other hand, in the non-time-saving state, the rate at which game balls enter the second starting hole 16 per unit time is lower than in the time-saving state, making it more difficult for game balls to enter the second starting hole 16 than the first starting hole 15, so it is recommended to hit the ball to the left. In the gaming machine 10, when the ball entry assistance function is activated, the ball entry state transitions from the non-time-saving state to the time-saving state. In the time-saving state, the rate at which game balls enter the second starting hole 16 per unit time is improved, making it easier to fulfill the reservation conditions for the second special game and the payout conditions for prize balls that accompany a ball entering the second starting hole 16 than in the non-time-saving state. For this reason, the time-saving state is more advantageous to the player than the non-time-saving state.

[0029] For example, the time-shortening state can be realized by executing one of the three controls described below, which can be selected arbitrarily, or by executing a combination of multiple controls. The first control is a control that shortens the variable time of the normal game compared to when the time-shortening state is not in effect. The second control is a control that changes the probability of a normal win in the normal lottery to a higher probability compared to when the time-shortening state is not in effect. The third control is a control that lengthens the time during which the normal variable member 17 is in the first state in one normal win game compared to when the time-shortening state is not in effect. Note that the third control may be at least one of a control that increases the number of times the normal variable member 17 is operated to the first state in one normal win game compared to when the time-shortening state is not in effect, and a control that lengthens the time from when the normal variable member 17 is operated to the first state to when it is operated to the second state in a normal win game compared to when the time-shortening state is not in effect.

[0030] The time-saving state may be realized by combining the fourth control, which will be described below. The fourth control is a control that shortens the variable time (average variable time) of special games compared to when the time-saving state is not in effect. As a result, the average variable time of special games is shorter in the time-saving state compared to when the time-saving state is not in effect. The average variable time of special games can be calculated by dividing the cumulative variable time of a unit number of special games by the unit number of times, assuming that a unit number of special games have been played. In the time-saving state, the number of special games that can actually be played per unit time increases compared to when the time-saving state is not in effect. In other words, the efficiency of consuming reserved special games is improved.

[0031] There are three game states: a low-probability non-time-saving state, a low-probability time-saving state, and a high-probability time-saving state. The low-probability non-time-saving state is a game state in which neither the probability variable function nor the ball-scoring assistance function is activated. The low-probability time-saving state is a game state in which the probability variable function is not activated, but the ball-scoring assistance function is activated. The high-probability time-saving state is a game state in which both the probability variable function and the ball-scoring assistance function are activated.

[0032] Explain about the jackpot. The gaming machine 10 has multiple types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or multiple types. In this embodiment, they are classified into two types: normal symbols and specific symbols. In the gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).

[0033] In a jackpot game, an opening effect is first performed over a predetermined opening time, which indicates the start of the jackpot game. After the opening time has elapsed, a round game in which the jackpot entry port 18 is opened is performed up to a predetermined maximum number of times. A round game ends when a predetermined maximum number of game balls enter the jackpot entry port 18 or when a predetermined maximum time has elapsed. In the round game, the jackpot entry port 18 is opened in a predetermined opening manner. In a jackpot game, game balls can be acquired by entering the jackpot entry port 18. For this reason, in a jackpot game, it is recommended to hit the ball to the right to make it easier for game balls to enter the jackpot entry port 18. A jackpot game is particularly advantageous for a player because it can increase the number of game balls the player owns. In this embodiment, the occurrence (awarding) of a jackpot game corresponds to the awarding of a predetermined benefit. A round effect is performed in each round game. In the jackpot game, when the final round of play ends, an ending presentation that allows the end of the jackpot game to be identified is performed for a predetermined ending time. The jackpot game ends as the ending time elapses.

[0034] The following describes the display effects that can be performed by the effect display device EH. As shown in Figures 3 and 4, the effect display device EH displays an effect game as one of the display effects. In the effect game, multiple columns of effect symbols are displayed in a variable manner, and finally a combination of effect symbols (hereinafter referred to as a symbol combination) is displayed as a fixed, stopped symbol. The effect symbols are also called "decorative symbols" or "ornamental symbols." In this embodiment, the effect game is performed by displaying (scrolling) the effect symbols of the left symbol column ZH, the center symbol column ZN, and the right symbol column ZM in a variable manner in a predetermined direction.

[0035] The effect game starts and ends with the special game. In the effect game, multiple columns of effect symbols are displayed as a fixed stop as a result of the effect game. In the effect game, a symbol combination corresponding to the special symbols displayed as a fixed stop in the special game is displayed as a fixed stop. When a jackpot symbol is displayed as a fixed stop in the special game, the jackpot symbol combination is displayed as a fixed stop in the effect game. Therefore, when a jackpot symbol combination is displayed as a fixed stop as a result of the effect game, it is possible to determine that a jackpot game will be awarded. A jackpot symbol combination is a symbol combination in which the effect symbols in all symbol columns are the same, such as "777." When a losing symbol is displayed as a fixed stop in the special game, a losing symbol combination is displayed as a fixed stop in the effect game. A losing symbol combination is a symbol combination in which the effect symbols in at least some symbol columns are different from the effect symbols in the other symbol columns, such as "738" or "787."

[0036] In a presentation game, when a reach is formed, a reach presentation is executed. A reach is a state in which the same presentation symbol is temporarily displayed in a plurality of specific symbol columns, and the presentation symbol continues to be displayed in a variable manner in other symbol columns. In this specification, "temporary stop display" means a state in which the symbol is not displayed in a variable manner, but is displayed oscillatingly before the symbol is displayed in a fixed, stopped manner. "Temporary stop display" is also called "temporary stop display." In this embodiment, the left symbol column ZH and the right symbol column ZM correspond to the specific symbol column, and the center symbol column ZN corresponds to the other symbol column.

[0037] Reach effects include normal reach effects (hereinafter referred to as NR effects) and super reach effects (hereinafter referred to as SR effects) that are performed after the start of an NR effect. SR effects are executed with content that expands on the content of NR effects, for example. SR effects have a higher probability of winning compared to NR effects. The probability of winning can be calculated by the ratio of the appearance rate in the case of a jackpot to the total appearance rate, which is the sum of the appearance rates in the case of a non-jackpot and the case of a jackpot. The probability of winning can also be understood as the expectation of winning a jackpot game.

[0038] The effect display device EH can display a preview effect as one of the display effects. The preview effect is an effect that can suggest the likelihood of a jackpot in a special game currently being played. For example, the preview effect is an effect that can suggest the likelihood of a jackpot by using characters, scenery, text, numbers, and symbols in the displayed image. For example, the preview effect is an effect that can suggest the likelihood of a jackpot by using the color of the displayed image. However, the preview effect may also be an effect that can suggest the likelihood of a jackpot by displaying the likelihood of a jackpot as a probability (for example, a % display). The preview effect may also be an effect that can suggest the likelihood of a jackpot in a special game that is on hold. In this way, the gaming machine 10 is configured to execute display effects that can suggest the likelihood of a jackpot game being awarded.

[0039] FIG. 3 shows an example of the display of the effect display device EH when an effect game and a character effect ES1 as a preview effect are executed. When the special game and the effect game are started, the effect display device EH displays the effect symbols of the left symbol column ZH, the center symbol column ZN, and the right symbol column ZM in a downward shifting manner. After the effect game is started, the effect display device EH starts the character effect ES1 while the effect game is being executed. The image of the character effect ES1 is an image placed on a layer with a higher display priority than the image of the effect game. In this embodiment, the image of the character effect ES1 and the image of the effect game are displayed without overlapping.

[0040] The image in character effect ES1 is an image of the string "Maybe it's your chance." In this embodiment, the image of the string is composed of an image RG of the outline portion of the character (hereinafter referred to as outline image RG) and an image NG of the portion surrounded by the outline image RG (hereinafter referred to as internal image NG). The outline image RG can also be understood as the boundary between the image of the character string and an image different from the image of the character string. In this embodiment, character effect ES1 has multiple modes in which the internal image NG differs in color. The modes of character effect ES1 include a first mode in which the internal image NG is white, a second mode in which the internal image NG is blue, and a third mode in which the internal image NG is red. Note that the outline image RG is the same image in any of the first, second, and third modes of character effect ES1. The outline image RG is black. In the following description, the character effect ES1 of the first aspect will be referred to as "character effect ES1 [white]", the character effect ES1 of the second aspect will be referred to as "character effect ES1 [blue]", and the character effect ES1 of the third aspect will be referred to as "character effect ES1 [red]".

[0041] When the second execution time (2 seconds in this embodiment) has elapsed since the start of the character effect ES1, the character effect ES1 ends on the effect display device EH. That is, the image of the string of characters "Maybe it's your chance" is erased on the effect display device EH. After that, when the effect game ends along with the special game, the effect display device EH displays the effect symbols of the left symbol column ZH, the middle symbol column ZN, and the right symbol column ZM as fixed and stopped. In this way, the effect game and the character effect ES1 can be executed simultaneously on the effect display device EH. That is, the effect display device EH can simultaneously display an image from the effect game and an image from the character effect ES1. On the other hand, the effect display device EH does not display an image from the effect game and an image from the character effect ES1 overlapping each other. In this embodiment, the character effect ES1 corresponds to the second display effect.

[0042] FIG. 4 shows an example of the display of the effect display device EH when an effect game and a character effect ES2 as a preview effect are executed. When the special game and the effect game are started, the effect display device EH displays the effect symbols of the left symbol column ZH, the center symbol column ZN, and the right symbol column ZM in a downward shifting manner. After the effect game is started, the effect display device EH starts a character effect ES2 while the effect game is being executed. The image of the character effect ES2 is an image placed on a layer with a higher display priority than the image of the effect game. In this embodiment, the image of the character effect ES2 and the image of the effect game are displayed without overlapping.

[0043] The image in character effect ES2 is an image of the string "Maybe this is a good opportunity." Similar to the image of the string in character effect ES1, the image of the string in character effect ES2 is composed of an outline image RG and an internal image NG. In this embodiment, the character effect ES2 has a plurality of modes in which the internal image NG has different colors. The modes of character effect ES2 include a first mode in which the internal image NG is white, a second mode in which the internal image NG is blue, and a third mode in which the internal image NG is red. Note that the outline image RG is the same image in the first, second, and third modes of character effect ES2. The outline image RG is black. In the following description, the character effect ES2 in the first mode will be referred to as "character effect ES2 [white]," the character effect ES2 in the second mode will be referred to as "character effect ES2 [blue]," and the character effect ES2 in the third mode will be referred to as "character effect ES2 [red]."

[0044] When the second execution time has elapsed since the start of the character effect ES2, the character effect ES2 ends on the effect display device EH. That is, the image of the character string "Maybe this is a good opportunity" is erased on the effect display device EH. After that, when the effect game ends along with the special game, the effect display device EH displays the effect symbols of the left pattern column ZH, the middle pattern column ZN, and the right pattern column ZM as fixed and stopped. In this way, the effect game and the character effect ES2 can be executed simultaneously on the effect display device EH. That is, the effect display device EH can simultaneously display an image from the effect game and an image from the character effect ES2. On the other hand, the effect display device EH does not display an image from the effect game and an image from the character effect ES2 overlapping each other. In this embodiment, the character effect ES2 corresponds to a specific display effect.

[0045] FIG. 5 shows an example of the display of the effect display device EH when an effect game, a character effect CH1 as a preview effect, and an effect effect EF1 executed together with the character effect CH1 are executed.

[0046] When the effect game starts along with the special game, the effect display device EH displays the effect symbols of the left symbol column ZH, the center symbol column ZN, and the right symbol column ZM in a downward shifting manner. After the effect game starts, the effect display device EH starts the character effect CH1 while the effect game is being executed, and also starts the effect effect EF1. The image of the effect effect EF1 is an image placed on a layer with a higher display priority than the image of the effect game. In the effect display device EH, the image of the effect effect EF1 is displayed in the entire image display area of ​​the image display unit GH. Therefore, in the effect display device EH, the image of the effect effect EF1 and the image of the effect game are displayed overlapping each other. Then, in the effect display device EH, the image of the effect game is hidden by the image of the effect effect EF1 and becomes invisible.

[0047] The image based on the character effect CH1 is an image placed on a layer with a higher display priority than the image based on the effect effect EF1. In the effect display device EH, the image based on the character effect CH1 is displayed in a portion of the image display area of ​​the image display unit GH. Therefore, in the effect display device EH, the image based on the effect effect EF1 and the image based on the character effect CH1 are displayed overlapping each other. And, in the effect display device EH, both the image based on the effect effect EF1 and the image based on the character effect CH1 are visible.

[0048] The image based on the character effect CH1 is an image that resembles a girl character. The image based on the effect effect EF1 is composed of an image SC (hereinafter referred to as the concentrated line image SC) of multiple lines that converge toward a specific display area within the image display area of ​​the image display unit GH, and an image HG (hereinafter referred to as the background image HG) of the image based on the effect effect EF1 that is a portion other than the concentrated line image SC. In this embodiment, the specific display area includes the display area where the image based on the character effect CH1 is displayed. In this embodiment, the background image HG has multiple forms in which the background image HG has different colors. The colors of the background image HG include white, blue, and red. In the following description, an effect effect EF1 in which the background image HG is white will be referred to as "effect effect EF1 [white]," an effect effect EF1 in which the background image HG is blue will be referred to as "effect effect EF1 [blue]," and an effect effect EF1 in which the background image HG is red will be referred to as "effect effect EF1 [red]." In the effect rendering EF1, the concentrated line image SC is the same regardless of whether the color of the background image HG is white, blue, or red. The concentrated line image SC is black.

[0049] When the first execution time (3 seconds in this embodiment) has elapsed since the start of the character effect CH1 and the effect effect EF1, the character effect CH1 and the effect effect EF1 end on the effect display device EH. That is, the image of the girl character, the convergent line image SC, and the background image HG are erased on the effect display device EH. When the character effect CH1 and the effect effect EF1 end, the effect game is displayed on the effect display device EH. Thereafter, when the effect game ends along with the special game, the effect display device EH displays the effect symbols of the left symbol column ZH, the center symbol column ZN, and the right symbol column ZM as fixed and stopped. In this way, the character effect CH1 and the effect effect EF1 can be executed simultaneously on the effect display device EH. That is, the effect display device EH can simultaneously display an image based on the character effect CH1 and an image based on the effect effect EF1. The effect display device EH can display an image based on the character effect CH1 and an image based on the effect effect EF1 overlapping each other. In this embodiment, the effect effect EF1 corresponds to the first display effect.

[0050] FIG. 6 shows an example of the display of the effect display device EH when an effect game, a character effect CH2 as a preview effect, and an effect effect EF2 executed together with the character effect CH2 are executed.

[0051] When the effect game starts along with the special game, the effect display device EH displays the effect symbols in the left pattern column ZH, the center pattern column ZN, and the right pattern column ZM, each moving downward. After the effect game starts, the effect display device EH starts the character effect CH2 while the effect game is being executed, and also starts the effect effect EF2. The image from the effect effect EF2 is an image placed on a layer with a higher display priority than the image from the effect game. In the effect display device EH, the image from the effect effect EF2 is displayed in the entire image display area of ​​the image display unit GH. Therefore, in the effect display device EH, the image from the effect effect EF2 and the image from the effect game are displayed overlapping each other. Then, in the effect display device EH, the image from the effect game is hidden by the image from the effect effect EF2 and becomes invisible.

[0052] The image based on the character effect CH2 is an image placed on a layer with a higher display priority than the image based on the effect effect EF2. In the effect display device EH, the image based on the character effect CH2 is displayed in a portion of the image display area of ​​the image display unit GH. Therefore, in the effect display device EH, the image based on the effect effect EF2 and the image based on the character effect CH2 are displayed overlapping each other. And, in the effect display device EH, both the image based on the effect effect EF2 and the image based on the character effect CH2 are visible.

[0053] The image based on the character effect CH2 is an image that resembles a boy character. The image based on the effect effect EF2 is composed of a concentrated line image SC, which is a plurality of lines converging toward a specific display area within the image display area of ​​the image display unit GH, and a background image HG, which is the portion of the image based on the effect effect EF2 other than the concentrated line image SC. In this embodiment, the specific display area includes the display area where the image based on the character effect CH2 is displayed. In this embodiment, the background image HG has multiple forms in which the background image HG has different colors. The colors of the background image HG include white, blue, and red. In the following description, an effect effect EF2 with a white background image HG will be referred to as "effect effect EF2 [white]," an effect effect EF2 with a blue background image HG will be referred to as "effect effect EF2 [blue]," and an effect effect EF2 with a red background image HG will be referred to as "effect effect EF2 [red]." The concentrated line image SC for the effect effect EF2 is the same regardless of whether the background image HG is white, blue, or red. The concentrated line image SC is black.

[0054] When the first execution time has elapsed since the start of the character effect CH2 and the effect effect EF2, the character effect CH2 and the effect effect EF2 end on the effect display device EH. That is, the image of the boy character, the convergent line image SC, and the background image HG are erased on the effect display device EH. When the character effect CH2 and the effect effect EF2 end, the effect game is displayed on the effect display device EH. Thereafter, when the effect game ends along with the special game, the effect display device EH displays the effect symbols in the left pattern column ZH, the center pattern column ZN, and the right pattern column ZM as fixed and stopped. In this way, the character effect CH2 and the effect effect EF2 can be executed simultaneously on the effect display device EH. That is, the effect display device EH can simultaneously display an image based on the character effect CH2 and an image based on the effect effect EF2. The effect display device EH can display an image based on the character effect CH2 and an image based on the effect effect EF2 overlapping each other. In this embodiment, the effect effect EF2 corresponds to a predetermined display effect.

[0055] Next, the electrical configuration of the gaming machine 10 will be described. As shown in Fig. 7, the gaming machine 10 includes a main control board 40 and a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The main control board 40 performs various controls and outputs various control information (control commands). The sub-control board 50 controls the group of performance devices DE, which serves as performance execution means, based on the various control commands output by the main control board 40.

[0056] First, the main control board 40 will be described. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as a main CPU 42) and a storage unit. The main CPU 42 executes various processes by executing a main control program. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as a main ROM 43) from which information can be read but to which information cannot be written, and an RWM area (hereinafter referred to as a main RWM 44) from which information can be read and to which information can be written.

[0057] The main ROM 43 stores a main control program, as well as judgment values ​​and tables used for various judgments and lotteries. The main ROM 43 stores a jackpot judgment value corresponding to a probability state used to determine whether or not a jackpot has been won in a winning lottery. The main ROM 43 stores a jackpot pattern judgment value used in the jackpot pattern lottery. The main ROM 43 stores a variation pattern judgment value used in the variation pattern lottery. The main ROM 43 stores multiple types of variation patterns. The variation pattern is information that can identify the variation time from the start to the end of a special game. The variation pattern is information that can identify at least a portion of the presentation content of the presentation game performed during the execution of the special game. The variation patterns include a jackpot variation pattern and a miss variation pattern. The jackpot variation pattern is a variation pattern that ultimately derives a jackpot pattern combination. The presentation game based on the jackpot variation pattern undergoes a reach presentation and ultimately becomes a variation content in which the jackpot pattern combination is confirmed and stopped and displayed. The losing variation pattern is a variation pattern that ultimately derives a losing symbol combination. The effect game based on the losing variation pattern eventually becomes a variation content in which the losing symbol combination is finally displayed as a confirmed stop, with or without going through a reach effect.

[0058] As shown in Fig. 8, there are fluctuation patterns HP11 to HP15. Not limited to this, there may be a fluctuation pattern different from the fluctuation patterns HP11 to HP15 instead of or in addition to the fluctuation patterns HP11 to HP15. The fluctuation pattern may include a fluctuation pattern that can be determined in the non-time-saving state and a fluctuation pattern that can be determined in the time-saving state.

[0059] Fluctuation pattern HP11 is a fluctuation pattern that does not go through a reach effect and finally displays a confirmed and stopped losing symbol combination. Fluctuation pattern HP12 is a fluctuation pattern that goes through an NR effect and finally displays a confirmed and stopped losing symbol combination. Fluctuation pattern HP13 is a fluctuation pattern that goes through an NR effect and an SR effect and finally displays a confirmed and stopped losing symbol combination. Fluctuation pattern HP14 is a fluctuation pattern that goes through an NR effect and finally displays a confirmed and stopped winning symbol combination. Fluctuation pattern HP15 is a fluctuation pattern that goes through an NR effect and an SR effect and finally displays a confirmed and stopped winning symbol combination.

[0060] The main RWM 44 stores various information that is rewritten depending on the results of processing by the main CPU 42. For example, the information stored in the main RWM 44 includes setting information, flags, counters, and timers. The microprocessor 41 includes a random number circuit 45 that generates hardware random numbers. The microprocessor 41 may also be capable of generating software random numbers through random number generation processing by the main CPU 42. Note that the main CPU 42, main ROM 43, main RWM 44, and random number circuit 45 do not necessarily need to be configured on a single chip as the microprocessor 41, but may also be configured separately.

[0061] The main control board 40 is connected to the sensors SE1 to SE4. The main CPU 42 is configured to be able to input detection signals output when the sensors SE1 to SE4 detect a gaming ball. The main control board 40 is connected to the display units 13a to 13f. The main CPU 42 is configured to be able to control the display contents of the display units 13a to 13f. The main control board 40 is connected to the solenoids SL1 and SL2. The main CPU 42 is configured to be able to control the operation of the variable members 17 and 19 by controlling the operation of the solenoids SL1 and SL2.

[0062] The sub-control board 50 will now be described. The sub-control board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. The sub-CPU 51 executes a sub-control program to perform various processes related to the effects. The sub-CPU 51 executes processes related to the execution of the effects based on control commands input from the main CPU 42. The sub-ROM 52 stores the sub-control program and determination values ​​used in various lotteries related to the effects. The sub-ROM 52 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects. The sub-RWM 53 stores various information that is rewritten during operation of the gaming machine 10. For example, the information stored in the sub-RWM 53 includes flags, counters, and timers. The sub-control board 50 is configured to be able to generate software random numbers through a random number generation process performed by the sub-CPU 51. The sub-control board 50 may also be equipped with a random number circuit to generate hardware random numbers.

[0063] The sub-control board 50 is connected to the frame decoration lamp LA. The sub-CPU 51 is configured to be able to control the light emission mode of the frame decoration lamp LA. The sub-control board 50 is connected to the speaker SP. The sub-CPU 51 is configured to be able to control the output mode of the speaker SP. The sub-control board 50 is connected to the performance display device EH. The sub-CPU 51 is configured to be able to control the display content of the performance display device EH. The sub-CPU 51 arranges images on multiple control layers, generates an image by superimposing these control layers, and displays it on the performance display device EH. Each of the multiple control layers has a priority. The sub-CPU 51 displays an image arranged on a control layer with a relatively high priority as if it were in front of an image arranged on a control layer with a relatively low priority. Conversely, the sub-CPU 51 displays an image arranged on a control layer with a relatively low priority so that it is hidden behind an image arranged on a control layer with a relatively high priority. The sub-CPU 51 corresponds to a display performance control means capable of controlling the performance display device EH. The sub-control board 50 is connected to the panel decoration lamp LB. The sub-CPU 51 is configured to be able to control the light emitting mode of the board decoration lamp LB. The sub-CPU 51 corresponds to a light emitting effect control means that can control the board decoration lamp LB.

[0064] Next, various processes performed by the main CPU 42 of the main control board 40 will be described. The main CPU 42 executes timer interrupt processing at predetermined intervals (4 ms in this embodiment), including special symbol input processing, special symbol start processing, jackpot game processing, normal symbol input processing, normal symbol start processing, and normal win game processing. In this embodiment, the control commands stored in the output buffer are output to the sub-control board 50 by information output processing executed as timer interrupt processing.

[0065] First, the special symbol input process will be described. In the special symbol input process, the main CPU 42 determines whether a gaming ball has entered the first start port 15 based on whether a detection signal has been input from the first start sensor SE1. When a gaming ball has entered the first start port 15, the main CPU 42 determines whether the first special reserve number stored in the main RWM 44 is less than the upper limit number. When the first special reserve number is less than the upper limit number, the main CPU 42 updates the first special reserve number by adding 1. Next, the main CPU 42 controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. The main CPU 42 stores a control command that can identify the first special reserve number in the output buffer.

[0066] Next, the main CPU 42 acquires the random numbers generated by the random number circuit 45 and stores random number information based on the acquired random numbers in the main RWM 44. For example, the random numbers may be a special winning random number used in a winning lottery, a jackpot symbol random number used to determine a jackpot symbol, and a variation pattern random number used to determine a variation pattern. The main CPU 42 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number using a predetermined method. By storing the random number information to be used for the first special game in the main RWM 44, the gaming machine 10 can suspend the execution of the first special game until the execution conditions for the first special game are met.

[0067] When the random number information for the first special game is stored in the main RWM 44, if a gaming ball has not entered the first start port 15 and if the number of first special reserves is not less than the upper limit number, the main CPU 42 determines whether a gaming ball has entered the second start port 16 based on whether a detection signal has been input from the second start sensor SE2. If a gaming ball has not entered the second start port 16, the main CPU 42 terminates the special pattern input process. If a gaming ball has entered the second start port 16, the main CPU 42 determines whether the number of second special reserves stored in the main RWM 44 is less than the upper limit number. If the number of second special reserves is not less than the upper limit number, the main CPU 42 terminates the special pattern input process. If the number of second special reserves is less than the upper limit number, the main CPU 42 updates the second special reserve number by adding 1. The main CPU 42 controls the second special reserve display unit 13d to display information that can identify the updated second special reserve number. The main CPU 42 stores a control command capable of specifying the second special reservation number in an output buffer.

[0068] Next, the main CPU 42 acquires a random number generated by the random number circuit 45 and stores random number information based on the acquired random number in the main RWM 44. The main CPU 42 stores the random number information so that it is possible to identify that the random number information is to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the second special game in the main RWM 44, the gaming machine 10 can suspend the execution of the second special game until the execution condition for the second special game is met. Thereafter, the main CPU 42 ends the special symbol input process.

[0069] Next, the special symbol start process will be described. In the special symbol start processing, the main CPU 42 determines whether or not a special game can be executed. The main CPU 42 makes a positive determination when neither a jackpot game is being played nor a special game is being executed. On the other hand, the main CPU 42 makes a negative determination when a jackpot game is being played or a special game is being executed. If a special game cannot be executed, the main CPU 42 ends the special symbol start processing. If a special game can be executed, the main CPU 42 determines whether or not the second special reserve number is 1 or more. If the second special reserve number is not 1 or more, the main CPU 42 determines whether or not the first special reserve number is less than 1. If the first special reserve number is less than 1, the main CPU 42 ends the special symbol start processing.

[0070] If the first special reserve number is not less than 1, the main CPU 42 performs processing to execute a first special game. Specifically, the main CPU 42 updates the first special reserve number by subtracting 1. The main CPU 42 controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. Then, the main CPU 42 performs a winning lottery. Specifically, the main CPU 42 acquires the random number information for the first special game that was stored earliest from the main RWM 44. Next, the main CPU 42 performs a winning lottery to determine whether or not a jackpot will be won, using the special winning random number and jackpot determination value identified from the acquired random number information. The main CPU 42 performs a winning lottery with a jackpot probability corresponding to the current probability state (either a high probability state or a low probability state), and determines whether or not a jackpot has been won.

[0071] When a jackpot is won, the main CPU 42 performs jackpot game processing. In the jackpot game processing, the main CPU 42 performs a jackpot pattern lottery using a jackpot pattern random number and a jackpot pattern determination value that can be identified from the random number information, and determines the jackpot pattern to be derived in the first special game. Then, the main CPU 42 performs a variation pattern lottery using a variation pattern random number and a variation pattern determination value that can be identified from the random number information, and determines a variation pattern from multiple types of variation patterns. In this embodiment, the jackpot variation patterns that can be determined when a jackpot is won in the winning lottery are variation pattern HP14 and variation pattern HP15. Thereafter, the main CPU 42 ends the special pattern start processing.

[0072] If a jackpot is not won, the main CPU 42 performs a loss game process. In the loss game process, the main CPU 42 determines a loss symbol to be derived in the first special game. Then, the main CPU 42 performs a variation pattern lottery using a variation pattern random number and a variation pattern determination value that can be identified from the random number information, and determines a variation pattern from among a plurality of types of variation patterns. In this embodiment, the loss variation patterns that can be determined when a jackpot is not won in the winning lottery are variation patterns HP11 to HP13. Thereafter, the main CPU 42 ends the special symbol start process.

[0073] If the second special reserve number is 1 or more, the main CPU 42 performs processing to execute a second special game. The processing to execute a second special game is the processing to execute the first special game, with "first special game" replaced with "second special game", "first special reserve number" replaced with "second special reserve number", and "first special reserve display section 13c" replaced with "second special reserve display section 13d", so a detailed explanation thereof will be omitted. In other words, the main CPU 42 performs subtraction of the second special reserve number, a winning lottery, and any game processing based on the result of the winning lottery, and then ends the special symbol start processing.

[0074] The main CPU 42 stores a variation start command and a special symbol command in an output buffer during a jackpot game process or a loss game process. The variation start command is a control command that can specify the variation pattern determined during each game process and the start of a special game (performance game). The special symbol command is a control command that can specify the special symbol determined during each game process.

[0075] When the special symbol start process is completed, the main CPU 42 executes a first special game or a second special game through a process separate from the special symbol start process. Specifically, when the main CPU 42 executes the first special game, it controls the first special symbol display unit 13a to start varying display of predetermined symbols. The main CPU 42 measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the main CPU 42 controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. When the variation time set in the variation pattern has elapsed, the main CPU 42 stores a control command (hereinafter referred to as a variation end command) capable of specifying the end of the special game in an output buffer.

[0076] When the main CPU 42 executes the second special game, it controls the second special symbol display unit 13b to start varying display of predetermined symbols. The main CPU 42 measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the main CPU 42 controls the second special symbol display unit 13b to derive the special symbol determined in the special symbol start processing. When the variation time set in the variation pattern has elapsed, the main CPU 42 stores a variation end command in the output buffer.

[0077] Next, the big win game process will be explained. The jackpot game processing is a processing for awarding a jackpot game. When the main CPU 42 causes a jackpot symbol to be derived in a special game, the main CPU 42 executes the jackpot game processing after the special game ends. The main CPU 42 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. The main CPU 42 awards the specified type of jackpot game.

[0078] First, the main CPU 42 stores a control command (hereinafter referred to as an opening command) capable of specifying the start of an opening time in the output buffer. After the opening time has elapsed, the main CPU 42 performs processing to execute a round of play. Specifically, the main CPU 42 controls the special solenoid SL2 using the specified opening control data for the jackpot game to set the special prize opening 18 to the first state. When the number of game balls detected by the special prize sensor SE3 reaches the upper limit or the upper limit time has elapsed, the main CPU 42 controls the special solenoid SL2 to set the special prize opening 18 to the second state, thereby ending the round of play. The main CPU 42 repeatedly performs this processing to execute a round of play until the upper limit number of rounds set for the jackpot game has been completed. Each time a round of play is started, the main CPU 42 stores a control command (hereinafter referred to as a round command) capable of specifying the start of the round of play in the output buffer. When the main CPU 42 ends the final round of play, it stores a control command (hereinafter referred to as an ending command) that can specify the start of the ending time in the output buffer. When the ending time has elapsed, the main CPU 42 ends the jackpot game.

[0079] Next, the process of transitioning the probability state will be described. When the main CPU 42 ends a jackpot game based on a specific symbol, it sets a high probability flag in the main RWM 44. In other words, the main CPU 42 controls to a high probability state. On the other hand, when the main CPU 42 ends a jackpot game based on a normal symbol, it does not set a high probability flag in the main RWM 44. In other words, the main CPU 42 controls to a low probability state. When the main CPU 42 starts a jackpot game and the high probability flag is set, it erases the high probability flag. In other words, the main CPU 42 controls to a low probability state during a jackpot game.

[0080] Next, the process of transitioning the ball-goal state will be described. When a jackpot game ends, the main CPU 42 sets a time-shortening flag in the main RWM 44. That is, the main CPU 42 controls the game to a time-shortening state. After a jackpot game based on a normal symbol ends, the main CPU 42 counts the number of times a special game has been executed since the end of the jackpot game by updating the value of the execution counter stored in the main RWM 44 each time a special game is started. When a special game in which the number of times a special game has been executed since the end of the jackpot game reaches a predetermined number ends, the main CPU 42 erases the time-shortening flag stored in the main RWM 44. That is, the main CPU 42 controls the game to a non-time-shortening state when a predetermined number of special games have ended since the end of a jackpot game based on a normal symbol ends. When a jackpot game starts and the time-shortening flag is set, the main CPU 42 erases the time-shortening flag. That is, the main CPU 42 controls the game to a non-time-shortening state during a jackpot game.

[0081] In this way, when a jackpot game based on a specific symbol ends, the main CPU 42 controls the game to a high-probability time-shortening state until the next jackpot game occurs (is awarded). When a jackpot game based on a normal symbol ends, the main CPU 42 controls the game to a low-probability time-shortening state from the end of the jackpot game until the specified number of special games has ended, or until the next jackpot game occurs (is awarded). When a jackpot game occurs (is awarded), the main CPU 42 controls the game to a low-probability non-time-shortening state. After a jackpot game based on a normal symbol ends, when the specified number of special games has ended since the end of the jackpot game, the main CPU 42 controls the game to a low-probability non-time-shortening state.

[0082] Next, the normal symbol input process will be described. In the normal symbol input process, the main CPU 42 determines whether the gaming ball has passed (entered) the gate 25 based on whether a detection signal has been input from the normal start sensor SE4. If the gaming ball has not passed through the gate 25, the main CPU 42 terminates the normal symbol input process. On the other hand, if the gaming ball has passed through the gate 25, the main CPU 42 determines whether the normal reserve number stored in the main RWM 44 is less than the upper limit number. If the normal reserve number is not less than the upper limit number, the main CPU 42 terminates the normal symbol input process. If the normal reserve number is less than the upper limit number, the main CPU 42 updates the normal reserve number by adding 1. The main CPU 42 controls the normal reserve display unit 13f to display information that can identify the updated normal reserve number.

[0083] Next, the main CPU 42 acquires the random number generated by the random number circuit 45 and stores random number information based on the acquired random number in the main RWM 44. The main CPU 42 stores the random number information so that it is possible to identify that it is random number information for the normal game and the storage order of the random number information. Thereafter, the main CPU 42 ends the normal symbol input process. By storing the random number information to be used for the normal game in the main RWM 44, the gaming machine 10 can suspend its execution until the execution conditions for the normal game are met.

[0084] Next, the normal symbol start process will be described. In the normal symbol start processing, the main CPU 42 determines whether the execution conditions for the normal game are met. The main CPU 42 makes a positive determination when the normal win game is not being played and the normal game is not being executed. On the other hand, the main CPU 42 makes a negative determination when the normal win game is being played or the normal game is being executed. If the execution conditions for the normal game are not met, the main CPU 42 terminates the normal symbol start processing. If the execution conditions for the normal game are met, the main CPU 42 determines whether the normal reserve number is greater than 0. If the normal reserve number is 0, the main CPU 42 terminates the normal symbol start processing. If the normal reserve number is greater than 0, the main CPU 42 executes processing to execute the normal game. Specifically, the main CPU 42 updates the normal reserve number by subtracting 1. The main CPU 42 controls the normal reserve display unit 13f to display information that can identify the updated normal reserve number. Next, the main CPU 42 obtains the earliest stored random number information from the main RWM 44 among the random number information for the normal game. Next, the main CPU 42 uses the acquired random number information to perform a normal lottery (normal win determination) to determine whether or not a normal win has been won. The main CPU 42 performs a normal lottery with a normal win probability according to the current ball entry state (either the non-time-shortened state or the time-shortened state), and determines whether or not a normal win has been won.

[0085] If a normal win is achieved, the main CPU 42 determines the normal win symbol to be displayed as a fixed stop in the normal game and the normal game fluctuation time, and then terminates the normal symbol start process. If a normal win is not achieved, the main CPU 42 determines the normal loss symbol to be displayed as a fixed stop in the normal game and the normal game fluctuation time, and then terminates the normal symbol start process. In this embodiment, the fluctuation time of the normal game in the time-shortened state is shorter than the fluctuation time of the normal game in the non-time-shortened state. Therefore, in the time-shortened state, the number of normal lotteries executed per unit time is likely to be greater than in the non-time-shortened state. Furthermore, the normal win probability in the time-shortened state is higher than the normal win probability in the time-shortened state. As a result, in the time-shortened state, the number of normal wins per unit time is likely to be greater than in the non-time-shortened state. Therefore, in the time-shortened state, the degree of advantage regarding the entry of game balls into the second starting hole 16 is greater than in the non-time-shortened state. When the normal symbol start process is completed, the main CPU 42 executes a normal game through a process separate from the normal symbol start process. Specifically, the main CPU 42 starts a normal game. After that, the main CPU 42 controls the normal symbol display unit 13e so that the normal symbol determined in the normal symbol start process is fixed and stopped and displayed when the variable time determined in the normal symbol start process has elapsed.

[0086] Next, the normal winning game process will be described. The normal win game processing is processing for awarding a normal win game. In the normal win game processing, when the time-shortening state is active, the main CPU 42 controls the normal solenoid SL1 so that the normal variable member 17 operates in the operating mode when the time-shortening state is active. When the time-shortening state is not active, the main CPU 42 controls the normal solenoid SL1 so that the normal variable member 17 operates in the operating mode when the time-shortening state is not active. In this embodiment, the operating mode of the normal variable member 17 when the time-shortening state is active is such that the normal variable member 17 operates to the first state more frequently in one normal win game, and the normal variable member 17 can remain in the first state for a longer period of time, compared to the operating mode of the normal variable member 17 when the time-shortening state is not active. Therefore, when the normal variable member 17 operates in the operating mode when the time-shortening state is active, it is easier to cause a game ball to enter the second starting hole 16 than when the normal variable member 17 operates in the operating mode when the time-shortening state is not active. In other words, when the time-shortening state is in effect, there is a higher degree of advantage in terms of the game ball entering the second starting hole 16 than when the time-shortening state is not in effect.

[0087] Next, various processes performed by the sub-CPU 51 of the sub-control board 50 will be described. When the sub-CPU 51 inputs a control command from the main control board 40, it stores various information that can be specified by the control command in the sub-RWM 53. For example, when the sub-CPU 51 inputs a fluctuation start command, it stores information that can specify a fluctuation pattern in the sub-RWM 53. For example, when the sub-CPU 51 inputs a special pattern command, it stores information that can specify a special pattern in the sub-RWM 53.

[0088] Next, the big win effect processing will be explained. The jackpot effect processing is a process for executing effects during a jackpot game. When an opening command is input, the sub-CPU 51 controls the effect device group DE to execute an opening effect. Furthermore, when an opening command is input, the sub-CPU 51 controls the effect device group DE to execute a right-hit effect. For example, the right-hit effect is executed in a manner in which an image that can identify that a right-hit is recommended to make it easier for the game ball to enter the jackpot opening 18, such as the text "Please hit right," is displayed on the effect display device EH. The sub-CPU 51 controls the effect device group DE to end the right-hit effect when a predetermined time has elapsed since the start of the right-hit effect. When a round command is input, the sub-CPU 51 controls the effect device group DE to execute a round effect. When an ending command is input, the sub-CPU 51 controls the effect device group DE to execute an ending effect.

[0089] Next, the effect game process will be described. The effect game processing is processing for executing an effect game as one of the display effects related to a special game during execution of the special game. When the sub-CPU 51 inputs a variation start command and a special pattern command, it controls the effect display device EH to execute an effect game corresponding to the special game. Specifically, when the sub-CPU 51 inputs a variation start command, it determines the variation content (effect content) of the effect game based on the variation pattern that can be specified from the variation start command. The sub-CPU 51 determines the pattern combination to be displayed as a fixed stop in the effect game based on the special pattern that can be specified from the input special pattern command. If a jackpot pattern can be specified from the special pattern command, the sub-CPU 51 determines a jackpot pattern combination. If a losing pattern can be specified from the special pattern command, the sub-CPU 51 determines a losing pattern combination. If a losing variation pattern associated with the execution of a reach effect is specified, the sub-CPU 51 determines a losing pattern combination including a reach.

[0090] In the effect game processing, the sub-CPU51 controls the effect display device EH to start the variable display of the effect symbols of each symbol row in response to the input of a variation start command. In other words, the sub-CPU51 starts the effect game. The sub-CPU51 controls the effect display device EH so that the effect game is played based on the determined variation content during the variation time set in the variation pattern. Then, when a predetermined timing arrives after starting the effect game, the sub-CPU51 controls the effect display device EH to temporarily stop and display the effect symbols of all symbol rows. After that, when the sub-CPU51 inputs a variation end command, it controls the effect display device EH to definitely stop and display the effect symbols of all symbol rows.

[0091] Next, the preview effect processing will be described. The notice effect processing is processing for executing a notice effect as one of the display effects related to the special game during execution of the special game. In other words, the notice effect processing is processing for executing a notice effect during execution of the effect game. When the variation start command is input, the sub-CPU 51 determines the type of notice effect to be executed based on the variation pattern that can be specified from the variation start command.

[0092] As shown in Fig. 9, the types of preview effects that can be executed in the gaming machine 10 include effect patterns EP11 to EP28. For example, effect pattern EP11 is an effect pattern that executes the preview effect shown in Fig. 6. For example, effect pattern EP12 is an effect pattern that executes the preview effect shown in Fig. 5. For example, effect pattern EP17 is an effect pattern that executes the preview effect shown in Fig. 4. For example, effect pattern EP18 is an effect pattern that executes the preview effect shown in Fig. 3.

[0093] In the preview performance processing, when the sub-CPU51 inputs a fluctuation start command, it performs a preview performance lottery to determine which preview performance from the performance patterns EP11 to EP28 will be executed as the preview performance, based on the fluctuation pattern that can be identified from the fluctuation start command.

[0094] The sub-CPU51 performs a lottery for advance notice effects so that the probability of a big win (shown as "expectation" in FIG. 9) when the advance notice effects are executed is increased in the order of effect pattern EP11<effect pattern EP12<···<effect pattern EP27<effect pattern EP28.

[0095] For example, if the variation pattern is one of the variation patterns HP11 to HP13, the sub-CPU 51 performs a notice effect lottery so that the probability of the effect being determined increases in the order of effect pattern EP28 < effect pattern EP27 < < effect pattern EP12 < effect pattern EP11. In other words, if the variation pattern is one of the variation patterns HP11 to HP13, the sub-CPU 51 performs a notice effect lottery so that the notice effect with a lower probability of winning is more likely to be executed.

[0096] For example, if the variation pattern is either of the variation patterns HP14 and HP15, the sub-CPU 51 performs a notice effect lottery so that the probability of the effect being determined increases in the order of effect pattern EP11 < effect pattern EP12 < < effect pattern EP27 < effect pattern EP28. In other words, if the variation pattern is either of the variation patterns HP14 and HP15, the sub-CPU 51 performs a notice effect lottery so that the notice effect with a higher expectation of a jackpot is more likely to be executed.

[0097] The sub-CPU51 acquires a random number generated by a random number generation process and determines a presentation pattern using the acquired random number and a judgment value for advance notice presentation lottery (hereinafter referred to as presentation judgment value). The presentation judgment value is numerical data for judging whether or not a prize is won (hereinafter referred to as winning judgment), and is associated with each of a plurality of presentation patterns. Note that some or all of the presentation judgment values ​​differ depending on the variation pattern. For example, the presentation judgment value of presentation pattern EP11 when the variation pattern is one of the variation patterns HP11 to HP13 is larger than the presentation judgment value of presentation pattern EP11 when the variation pattern is one of the variation patterns HP14 and HP15. For example, the presentation judgment value of presentation pattern EP28 when the variation pattern is one of the variation patterns HP11 to HP13 is smaller than the presentation judgment value of presentation pattern EP28 when the variation pattern is one of the variation patterns HP14 and HP15.

[0098] The sub-CPU 51 determines whether a winning has occurred in the following order: effect pattern EP11<effect pattern EP12<...<effect pattern EP27<effect pattern EP28. The sub-CPU 51 determines whether a winning has occurred if the value obtained by subtracting the effect determination value from the value of the random number is a negative value. If the value obtained by subtracting the effect determination value from the value of the random number is not a negative value, the sub-CPU 51 uses this calculated value to determine whether a winning has occurred for the next effect pattern. The sub-CPU 51 stores information that can identify the winning effect pattern in the sub-RWM 53. Then, the sub-CPU 51 ends the advance notice effect processing.

[0099] When the sub-CPU 51 determines the effect pattern to be executed, it controls the effect display device EH to execute a preview effect based on the selected effect pattern through processing separate from the preview effect processing. For example, if effect pattern EP11 is selected, the sub-CPU 51 controls the effect display device EH to start the character effect CH2 and the effect effect EF2 [white] at the first execution timing after the special game and the effect game start. At this time, the sub-CPU 51 controls the board decoration lamp LB to start the light-emitting effect. The sub-CPU 51 controls the board decoration lamp LB so that it lights up in the same white color as the background image HG. The sub-CPU 51 controls the effect display device EH so that the image based on the character effect CH2 and the image based on the effect effect EF2 [white] are arranged on a layer with a higher display priority than the image based on the effect game.

[0100] In this embodiment, the first execution timing is the timing when a first elapsed time (3 seconds in this embodiment) has elapsed since the special game and the effect game started. After that, when the first execution time (3 seconds in this embodiment) has elapsed since the character effect CH2 and the effect effect EF2 [white] started, the sub-CPU 51 controls the effect display device EH to end the character effect CH2 and the effect effect EF2 [white]. In addition, the sub-CPU 51 controls the board decoration lamp LB to end the light-emitting effect. In other words, the sub-CPU 51 controls the board decoration lamp LB to turn off the board decoration lamp LB.

[0101] The sub-CPU 51 also controls the effect display device EH to start the character effect and effect effect at the first execution timing for effect patterns EP12 to EP16, as with effect pattern EP11. The sub-CPU 51 controls the board decoration lamp LB so that, when the character effect and effect effect start, the board decoration lamp LB lights up in the same color as the background image HG. The sub-CPU 51 controls the effect display device EH so that images from the character effect and images from the effect effect are arranged in layers with a higher display priority than images from the effect game. Thereafter, when the first execution time has elapsed since the character effect and effect effect started, the sub-CPU 51 controls the effect display device EH to end the character effect and effect effect. The sub-CPU 51 also controls the board decoration lamp LB to end the light-emitting effect.

[0102] For example, if the effect pattern EP17 is won, the sub-CPU51 controls the effect display device EH to start the character effect ES2 [white] at the second execution timing after the special game and the effect game start. In this embodiment, the second execution timing is the timing when a second elapsed time (four seconds in this embodiment) has elapsed since the special game and the effect game started. At this time, the sub-CPU51 controls the board decoration lamp LB to start the light-emitting effect. The sub-CPU51 controls the board decoration lamp LB so that the board decoration lamp LB lights up in white, the same color as the internal image NG. Thereafter, when the second execution time (two seconds in this embodiment) has elapsed since the start of the character effect ES2 [white], the sub-CPU51 controls the effect display device EH to end the character effect ES2 [white]. In addition, the sub-CPU51 controls the board decoration lamp LB to end the light-emitting effect. In other words, the sub-CPU51 controls the board decoration lamp LB so that the board decoration lamp LB turns off.

[0103] The sub-CPU51 controls the effect display device EH to start the text effect for effect patterns EP18 to EP22 at the second execution timing, as with effect pattern EP17. When the text effect starts, the sub-CPU51 controls the board decoration lamp LB so that it lights up in the same color as the internal image NG. Thereafter, when the second execution time has elapsed since the start of the text effect, the sub-CPU51 controls the effect display device EH to end the text effect. In addition, the sub-CPU51 controls the board decoration lamp LB to end the light-emitting effect.

[0104] For example, if effect pattern EP23 is won, the sub-CPU51 controls the effect display device EH to start the character effect CH2 and the effect effect EF2 [white] at the first execution timing after the special game and the effect game start. At this time, the sub-CPU51 controls the board decoration lamp LB to start the light-emitting effect. The sub-CPU51 controls the board decoration lamp LB so that it lights up in the same white color as the background image HG. The sub-CPU51 controls the effect display device EH so that the image of the character effect CH2 and the image of the effect effect EF2 [white] are arranged on a layer with a higher display priority than the image of the effect game.

[0105] Thereafter, the sub-CPU 51 controls the effect display device EH to start the character effect ES2 [white] at the second execution timing. In other words, the sub-CPU 51 starts the character effect CH2 and the effect effect EF2 [white], and then controls the effect display device EH to start the character effect ES2 [white] while the character effect CH2 and the effect effect EF2 [white] are being executed. The sub-CPU 51 controls the effect display device EH so that the image based on the character effect ES2 [white] is placed on a layer with a higher display priority than the image based on the effect effect EF2 [white].

[0106] Thereafter, when a first execution time has elapsed since the start of the character effect CH2 and the effect effect EF2 [white], the sub-CPU 51 controls the effect display device EH to end the character effect CH2 and the effect effect EF2 [white] and to end the character effect ES2 [white]. In other words, when a second execution time has elapsed since the start of the character effect ES2 [white], the sub-CPU 51 controls the effect display device EH to end the character effect CH2 and the effect effect EF2 [white] and to end the character effect ES2 [white]. The sub-CPU 51 also controls the board decoration lamp LB to end the light-emitting effect. In other words, the sub-CPU 51 controls the board decoration lamp LB to turn off the board decoration lamp LB.

[0107] The sub-CPU 51 also controls the effect display device EH to start the character effect and effect effect at the first execution timing for effect patterns EP24 to EP28, as with effect pattern EP23. When starting the character effect and effect effect, the sub-CPU 51 controls the board decoration lamp LB so that the board decoration lamp LB lights up in the same color as the background image HG. The sub-CPU 51 controls the effect display device EH so that images from the character effect and images from the effect effect are arranged on layers with a higher display priority than images from the effect game.

[0108] Then, the sub-CPU51 controls the effect display device EH to start the text effect at the second execution timing. The sub-CPU51 controls the effect display device EH so that the image of the text effect is placed on a layer with a higher display priority than the image of the effect effect. After that, when the first execution time has elapsed since the character effect and effect effect started, the sub-CPU51 controls the effect display device EH to end the character effect and effect effect and to end the text effect. The sub-CPU51 also controls the board decoration lamp LB to end the light-emitting effect.

[0109] As will be described in more detail later, if any of the effect patterns EP26 to EP28 is selected, the sub-CPU51 controls the effect display device EH so that the internal image NG with a text effect is dynamically displayed. On the other hand, if any of the effect patterns EP17 to EP25 is selected, the sub-CPU51 controls the effect display device EH so that the internal image NG with a text effect is statically displayed. Dynamically displaying a predetermined image is equivalent to the predetermined image being a moving image. Static displaying a predetermined image is equivalent to the predetermined image being a still image.

[0110] Next, the display contents of the effect display device EH when the character effect ES1 is executed during the execution of the character effect CH1 and the effect effect EF1 will be explained. 10(a) to 10(f) show an example of the display contents of the effect display device EH when the effect pattern EP26 is selected in the advance notice effect processing.

[0111] As shown in Fig. 10(a), when a first elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect CH1 and also starts the effect effect EF1 [blue]. In other words, when a first elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a girl character, a convergent line image SC, and a blue background image HG. At this time, the board decoration lamp LB starts the light-emitting effect and lights up in the same blue color as the background image HG.

[0112] As shown in FIG. 10(b), when a second elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect ES1 [blue]. That is, the effect display device EH starts the character effect ES1 [blue] while the character effect CH1 and the effect effect EF1 [blue] are being executed. Therefore, when a second elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a girl character, a concentrated line image SC, a blue background image HG, an outline image RG, and a blue interior image NG. At this time, the board decoration lamp LB continues to be lit blue as in FIG. 10(a). Although the outline image RG and the blue interior image NG may be displayed overlapping the concentrated line image SC and the blue background image HG, they are arranged in a layer with a higher display priority than the concentrated line image SC and the blue background image HG, and are displayed as if they are in front. In this way, the effect display device EH starts the character effect ES1 [blue] after the effect effect EF1 [blue] has been started.

[0113] As shown in Figures 10(c) to 10(f), when the character effect ES1 [blue] starts, the effect display device EH dynamically displays the internal image NG. For example, the effect display device EH dynamically displays the internal image NG using animation. At this time, the effect display device EH statically displays an image imitating a girl character, a convergent line image SC, a blue background image HG, and an outline image RG.

[0114] 10(c) to 10(f) show, as a specific example, how the internal image NG of "chi" in the character string "Maybe it's a chance" is dynamically displayed. In the performance display device EH, the internal image NG is dynamically displayed by changing the color of part of the internal image NG over time. Specifically, in the performance display device EH, in the internal image NG of "chi," images MG1 to MG3 are displayed as if they are moving in a predetermined direction over time. For example, images MG1 and MG3 are displayed as if they are moving to the right. For example, image MG2 is displayed as if they are moving downward. In the performance display device EH, the display is repeated in the order of FIG. 10(c) → FIG. 10(d) → FIG. 10(e) → FIG. 10(f) → FIG. 10(c) → ... until the character performance ES1 [blue] ends. Note that for the internal images NG of "chances" other than "chi" in the character string "Maybe it's a chance," each internal image NG is dynamically displayed in the same way as the internal image NG of "chi."

[0115] In this way, in the effect display device EH, when the character effect CH1, the effect effect EF1 [blue], and the character effect ES1 [blue] are executed, at least a portion of the internal image NG is dynamically displayed. On the other hand, in the effect display device EH, when the character effect ES1 [blue] is started due to winning the effect pattern EP20, the internal image NG is not dynamically displayed, and the entire internal image NG is statically displayed. In other words, in the gaming machine 10, when the effect effect EF1 [blue] and the character effect ES1 [blue] are executed simultaneously, at least a portion of the internal image NG is dynamically displayed. On the other hand, in the gaming machine 10, when the effect effect EF1 [blue] is not executed and the character effect ES1 [blue] is executed, the entire internal image NG is statically displayed.

[0116] 11(a) to 11(f) show an example of the display contents of the effect display device EH when the effect pattern EP28 is selected in the advance notice effect processing. As shown in Fig. 11(a), when a first elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect CH1 and also starts the effect effect EF1 [red]. In other words, when a first elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a girl character, a convergent line image SC, and a red background image HG. At this time, the board decoration lamp LB starts the light-emitting effect and lights up in the same red color as the background image HG.

[0117] As shown in FIG. 11(b), when a second elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect ES1 [red]. That is, the effect display device EH starts the character effect ES1 [red] while the character effect CH1 and the effect effect EF1 [red] are being executed. Therefore, when a second elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a girl character, a concentrated line image SC, a red background image HG, an outline image RG, and a red interior image NG. At this time, the board decoration lamp LB continues to be lit red from FIG. 11(a). Although the outline image RG and the red interior image NG may be displayed overlapping the concentrated line image SC and the red background image HG, they are arranged in a layer with a higher display priority than the concentrated line image SC and the red background image HG, and are displayed as if they are in front. In this way, the effect display device EH starts the character effect ES1 [red] after the effect effect EF1 [red] has started.

[0118] 11(c) to 11(f), when the character effect ES1 [red] starts, the effect display device EH dynamically displays the internal image NG. At this time, the effect display device EH statically displays an image of a girl character, a concentrated line image SC, a red background image HG, and an outline image RG.

[0119] As a specific example, Figures 11(c) to 11(f) show how the internal image NG of the character "Chi" in the character string "Maybe it's a chance" is dynamically displayed. The manner in which the internal image NG is dynamically displayed in the character effect ES1 [red] is similar to the manner in which the internal image NG is dynamically displayed in the character effect ES1 [blue], and therefore a detailed description thereof will be omitted. In other words, in the effect display device EH, when the character effect CH1, effect effect EF1 [red], and character effect ES1 [red] are executed, at least a portion of the internal image NG is dynamically displayed. However, the manner in which the internal image NG is dynamically displayed in the character effect ES1 [red] differs from the manner in which the internal image NG is dynamically displayed in the character effect ES1 [blue] in the following respects.

[0120] In the case where the internal image NG is dynamically displayed in the character effect ES1 [red], the images MG1 to MG3 are displayed to move at a faster speed than in the case where the internal image NG is dynamically displayed in the character effect ES1 [blue]. In other words, the time required to move from Figure 11(c) to Figure 11(f) is shorter than the time required to move from Figure 10(c) to Figure 10(f). Therefore, the number of times that Figures 11(c) to 11(f) are repeated from the start to the end of the character effect ES1 [red] is greater than the number of times that Figures 10(c) to 10(f) are repeated from the start to the end of the character effect ES1 [blue].

[0121] In this way, in the effect display device EH, when the character effect CH1, the effect effect EF1 [red], and the character effect ES1 [red] are executed, at least a portion of the internal image NG is dynamically displayed. On the other hand, in the effect display device EH, when the character effect ES1 [red] is started due to winning the effect pattern EP22, the internal image NG is not dynamically displayed, and the entire internal image NG is statically displayed. In other words, in the gaming machine 10, when the effect effect EF1 [red] and the character effect ES1 [red] are executed simultaneously, at least a portion of the internal image NG is dynamically displayed. On the other hand, in the gaming machine 10, when the effect effect EF1 [red] is not executed and the character effect ES1 [red] is executed, the entire internal image NG is statically displayed.

[0122] 12(a) to 12(f) show an example of the display contents of the effect display device EH when the effect pattern EP24 is selected in the advance notice effect processing. As shown in Fig. 12(a), when a first elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect CH1 and also starts the effect effect EF1 [white]. In other words, when a first elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a girl character, a convergent line image SC, and a white background image HG. At this time, the board decoration lamp LB starts the light-emitting effect and lights up in the same white color as the background image HG.

[0123] As shown in FIG. 12(b), when a second elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect ES1 [white]. That is, the effect display device EH starts the character effect ES1 [white] while the character effect CH1 and the effect effect EF1 [white] are being executed. Therefore, when a second elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a girl character, a concentrated line image SC, a white background image HG, an outline image RG, and a white interior image NG. At this time, the board decoration lamp LB continues to be lit in white as in FIG. 12(a). Although the outline image RG and the white interior image NG may be displayed overlapping the concentrated line image SC and the white background image HG, they are arranged in a layer with a higher display priority than the concentrated line image SC and the white background image HG, and are displayed as if they are in front. In this way, the effect display device EH starts the character effect ES1 [white] after the effect effect EF1 [white] has been started.

[0124] As shown in Figures 12(c) to 12(f), when the character effect ES1 [white] starts, the effect display device EH does not dynamically display the internal image NG, but instead displays the entire internal image NG statically. At this time, the effect display device EH statically displays an image of a girl character, a concentrated line image SC, a white background image HG, and a contour image RG.

[0125] As a specific example, Figures 12(c) to 12(f) show how the internal image NG of the character "chi" in the character string "Maybe it's a chance" is statically displayed. In the performance display device EH, the color of all the internal images NG does not change over time, and the internal images NG are statically displayed. Note that, for the internal images NG of "chances" other than the character "chi" in the character string "Maybe it's a chance," each internal image NG is statically displayed, just like the internal image NG of the character "chi."

[0126] In this way, when the effect display device EH executes the character effect CH1, the effect effect EF1 [white], and the character effect ES1 [white], the entire internal image NG is displayed statically. Furthermore, when the effect display device EH starts the character effect ES1 [white] due to winning the effect pattern EP18, the internal image NG is not displayed dynamically, but is displayed statically. In other words, when the effect effect EF1 [white] and the character effect ES1 [white] are executed simultaneously in the gaming machine 10, the entire internal image NG is displayed statically. When the effect effect EF1 [white] is not executed and the character effect ES1 [white] is executed in the gaming machine 10, the entire internal image NG is displayed statically.

[0127] As described above, the effects that the effect display device EH can execute include the effect effect EF1 and the character effect ES1. The character effect ES1 can be categorized into three types: a character effect ES1 [white] in which the internal image NG is white, a character effect ES1 [blue] in which the internal image NG is blue, and a character effect ES1 [red] in which the internal image NG is red. As shown in Fig. 9, the character effect ES1 [red] suggests a higher probability of winning than the character effect ES1 [white] and the character effect ES1 [blue]. The character effect ES1 [blue] suggests a higher probability of winning than the character effect ES1 [white]. In other words, the character effect ES1 is an effect that can suggest the likelihood of winning a jackpot game, and the types of character effect ES1 include character effect ES1 [white], character effect ES1 [blue] which suggests a higher likelihood of winning a jackpot than character effect ES1 [white], and character effect ES1 [red] which suggests a higher likelihood of winning a jackpot than character effect ES1 [blue].

[0128] When the character effect ES1 [blue] and the character effect ES1 [red] are executed in overlapping relation with the effect effect EF1, they are executed so that the internal image NG is dynamically displayed. On the other hand, when the character effect ES1 [blue] and the character effect ES1 [red] are executed in overlapping relation with the effect effect EF1, they are executed in overlapping relation with the effect effect EF1 so that the internal image NG is not dynamically displayed. The character effect ES1 [white] is executed in overlapping relation with the effect effect EF1 and when it is not executed in overlapping relation with the effect effect EF1 so that the internal image NG is not dynamically displayed. Furthermore, the effect effect EF1 is executed in overlapping relation with the effect effect EF1 so that the convergent line image SC and the background image HG are not dynamically displayed.

[0129] In this embodiment, the dynamic display of a predetermined image as an element of a presentation corresponds to a predetermined element. Note that the predetermined element refers to the dynamic display of a predetermined image, regardless of the subject of the dynamically displayed image. For example, in an image of the character string "Maybe It's a Chance" displayed using character presentation ES1 [blue], the dynamic display of at least a portion of the internal image NG surrounded by the outline image RG, which is the outline of the image, is an example of a predetermined element. For example, in an image of the character string "Maybe It's a Chance" displayed using character presentation ES1 [red], the dynamic display of at least a portion of the internal image NG surrounded by the outline image RG, which is the outline of the image, is an example of a predetermined element. In other words, the predetermined element includes the dynamic display of at least a portion of the image surrounded by the outline of the image, in an image displayed using character presentation ES1.

[0130] In this way, when the effect effect EF1 [blue] and the character effect ES1 [blue] are executed in an overlapping manner, the character effect ES1 [blue] is executed with a predetermined element, and the effect effect EF1 [blue] is executed without the predetermined element. When the effect effect EF1 [red] and the character effect ES1 [red] are executed in an overlapping manner, the character effect ES1 [red] is executed with a predetermined element, and the effect effect EF1 [red] is executed without the predetermined element. When the effect effect EF1 [white] and the character effect ES1 [white] are executed in an overlapping manner, the character effect ES1 [white] is executed without the predetermined element, and the effect effect EF1 [white] is executed without the predetermined element.

[0131] As described above, the character effect ES1 [blue] and the character effect ES1 [red] differ in the manner in which the internal image NG is dynamically displayed. The dynamic display of an image in the manner in character effect ES1 [blue] corresponds to a first predetermined element. The dynamic display of an image in the manner in character effect ES1 [red] corresponds to a second predetermined element. In other words, the predetermined elements include a first predetermined element and a second predetermined element that is different from the first predetermined element. The character effect ES1 [blue] can be executed including the first predetermined element. On the other hand, the character effect ES1 [red] can be executed including the second predetermined element.

[0132] In this embodiment, the gaming machine 10 dynamically displays the internal image NG to highlight and emphasize the image displayed by the character effect ES1. In other words, the gaming machine 10 dynamically displays the internal image NG using animation to highlight the image displayed by the character effect ES1. Because players find it easier to follow moving images, dynamic images with movement are more likely to attract attention than static images. Therefore, it can be said that the character effect ES1 can be executed by including a predetermined highlighting display, such as dynamically displaying the internal image NG. However, the character effect ES1 may be executed by including a predetermined highlighting display different from the predetermined highlighting display, instead of or in addition to the predetermined highlighting display of the internal image NG. For example, the character effect ES1 may be executed by including a predetermined highlighting display, such as enlarging the image displayed by the character effect ES1 to widen the display area of ​​the image. For example, the character effect ES1 may be executed by including a predetermined highlighting display, such as moving (displacing) the display area of ​​the image displayed by the character effect ES1. For example, the character effect ES1 may be executable to include a predetermined emphasis display, such as highlighting the image displayed by the character effect ES1. For example, the character effect ES1 may be executable to include a predetermined emphasis display, such as increasing the contrast of the image displayed by the character effect ES1. For example, the character effect ES1 may be executable to include a predetermined emphasis display, such as thickening the outline image RG displayed by the character effect ES1. For example, the character effect ES1 may be executable to include a predetermined emphasis display, such as changing the font of the character string "Maybe this is your chance." In this embodiment, the predetermined emphasis display is a display that highlights the image displayed by the character effect ES1.

[0133] In this embodiment, the gaming machine 10 displays a concentrated line image SC in the effect effect EF1 to highlight and make the image of the girl character in the character effect CH1 stand out. As described above, the concentrated line image SC is an image composed of multiple lines converging toward the area of ​​the image display area of ​​the image display unit GH where the image of the girl character is displayed. This allows the gaming machine 10 to direct the player's gaze toward the area where the image of the girl character is displayed. Therefore, it can be said that the effect effect EF1 can be executed including a specific highlighting display, such as displaying the concentrated line image SC. However, the effect effect EF1 may be executed including a specific highlighting display different from the specific highlighting display, instead of or in addition to the specific highlighting display of the concentrated line image SC. For example, the effect effect EF1 may be executed including a specific highlighting display, such as changing the color of the image displayed by the effect effect EF1 to a complementary color to the color of the image displayed by the character effect CH1. For example, the effect effect EF1 may be executed including a specific highlighting display, such as lowering the contrast of the image displayed by the effect effect EF1. In this embodiment, the specific highlighting is a display that highlights an image different from the image displayed by the effect production EF1.

[0134] In this way, when the effect performance EF1 and the character performance ES1 are executed in overlapping fashion, the character performance ES1 can be executed including a predetermined highlighting, and the effect performance EF1 can be executed including a specific highlighting without including the predetermined highlighting.

[0135] In this embodiment, the display of the concentrated line image SC as an element of the effect corresponds to a specific element. For example, the display of the concentrated line image SC by executing the effect effect EF1 [white] is an example of a specific element. For example, the display of the concentrated line image SC by executing the effect effect EF1 [blue] is an example of a specific element. For example, the display of the concentrated line image SC by executing the effect effect EF1 [red] is an example of a specific element. In other words, in this embodiment, the specific element includes the display of an image for emphasizing the image by the character effect CH1 (an image imitating a girl character). In this embodiment, the image by the character effect CH1 (an image imitating a girl character) corresponds to a specific image. In this way, the effect effect EF1 is executed including the specific element.

[0136] Here, as shown in FIG. 10(b), the color of the image displayed by the character effect ES1 [blue] includes a blue hue that is the same as the color of the image displayed by the effect effect EF1 [blue]. In other words, the color of the image displayed by the character effect ES1 [blue] includes a similar color to the color of the image displayed by the effect effect EF1 [blue]. Similar colors are colors that have the same hue but differ in brightness or vividness. Not limited to this, the color of the image displayed by the character effect ES1 [blue] may include a similar color to the color of the image displayed by the effect effect EF1 [blue]. Similar colors are colors that have different hues but are adjacent on the color wheel.

[0137] 10(b), when the effect effect EF1 [blue] and the character effect ES1 [blue] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a blue that is the same hue as the color of the image displayed by the effect effect EF1 [blue]. Therefore, when the effect effect EF1 [blue] and the character effect ES1 [blue] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a blue that is the same hue as the color of the image displayed by the character effect ES1 [blue]. In other words, when the effect effect EF1 [blue] and the character effect ES1 [blue] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a color similar to the color of the image displayed by the character effect ES1 [blue]. Not limited to this, when the effect effect EF1 [blue] and the character effect ES1 [blue] are executed, the light color of the light-emitting element built into the panel decoration lamp LB that emits light as the light-emitting effect is executed may include a color similar to the color of the image displayed by the character effect ES1 [blue].

[0138] In this way, when the effect effect EF1 [blue] and the text effect ES1 [blue] are executed in overlapping fashion, the color of the image displayed by the text effect ES1 [blue] includes a similar or similar color to the color of the image displayed by the effect effect EF1 [blue]. Furthermore, when the effect effect EF1 [blue] and the text effect ES1 [blue] are executed in overlapping fashion, the board decoration lamp LB can execute a light-emitting effect, and the light-emitting color of the board decoration lamp LB that lights up as the light-emitting effect is executed includes a similar or similar color to the color of the image displayed by the text effect ES1 [blue].

[0139] 11(b), the color of the image displayed by the character effect ES1 [red] includes red, which is the same hue as the color of the image displayed by the effect effect EF1 [red]. In other words, the color of the image displayed by the character effect ES1 [red] includes a color similar to the color of the image displayed by the effect effect EF1 [red]. Furthermore, the color of the image displayed by the character effect ES1 [red] may include a color similar to the color of the image displayed by the effect effect EF1 [red].

[0140] 11(b), when the effect effect EF1 [red] and the character effect ES1 [red] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a red that is the same hue as the color of the image displayed by the effect effect EF1 [red]. Therefore, when the effect effect EF1 [red] and the character effect ES1 [red] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a red that is the same hue as the color of the image displayed by the character effect ES1 [red]. In other words, when the effect effect EF1 [red] and the character effect ES1 [red] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a color similar to the color of the image displayed by the character effect ES1 [red]. Not limited to this, when the effect effect EF1 [red] and the character effect ES1 [red] are executed, the light color of the light-emitting element built into the panel decoration lamp LB that emits light as the light-emitting effect is executed may include a color similar to the color of the image displayed by the character effect ES1 [red].

[0141] In this way, when the effect effect EF1 [red] and the text effect ES1 [red] are executed in overlapping fashion, the color of the image displayed by the text effect ES1 [red] includes a similar or similar color to the color of the image displayed by the effect effect EF1 [red]. Furthermore, when the effect effect EF1 [red] and the text effect ES1 [red] are executed in overlapping fashion, a light-emitting effect can be executed by the board decoration lamp LB, and the light-emitting color of the board decoration lamp LB that is emitted in conjunction with the execution of the light-emitting effect includes a similar or similar color to the color of the image displayed by the text effect ES1 [red].

[0142] Next, the display contents of the effect display device EH when the character effect ES2 is executed during the execution of the character effect CH2 and the effect effect EF2 will be explained. 13(a) to 13(f) show an example of the display contents of the effect display device EH when the effect pattern EP27 is selected in the advance notice effect processing.

[0143] As shown in Fig. 13(a), when a first elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect CH2 and also starts the effect effect EF2 [red]. In other words, when a first elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a boy character, a convergent line image SC, and a red background image HG. At this time, the board decoration lamp LB starts the light-emitting effect and lights up in the same red color as the background image HG.

[0144] As shown in FIG. 13(b), when a second elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect ES2 [red]. That is, the effect display device EH starts the character effect ES2 [red] while the character effect CH2 and the effect effect EF2 [red] are being executed. Therefore, when a second elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a boy character, a concentrated line image SC, a red background image HG, an outline image RG, and a red interior image NG. At this time, the board decoration lamp LB continues to be lit red from FIG. 13(a). Although the outline image RG and the red interior image NG may be displayed overlapping the concentrated line image SC and the red background image HG, they are arranged in a layer with a higher display priority than the concentrated line image SC and the red background image HG, and are displayed as if they are in front. In this way, the effect display device EH starts the character effect ES2 [red] after the effect effect EF2 [red] has started.

[0145] As shown in Figures 13(c) to 13(f), when the character effect ES2 [red] starts, the effect display device EH dynamically displays the internal image NG. For example, the effect display device EH dynamically displays the internal image NG using animation. At this time, the effect display device EH statically displays an image of a boy character, a concentrated line image SC, a red background image HG, and an outline image RG.

[0146] Figures 13(c) to 13(f) show, as a specific example, how the internal image NG of "good" in the character string "good opportunity perhaps" is dynamically displayed. In the effect display device EH, as time passes, the internal image NG is dynamically displayed by changing the color of a part of the internal image NG. Specifically, in the internal image NG of "chi", the images MG4 to MG6 are displayed as if they are moving in a predetermined direction as time passes. The images MG4 to MG6 are displayed as if they are moving downward. In the effect display device EH, until the character effect ES2 [red] ends, it is repeatedly displayed as Figure 13(c) → Figure 13(d) → Figure 13(e) → Figure 13(f) → Figure 13(c) → ···. Note that for the internal image NG of "machine perhaps" other than "good" in the character string "good opportunity perhaps", each internal image NG is also dynamically displayed in the same way as the internal image NG of "good".

[0147] As described above, in the effect display device EH, when the character effect CH2, the effect effect EF2 [red], and the character effect ES2 [red] are executed, at least a part of the internal image NG is dynamically displayed. On the other hand, in the effect display device EH, when the character effect ES2 [red] is started by winning the effect pattern EP21, the internal image NG is not dynamically displayed, and all of the internal image NG is statically displayed. That is, in the gaming machine 10, when the effect effect EF2 [red] and the character effect ES2 [red] are executed overlappingly, at least a part of the internal image NG is dynamically displayed. On the other hand, in the gaming machine 10, when the character effect ES2 [red] is executed without executing the effect effect EF2 [red], all of the internal image NG is statically displayed.

[0148] Figures 14(a) to 14(f) show an example of the display content of the effect display device EH when the effect pattern EP23 is won in the预告演出処理 (preview effect process). As shown in Fig. 14(a), when a first elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect CH2 and also starts the effect effect EF2 [white]. In other words, when a first elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a boy character, a convergent line image SC, and a white background image HG. At this time, the board decoration lamp LB starts the light-emitting effect and lights up in the same white color as the background image HG.

[0149] As shown in FIG. 14(b), when a second elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect ES2 [white]. That is, the effect display device EH starts the character effect ES2 [white] while executing the character effect CH2 and the effect effect EF2 [white]. Therefore, when a second elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a boy character, a concentrated line image SC, a white background image HG, an outline image RG, and a white interior image NG. At this time, the board decoration lamp LB continues to be lit in white from FIG. 14(a). Although the outline image RG and the white interior image NG may be displayed overlapping the concentrated line image SC and the white background image HG, they are arranged in a layer with a higher display priority than the concentrated line image SC and the white background image HG, and are displayed as if they are in front. In this way, the effect display device EH starts the character effect ES2 [white] after the effect effect EF2 [white] has started.

[0150] As shown in Figures 14(c) to 14(f), when the character effect ES2 [white] starts, the effect display device EH does not dynamically display the internal image NG, but instead displays the entire internal image NG statically. At this time, the effect display device EH statically displays an image of a boy character, a concentrated line image SC, a white background image HG, and a contour image RG.

[0151] As a specific example, Figures 14(c) to 14(f) show how the internal image NG of "good" in the character string "Maybe this is a good opportunity" is statically displayed. In the performance display device EH, the color of all the internal images NG does not change over time, and the internal images NG are statically displayed. Note that, for the internal images NG of "maybe this is a good opportunity" other than "good," each internal image NG is statically displayed, just like the internal image NG of "good."

[0152] In this way, when the effect display device EH executes the character effect CH2, the effect effect EF2 [white], and the text effect ES2 [white], the entire internal image NG is displayed statically. Furthermore, when the effect display device EH starts the text effect ES2 [white] due to a win in effect pattern EP17, the internal image NG is not displayed dynamically, but is displayed statically in its entirety. In other words, when the effect effect EF2 [white] and the text effect ES2 [white] are executed simultaneously in the gaming machine 10, the entire internal image NG is displayed statically. When the effect effect EF2 [white] is not executed and the text effect ES2 [white] is executed in the gaming machine 10, the entire internal image NG is displayed statically.

[0153] 15(a) to 15(f) show an example of the display contents of the effect display device EH when the effect pattern EP25 is selected in the advance notice effect processing. As shown in Fig. 15(a), when a first elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect CH2 and also starts the effect effect EF2 [blue]. In other words, when a first elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a boy character, a convergent line image SC, and a blue background image HG. At this time, the board decoration lamp LB starts the light-emitting effect and lights up in the same blue color as the background image HG.

[0154] As shown in FIG. 15(b), when a second elapsed time has elapsed since the start of the effect game, the effect display device EH starts the character effect ES2 [blue]. That is, the effect display device EH starts the character effect ES2 [blue] while the character effect CH2 and the effect effect EF2 [blue] are being executed. Therefore, when the second elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a boy character, a concentrated line image SC, a blue background image HG, an outline image RG, and a blue interior image NG. At this time, the board decoration lamp LB continues to be lit blue from FIG. 15(a). Although the outline image RG and the blue interior image NG may be displayed overlapping the concentrated line image SC and the blue background image HG, they are arranged in a layer with a higher display priority than the concentrated line image SC and the blue background image HG, and are displayed as if they are in front. In this way, the effect display device EH starts the character effect ES2 [blue] after the effect effect EF2 [blue] has started.

[0155] As shown in Figures 15(c) to 15(f), when the character effect ES2 [blue] starts, the effect display device EH does not dynamically display the internal image NG, but instead displays the entire internal image NG statically. At this time, the effect display device EH statically displays an image of a boy character, a concentrated line image SC, a blue background image HG, and an outline image RG. Figures 15(c) to 15(f) show, as a specific example, how the internal image NG of "good" in the character string "maybe a good opportunity" is statically displayed.

[0156] In the effect display device EH, the color of all the internal images NG does not change over time, and the internal images NG are displayed statically. Note that, for the internal images NG of "maybe a good opportunity" other than "good" in the character string "maybe a good opportunity," each internal image NG is displayed statically, just like the internal image NG of "good."

[0157] In this way, when the effect display device EH executes the character effect CH2, the effect effect EF2 [blue], and the text effect ES2 [blue], the entire internal image NG is displayed statically. Furthermore, when the effect display device EH starts the text effect ES2 [blue] due to a win in effect pattern EP19, the internal image NG is not displayed dynamically, but is displayed statically in its entirety. In other words, when the effect effect EF2 [blue] and the text effect ES2 [blue] are executed simultaneously in the gaming machine 10, the entire internal image NG is displayed statically. When the effect effect EF2 [blue] is not executed and the text effect ES2 [blue] is executed in the gaming machine 10, the entire internal image NG is displayed statically.

[0158] As described above, the effects that the effect display device EH can execute include the effect effect EF2 and the character effect ES2. The character effect ES2 can be categorized into three types: a character effect ES2 [white] in which the internal image NG is white, a character effect ES2 [blue] in which the internal image NG is blue, and a character effect ES2 [red] in which the internal image NG is red. As shown in Fig. 9, the character effect ES2 [red] suggests a higher probability of winning than the character effect ES2 [white] and the character effect ES2 [blue]. The character effect ES2 [blue] suggests a higher probability of winning than the character effect ES2 [white]. In other words, the character effect ES2 is an effect that can suggest the likelihood of winning a jackpot game, and the types of character effect ES2 include character effect ES2 [white], character effect ES2 [blue] which suggests a higher likelihood of winning a jackpot than character effect ES2 [white], and character effect ES2 [red] which suggests a higher likelihood of winning a jackpot than character effect ES2 [blue].

[0159] When the character effect ES2 [red] is executed in conjunction with the effect effect EF2, it is executed so that the internal image NG is dynamically displayed. On the other hand, when the character effect ES2 [red] is not executed in conjunction with the effect effect EF2, it is executed so that the internal image NG is not dynamically displayed. The character effect ES2 [white] and the character effect ES2 [blue] are executed so that the internal image NG is not dynamically displayed either when they are executed in conjunction with the effect effect EF2 or when they are not executed in conjunction with the effect effect EF2. Furthermore, the effect effect EF2 is executed so that the convergent line image SC and the background image HG are not dynamically displayed.

[0160] In this embodiment, an example of a predetermined element is that, in an image of the character string "Maybe this is a good opportunity" displayed by character effect ES2 [red], at least a part of the internal image NG surrounded by the outline image RG, which is the outline of the image, is dynamically displayed. In other words, in this embodiment, the predetermined element includes, in an image displayed by character effect ES2, at least a part of the image surrounded by the outline of the image.

[0161] In this way, when the effect effect EF2 [red] and the character effect ES2 [red] are executed in an overlapping manner, the character effect ES2 [red] is executed including the predetermined element, and the effect effect EF2 [red] is executed without the predetermined element. When the effect effect EF2 [white] and the character effect ES2 [white] are executed in an overlapping manner, the character effect ES2 [white] is executed without the predetermined element, and the effect effect EF2 [white] is executed without the predetermined element. When the effect effect EF2 [blue] and the character effect ES2 [blue] are executed in an overlapping manner, the character effect ES2 [blue] is executed without the predetermined element, and the effect effect EF2 [blue] is executed without the predetermined element.

[0162] In this embodiment, the gaming machine 10 dynamically displays the internal image NG to highlight and highlight the image displayed by the character effect ES2. In other words, the gaming machine 10 dynamically displays the internal image NG using animation to highlight the image displayed by the character effect ES2. Because players find it easier to follow moving images, dynamic images with movement are more likely to attract attention than static images. Therefore, it can be said that the character effect ES2 can be executed by including highlighting by dynamically displaying the internal image NG. However, the character effect ES2 may be executed by including highlighting different elements instead of or in addition to highlighting by dynamically displaying the internal image NG. For example, the character effect ES2 may be executed by including highlighting by enlarging the image displayed by the character effect ES2 to widen the display area of ​​the image. For example, the character effect ES2 may be executed by including highlighting by moving (displacing) the display area of ​​the image displayed by the character effect ES2. For example, the character effect ES2 may be executed by including highlighting by highlighting the image displayed by the character effect ES2. For example, the character effect ES2 may be executable to include highlighting by increasing the contrast of the image displayed by the character effect ES2. For example, the character effect ES2 may be executable to include highlighting by thickening the outline image RG displayed by the character effect ES2. For example, the character effect ES2 may be executable to include highlighting by changing the font of the character string "Maybe this is a good opportunity." Highlighting by the character effect ES2 is a display that emphasizes the image displayed by the character effect ES2.

[0163] In this embodiment, the gaming machine 10 displays a concentrated line image SC in the effect effect EF2 to highlight and make the image of the boy character in the character effect CH2 stand out. As described above, the concentrated line image SC is an image composed of multiple lines converging toward the area of ​​the image display area of ​​the image display unit GH where the image of the boy character is displayed. This allows the gaming machine 10 to direct the player's gaze toward the area where the image of the boy character is displayed. Therefore, it can be said that the effect effect EF2 can be executed including an emphasis display by displaying the concentrated line image SC. However, the effect effect EF2 may be executed including an emphasis display different from the emphasis display by displaying the concentrated line image SC, instead of or in addition to the emphasis display by displaying the concentrated line image SC. For example, the effect effect EF2 may be executed including an emphasis display by changing the color of the image displayed by the effect effect EF2 to a complementary color to the color of the image displayed by the character effect CH2. For example, the effect effect EF2 may be executed including an emphasis display by lowering the contrast of the image displayed by the effect effect EF2. The highlighting by the effect EF2 is a display that highlights an image different from the image displayed by the effect EF2.

[0164] In this way, when the effect effect EF2 and the character effect ES2 are executed in overlapping fashion, the character effect ES2 can be executed including highlighting, and the effect effect EF2 can be executed without including the highlighting but including a highlighting different from the highlighting.

[0165] In this embodiment, the display of the concentrated line image SC by executing the effect effect EF2 [white] is an example of a specific element. The display of the concentrated line image SC by executing the effect effect EF2 [blue] is an example of a specific element. The display of the concentrated line image SC by executing the effect effect EF2 [red] is an example of a specific element. In other words, in this embodiment, the specific element includes the display of an image for emphasizing the image by the character effect CH2 (an image imitating a boy character). In this way, the effect effect EF2 is executed including the specific element. Furthermore, when the effect effect EF2 and the character effect ES2 are executed simultaneously, the character effect ES2 is executed without including the specific element, regardless of the mode of the character effect ES2.

[0166] 13(b), the color of the image displayed by the character effect ES2 [red] includes red, which is the same hue as the color of the image displayed by the effect effect EF2 [red]. In other words, the color of the image displayed by the character effect ES2 [red] includes a color similar to the color of the image displayed by the effect effect EF2 [red]. However, the color of the image displayed by the character effect ES2 [red] may include a color similar to the color of the image displayed by the effect effect EF2 [red].

[0167] 13(b), when the effect effect EF2 [red] and the text effect ES2 [red] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a red that is the same hue as the color of the image displayed by the effect effect EF2 [red]. Therefore, when the effect effect EF2 [red] and the text effect ES2 [red] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a red that is the same hue as the color of the image displayed by the text effect ES2 [red]. In other words, when the effect effect EF2 [red] and the text effect ES2 [red] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a color similar to the color of the image displayed by the text effect ES2 [red]. Not limited to this, when the effect effect EF2 [red] and the character effect ES2 [red] are executed, the light color of the light-emitting element built into the panel decoration lamp LB that emits light as the light-emitting effect is executed may include a color similar to the color of the image displayed by the character effect ES2 [red].

[0168] In this way, when the effect effect EF2 [red] and the text effect ES2 [red] are executed in overlapping fashion, the color of the image displayed by the text effect ES2 [red] includes a similar or similar color to the color of the image displayed by the effect effect EF2 [red]. Furthermore, when the effect effect EF2 [red] and the text effect ES2 [red] are executed in overlapping fashion, a light-emitting effect can be executed by the board decoration lamp LB, and the light-emitting color of the board decoration lamp LB that is emitted in conjunction with the execution of the light-emitting effect includes a similar or similar color to the color of the image displayed by the text effect ES2 [red].

[0169] 15(b), the color of the image displayed by the character effect ES2 [blue] includes blue, which is the same hue as the color of the image displayed by the effect effect EF2 [blue]. In other words, the color of the image displayed by the character effect ES2 [blue] includes a color similar to the color of the image displayed by the effect effect EF2 [blue]. Furthermore, the color of the image displayed by the character effect ES2 [blue] may include a color similar to the color of the image displayed by the effect effect EF2 [blue].

[0170] 15(b), when the effect effect EF2 [blue] and the text effect ES2 [blue] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a blue that is the same hue as the color of the image displayed by the effect effect EF2 [blue]. Therefore, when the effect effect EF2 [blue] and the text effect ES2 [blue] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a blue that is the same hue as the color of the image displayed by the text effect ES2 [blue]. In other words, when the effect effect EF2 [blue] and the text effect ES2 [blue] are executed, the light-emitting color of the light-emitting element built into the board decoration lamp LB that lights up as the light-emitting effect is executed includes a color similar to the color of the image displayed by the text effect ES2 [blue]. Not limited to this, when the effect effect EF2 [blue] and the character effect ES2 [blue] are executed, the light color of the light-emitting element built into the panel decoration lamp LB that emits light as the light-emitting effect is executed may include a color similar to the color of the image displayed by the character effect ES2 [blue].

[0171] In this way, when the effect effect EF2 [blue] and the text effect ES2 [blue] are executed in overlapping fashion, the color of the image displayed by the text effect ES2 [blue] includes a similar or similar color to the color of the image displayed by the effect effect EF2 [blue]. Furthermore, when the effect effect EF2 [blue] and the text effect ES2 [blue] are executed in overlapping fashion, a light-emitting effect can be executed by the board decoration lamp LB, and the light-emitting color of the board decoration lamp LB that is emitted in conjunction with the execution of the light-emitting effect includes a similar or similar color to the color of the image displayed by the text effect ES2 [blue].

[0172] The effects of the first embodiment will be described. (1-1) In the effect display device EH, the effect effect EF1 and the character effect ES1 may be executed in an overlapping manner. In this case, the coexistence of multiple display effects may reduce the visibility of the multiple display effects. However, according to this embodiment, when the effect effect EF1 and the character effect ES1 [blue] are executed in an overlapping manner, the character effect ES1 [blue] is executed including a predetermined element, while the effect effect EF1 is executed without including a predetermined element. This improves the visibility of the multiple overlapping display effects. In particular, according to this embodiment, the character effect ES1 [blue], which suggests a higher probability of winning than the character effect ES1 [white], can be more easily seen, thereby improving interest.

[0173] (1-2) In the gaming machine 10, the character effect ES1 [blue] may start after the effect effect EF1 starts, causing the effect effect EF1 and the character effect ES1 [blue] to overlap. According to this embodiment, the character effect ES1 [blue], which starts later than the effect effect EF1, can be executed by including a predetermined element, thereby improving the visibility of the character effect ES1 [blue].

[0174] (1-3) The character effect ES1 [blue] can dynamically display at least a part of the image surrounded by the outline of the image displayed by the character effect ES1 [blue]. As a result, according to this embodiment, the outline makes it easier to recognize the shape of the image, and the image surrounded by the outline can improve the visibility of the image displayed by the character effect ES1 [blue].

[0175] (1-4) According to this embodiment, when the effect effect EF1 and the character effect ES1 [red] are executed in an overlapping manner, the character effect ES1 [red] is executed including a predetermined element, while the effect effect EF1 is executed without including a predetermined element, thereby improving the visibility of the overlapping multiple display effects. In particular, according to this embodiment, the character effect ES1 [blue], which suggests a higher probability of winning than the character effect ES1 [white], is made more visible, and the character effect ES1 [red], which suggests a higher probability of winning, is also made more visible, thereby improving the interest.

[0176] (1-5) The effect effect EF1 can display an image to emphasize the image displayed by the character effect CH1, and can therefore attract the player's attention to the image displayed by the character effect CH1. As a result, according to this embodiment, it is possible to improve the visibility of multiple overlapping display effects, while increasing the attention of the image that the player is desired to focus on, and to execute the display effects effectively.

[0177] (1-6) The character effect ES1 [blue] can be executed by including a first predetermined element. On the other hand, the character effect ES1 [red] can be executed by including a second predetermined element different from the first predetermined element. In other words, in this embodiment, the predetermined elements included in the character effect ES1 are varied depending on whether the character effect ES1 is in the form of the character effect ES1 [blue] or the form of the character effect ES1 [red]. Therefore, according to this embodiment, the predetermined elements can be varied depending on the form of the character effect ES1, and the character effect ES1 can be executed by including predetermined elements appropriate for the form of the character effect ES1 being executed. Therefore, according to this embodiment, the visibility of multiple display effects executed in overlapping fashion can be improved.

[0178] (1-7) According to this embodiment, when the effect effect EF1 and the text effect ES1 are executed in an overlapping manner, the effect effect EF1 and the text effect ES1 can be executed with different highlighting. That is, according to this embodiment, the effect effect EF1 and the text effect ES1 are executed in different ways, for example, as a display device to make a predetermined image stand out. Therefore, according to this embodiment, the effect effect EF1 and the text effect ES1 can be displayed to highlight a predetermined image, and the different highlighting can improve the visibility of multiple overlapping display effects.

[0179] (1-8) When the effect effect EF1 and the character effect ES1 are executed in an overlapping manner, the character effect ES1 can highlight the image displayed by the character effect ES1, while the effect effect EF1 can highlight an image different from the image displayed by the effect effect EF1. In other words, according to this embodiment, the character effect ES1 displays the character effect ES1 in an emphasized manner, while the effect effect EF1 displays an effect different from the effect effect EF1. Therefore, according to this embodiment, the effect effect EF1 and the character effect ES1 have different purposes for highlighting, and therefore, the highlighting modes are also different. Therefore, according to this embodiment, the effect effect EF1 and the character effect ES1 are executed in different emphasized manners, thereby improving the visibility of the multiple display effects executed in an overlapping manner.

[0180] (1-9) Because the effect effect EF1 [blue] and the character effect ES1 [blue] display images containing similar or similar colors, overlapping execution of the effect effect EF1 [blue] and the character effect ES1 [blue] may reduce their visibility. However, according to this embodiment, when the effect effect EF1 [blue] and the character effect ES1 [blue] are executed overlappingly, the character effect ES1 [blue] includes a predetermined element, while the effect effect EF1 [blue] is executed without the predetermined element. This improves the visibility of the overlapping execution of the multiple display effects. Thus, according to this embodiment, the effect effect EF1 [blue] and the character effect ES1 [blue] are displayed with images containing similar or similar colors, creating a sense of unity. Furthermore, the character effect ES1 [blue], which suggests a higher probability of winning than the character effect ES1 [white], is more easily visible, thereby enhancing the game's interest.

[0181] (1-10) In the gaming machine 10, when the effect effect EF1 [blue] and the text effect ES1 [blue] are executed in an overlapping manner, an image including the same or similar colors as the effect effect EF1 [blue] and the text effect ES1 [blue] can be displayed, and a light-emitting effect can be executed in the same or similar color. As a result, according to this embodiment, the gaming machine can execute a unified effect while improving the visibility of the multiple overlapping display effects.

[0182] (1-11) In the gaming machine 10, when the effect effect EF1 [white] and the character effect ES1 [white] are executed simultaneously, the character effect ES1 [white] is executed without including a predetermined element. As a result, according to this embodiment, when the character effect ES1 [blue] is executed including a predetermined element, the predetermined element can be easily noticed, and the visibility of the character effect ES1 [blue] can be improved.

[0183] (1-12) In the effect display device EH, the effect effect EF2 and the character effect ES2 may be executed in an overlapping manner. In this case, the coexistence of multiple display effects may reduce the visibility of the multiple display effects. However, according to this embodiment, when the effect effect EF2 and the character effect ES2 [red] are executed in an overlapping manner, the character effect ES2 [red] is executed with a predetermined element, while the effect effect EF2 is executed without the predetermined element. This improves the visibility of the multiple overlapping display effects. In particular, in the gaming machine 10, the character effect ES2 [white] and the character effect ES2 [blue] are executed without the predetermined element, and the effect effect EF2 is also executed without the predetermined element. In other words, in the gaming machine 10, only the character effect ES2 [red] is executed with the predetermined element. As a result, according to this embodiment, it is possible to make it easier to see the character effect ES2 [red], which suggests the highest probability of a jackpot among the character effect ES2 [white], character effect ES2 [blue], and character effect ES2 [red], thereby increasing interest.

[0184] (1-13) According to this embodiment, when the effect effect EF2 and the character effect ES2 are executed in an overlapping manner, the effect effect EF2 is executed including specific elements, while the character effect ES2 is executed without including specific elements regardless of its form, thereby improving the visibility of the multiple display effects executed in an overlapping manner.

[0185] [Second embodiment] A second embodiment of the pachinko gaming machine will be described. In the following description, the same configurations and controls as those in the already described embodiments will be denoted by the same reference numerals, and redundant description thereof will be omitted or simplified.

[0186] The second embodiment differs from the first embodiment in that, when an effect effect EF2 and a character effect ES2 are executed in a overlapping manner in the gaming machine 10, the effect effect EF2 can be executed with a predetermined element. Specifically, when an effect effect EF2 [white] and a character effect ES2 [white] are executed in a overlapping manner in the gaming machine 10, the effect effect EF2 is executed with a predetermined element. When an effect effect EF2 [blue] and a character effect ES2 [blue] are executed in a overlapping manner in the gaming machine 10, the effect effect EF2 is executed with a predetermined element. Note that, when an effect effect EF2 [red] and a character effect ES2 [red] are executed in a overlapping manner in the gaming machine 10, the effect effect EF2 is executed without a predetermined element, as in the first embodiment.

[0187] If either of the effect patterns EP23 and EP25 is selected, the sub-CPU51 controls the effect display device EH so that the background image HG based on the effect effect EF2 is dynamically displayed. On the other hand, if either of the effect patterns EP11 to EP16, EP24, and EP26 to EP28 is selected, the sub-CPU51 controls the effect display device EH so that the background image HG based on the effect effect is statically displayed.

[0188] 16(a) to 16(d) show an example of the display contents of the effect display device EH when the effect pattern EP23 is selected in the advance notice effect processing. As shown in Fig. 16(a), when a second elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a boy character, a concentrated line image SC, a white background image HG, a contour image RG, and a white interior image NG. At this time, the board decoration lamp LB is lit in white. Although the contour image RG and the white interior image NG may be displayed overlapping the concentrated line image SC and the white background image HG, they are arranged on a layer with a higher display priority than the concentrated line image SC and the white background image HG, and are displayed as if they are in front.

[0189] As shown in Figures 16(a) to 16(d), when the character effect ES2 [white] starts, the effect display device EH dynamically displays a white background image HG. For example, the effect display device EH dynamically displays the white background image HG using animation. At this time, the effect display device EH statically displays an image imitating a boy character, a concentrated line image SC, a contour image RG, and a white internal image NG.

[0190] In the effect display device EH, the background image HG is dynamically displayed by changing the color of a portion of the background image HG over time. Specifically, in the effect display device EH, images MG7 to MG11 are displayed as if they are moving in a predetermined direction in the background image HG over time. Images MG7 to MG11 are displayed as if they are moving upward. In the effect display device EH, the display is repeated in the order of FIG. 16(a) → FIG. 16(b) → FIG. 16(c) → FIG. 16(d) → FIG. 16(a) → ... until the effect effect EF2 [white] ends.

[0191] In this way, in the effect display device EH, when the character effect CH2, the effect effect EF2 [white], and the text effect ES2 [white] are executed, at least a portion of the background image HG is dynamically displayed. On the other hand, in the effect display device EH, when the text effect ES2 [white] is started due to winning the effect pattern EP17, the background image HG is not dynamically displayed, and the entire background image HG is statically displayed. In other words, in the gaming machine 10, when the effect effect EF2 [white] and the text effect ES2 [white] are executed simultaneously, at least a portion of the background image HG is dynamically displayed. On the other hand, in the gaming machine 10, when the effect effect EF2 [white] is not executed and the text effect ES2 [white] is executed, the entire background image HG is statically displayed.

[0192] 17(a) to 17(d) show an example of the display contents of the effect display device EH when the effect pattern EP25 is selected in the advance notice effect processing. As shown in Fig. 17(a), when a second elapsed time has elapsed since the start of the effect game, the effect display device EH displays an image of a boy character, a concentrated line image SC, a blue background image HG, an outline image RG, and a blue internal image NG. At this time, the board decoration lamp LB is lit in blue. Although the outline image RG and the blue internal image NG may be displayed overlapping the concentrated line image SC and the blue background image HG, they are arranged in a layer with a higher display priority than the concentrated line image SC and the blue background image HG, and are displayed as if they are in front.

[0193] As shown in Figures 17(a) to 17(d), when the character effect ES2 [blue] starts, the effect display device EH dynamically displays a blue background image HG. For example, the effect display device EH dynamically displays the blue background image HG using animation. At this time, the effect display device EH statically displays an image imitating a boy character, a convergent line image SC, a contour image RG, and a blue internal image NG.

[0194] In the effect display device EH, the background image HG is dynamically displayed by changing the color of a portion of the background image HG over time. Specifically, in the effect display device EH, images MG12 to MG16 are displayed as if they are moving in a predetermined direction in the background image HG over time. Images MG12 to MG16 are displayed as if they are moving upward. In the effect display device EH, the display is repeated in the order of FIG. 17(a) → FIG. 17(b) → FIG. 17(c) → FIG. 17(d) → FIG. 17(a) → ... until the effect effect EF2 [blue] ends.

[0195] In this way, in the effect display device EH, when the character effect CH2, the effect effect EF2 [blue], and the text effect ES2 [blue] are executed, at least a portion of the background image HG is dynamically displayed. On the other hand, in the effect display device EH, when the text effect ES2 [blue] is started due to winning the effect pattern EP19, the background image HG is not dynamically displayed, and the entire background image HG is statically displayed. In other words, in the gaming machine 10, when the effect effect EF2 [blue] and the text effect ES2 [blue] are executed simultaneously, at least a portion of the background image HG is dynamically displayed. On the other hand, in the gaming machine 10, when the effect effect EF2 [blue] is not executed and the text effect ES2 [blue] is executed, the entire background image HG is statically displayed.

[0196] In this embodiment, the dynamic display of at least a portion of the background image HG displayed by the effect effect EF2 [white] is an example of a predetermined element. The dynamic display of at least a portion of the background image HG displayed by the effect effect EF2 [blue] is an example of a predetermined element. In other words, in this embodiment, the predetermined element includes the dynamic display of at least a portion of the background image HG displayed by the effect effect EF2.

[0197] In this way, when the effect effect EF2 [red] and the character effect ES2 [red] are executed in an overlapping manner, the character effect ES2 [red] is executed including the predetermined element, and the effect effect EF2 [red] is executed without the predetermined element. When the effect effect EF2 [white] and the character effect ES2 [white] are executed in an overlapping manner, the character effect ES2 [white] is executed without the predetermined element, and the effect effect EF2 [white] is executed including the predetermined element. When the effect effect EF2 [blue] and the character effect ES2 [blue] are executed in an overlapping manner, the character effect ES2 [blue] is executed without the predetermined element, and the effect effect EF2 [blue] is executed including the predetermined element.

[0198] The effects of the second embodiment will be described. The second embodiment has the following advantages in addition to the advantages (1-1) to (1-11) and (1-13) of the first embodiment.

[0199] (2-1) In the effect display device EH, the effect effect EF2 and the character effect ES2 may be executed in an overlapping manner. In this case, the coexistence of multiple display effects may reduce the visibility of the multiple display effects. However, according to this embodiment, when the effect effect EF2 and the character effect ES2 [red] are executed in an overlapping manner, the character effect ES2 [red] is executed with a predetermined element, while the effect effect EF2 is executed without the predetermined element. This improves the visibility of the multiple overlapping display effects. Furthermore, according to this embodiment, when the effect effect EF2 and the character effect ES2 [white] are executed in an overlapping manner, the effect effect EF2 is executed with a predetermined element, while the character effect ES2 [white] is executed without the predetermined element. This improves the visibility of the multiple overlapping display effects. Furthermore, according to this embodiment, when the effect effect EF2 and the character effect ES2 [blue] are executed in an overlapping manner, the effect effect EF2 is executed with a predetermined element, while the character effect ES2 [blue] is executed without the predetermined element, thereby improving the visibility of the overlapping display effects. Thus, according to this embodiment, when the effect effect EF2 and the character effect ES2 are executed in an overlapping manner, one display effect is executed with a predetermined element, while the other display effect is executed without the predetermined element, thereby improving the visibility of the overlapping display effects. Furthermore, according to this embodiment, among the character effect ES2 [white], the character effect ES2 [blue], and the character effect ES2 [red], which suggests the highest jackpot expectation, is executed with a predetermined element. Meanwhile, the character effect ES2 [white] and the character effect ES2 [blue] are executed without the predetermined element, thereby improving the visibility of the overlapping display effects and enhancing the interest.

[0200] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. The character effect ES1 modes executable in the gaming machine 10 may be changed as appropriate. For example, the character effect ES1 modes may not include the character effect ES1 [red]. For example, the character effect ES1 modes may include the character effect ES1 [white], the character effect ES1 [blue], and a character effect ES1 mode different from the character effect ES1 [red].

[0201] The character effect ES2 modes executable in the gaming machine 10 may be changed as appropriate. For example, the character effect ES2 modes may not include the character effect ES2 [red]. For example, the character effect ES2 modes may include the character effect ES2 [white], the character effect ES2 [blue], and a character effect ES2 mode different from the character effect ES2 [red].

[0202] In the effect display device EH, when the character effect CH1, the effect effect EF1 [white], and the character effect ES1 [white] are executed, at least a part of the internal image NG may be dynamically displayed.

[0203] In the effect display device EH, when the character effect CH2, the effect effect EF2 [white], and the text effect ES2 [white] are executed, at least a portion of the internal image NG may be dynamically displayed. In the effect display device EH, when the character effect CH2, the effect effect EF2 [blue], and the text effect ES2 [blue] are executed, at least a portion of the internal image NG may be dynamically displayed.

[0204] If any of the effect patterns EP17 to EP22 is selected, the effect display device EH may be configured to dynamically display at least a portion of the internal image NG using a text effect.If any of the effect patterns EP11 to EP16 is selected, the effect display device EH may be configured to dynamically display at least a portion of the background image HG using an effect effect.If any of the effect patterns EP11 to EP16 is selected, the effect display device EH may be configured to dynamically display at least a portion of the convergent line image SC using an effect effect.

[0205] In the second embodiment, if either of the performance patterns EP23 and EP25 is selected, the performance display device EH may dynamically display at least a portion of the convergent line image SC in place of or in addition to the background image HG.

[0206] In the effect display device EH, at least a portion of the image displayed by the character effect CH1 may be dynamically displayed. In the effect display device EH, at least a portion of the image displayed by the character effect CH2 may be dynamically displayed.

[0207] The color of the internal image NG in the character effect ES1 of the first aspect may be changed as appropriate. The color of the internal image NG in the character effect ES1 of the second aspect may be changed as appropriate. The color of the internal image NG in the character effect ES1 of the third aspect may be changed as appropriate. For example, the color of the internal image NG in the character effect ES1 of the first aspect may be green. The background image HG in the effect effect EF1 may include a color similar to or similar to the color of the character effect ES1 that is executed in overlapping fashion. It is preferable that the color of the internal image NG in the character effect ES1 of the first aspect, the color of the internal image NG in the character effect ES1 of the second aspect, and the color of the internal image NG in the character effect ES1 of the third aspect are all different colors.

[0208] The color of the internal image NG in the character effect ES2 of the first aspect may be changed as appropriate. The color of the internal image NG in the character effect ES2 of the second aspect may be changed as appropriate. The color of the internal image NG in the character effect ES2 of the third aspect may be changed as appropriate. For example, the color of the internal image NG in the character effect ES2 of the first aspect may be green. The background image HG in the effect effect EF2 may include a color similar to or similar to the color of the character effect ES2 that is executed in overlapping fashion. It is preferable that the color of the internal image NG in the character effect ES2 of the first aspect, the color of the internal image NG in the character effect ES2 of the second aspect, and the color of the internal image NG in the character effect ES2 of the third aspect are all different colors.

[0209] The color of the outline image RG may be changed as appropriate. The color of the outline image RG may be different from the color of the concentrated line image SC. The color of the outline image RG may be different from the color of the internal image NG. The color of the outline image RG does not have to be a similar or similar color to the color of the internal image NG. For example, the color of the outline image RG may be a complementary color to the color of the internal image NG.

[0210] The color of the concentrated line image SC may be changed as appropriate. The color of the concentrated line image SC may be different from the color of the outline image RG. The color of the concentrated line image SC may be different from the color of the background image HG. The color of the concentrated line image SC does not have to be a similar or similar color to the color of the background image HG. For example, the color of the concentrated line image SC may be a complementary color to the color of the background image HG.

[0211] The outline image RG may be different in the character effect ES1 [white], the character effect ES1 [blue], and the character effect ES1 [red]. For example, the outline image RG may be different in color in the character effect ES1 [white], the character effect ES1 [blue], and the character effect ES1 [red]. For example, the outline image RG may be different in shape in the character effect ES1 [white], the character effect ES1 [blue], and the character effect ES1 [red]. In other words, the character effect ES1 [white], the character effect ES1 [blue], and the character effect ES1 [red] may be images of different character strings.

[0212] The outline image RG may be different in the character effect ES2 [white], the character effect ES2 [blue], and the character effect ES2 [red]. For example, the outline image RG may be different in color in the character effect ES2 [white], the character effect ES2 [blue], and the character effect ES2 [red]. For example, the outline image RG may be different in shape in the character effect ES2 [white], the character effect ES2 [blue], and the character effect ES2 [red]. In other words, the character effect ES2 [white], the character effect ES2 [blue], and the character effect ES2 [red] may be images of different character strings.

[0213] When effect effect EF1 and text effect ES1 are executed in an overlapping manner, the color of the image displayed in text effect ES1 may not include colors similar to or similar to the color of the image displayed in effect effect EF1.When effect effect EF2 and text effect ES2 are executed in an overlapping manner, the color of the image displayed in text effect ES2 may not include colors similar to or similar to the color of the image displayed in effect effect EF2.

[0214] The timing at which the character effect CH1, effect effect EF1, and character effect ES1 start may be changed as appropriate. For example, the effect effect EF1 and character effect ES1 may be started simultaneously or approximately simultaneously. The timing at which the character effect CH2, effect effect EF2, and character effect ES2 start may be changed as appropriate. For example, the effect effect EF2 and character effect ES2 may be started simultaneously or approximately simultaneously.

[0215] The timing at which the light-emitting effect by the board decoration lamp LB starts may be the timing at which the character effect CH1 and the effect effect EF1 start, but may also be the timing at which the character effect ES1 starts. For example, when the effect effect EF1 [blue] and the character effect ES1 [blue] are executed in overlapping fashion, the light-emitting effect may start simultaneously or approximately simultaneously with the start of the character effect ES1 [blue].

[0216] The timing at which the light-emitting effect is started by the board decoration lamp LB may be the timing at which the character effect CH2 and the effect effect EF2 start, but may also be the timing at which the character effect ES2 starts. For example, when the effect effect EF2 [red] and the character effect ES2 [red] are executed in overlapping fashion, the light-emitting effect may start simultaneously or approximately simultaneously with the start of the character effect ES1 [red].

[0217] When the character effect CH1, effect effect EF1, and text effect ES1 are executed, in addition to the light-emitting effect by the board decoration lamp LB, a light-emitting effect by the frame decoration lamp LA may or may not be executed. When the character effect CH2, effect effect EF2, and text effect ES2 are executed, in addition to the light-emitting effect by the board decoration lamp LB, a light-emitting effect by the frame decoration lamp LA may or may not be executed.

[0218] The effect performance EF1 may be executed without including the concentrated line image SC. The effect performance EF1 may be executed without including the concentrated line image SC, or may be executed with including the concentrated line image SC. For example, when the effect performance EF1 and the text performance ES1 are executed in combination, they may be executed without including the concentrated line image SC. On the other hand, when the text performance ES1 is not executed but the effect performance EF1 is executed, they may be executed with including the concentrated line image SC.

[0219] The effect performance EF2 may be executed without including the concentrated line image SC. The effect performance EF2 may be executed without including the concentrated line image SC, or may be executed with including the concentrated line image SC. For example, when the effect performance EF2 and the text performance ES2 are executed in combination, they may be executed without including the concentrated line image SC. On the other hand, when the text performance ES2 is not executed and the effect performance EF2 is executed, they may be executed with including the concentrated line image SC.

[0220] The manner in which the predetermined image is dynamically displayed may be changed as appropriate. For example, when character effect ES1 [Blue] is executed, the internal image NG may be lit alternately in blue and yellow, such as blue → yellow → blue → yellow → .... For example, when character effect ES1 [Red] is executed, the internal image NG may be lit alternately in red and yellow, such as red → yellow → red → yellow → .... In this case, the speed at which the color changes may differ between when character effect ES1 [Blue] is executed and when character effect ES1 [Red] is executed. In other words, the manner in which the predetermined image is dynamically displayed may differ between when character effect ES1 [Blue] is executed and when character effect ES1 [Red] is executed.

[0221] The concentrated line image SC in the effect effect EF1 may be an image for emphasizing the image displayed by the character effect ES1. In other words, the concentrated line image SC is an image composed of multiple lines converging toward a specific display area within the image display area of ​​the image display unit GH, and the specific display area may include the area where the image displayed by the character effect ES1 is displayed. In this case, the predetermined emphasis display and the specific emphasis display both emphasize the specific image displayed by the character effect ES1.

[0222] In the above modified example, the predetermined highlighting may be a display that displaces the display area of ​​the image displayed by the character effect ES1 in a first direction (e.g., up / down or left / right). In other words, the predetermined highlighting may be a display that makes the specific image displayed by the character effect ES1 appear to be displaced in the first direction. On the other hand, the specific highlighting may be a display that dynamically displays a concentrated line image SC and expands or narrows the size of the specific display area that can be highlighted by the concentrated line image SC over time, thereby making the image displayed by the character effect ES1 appear to be displaced in a second direction (e.g., forward / backward) different from the first direction. In other words, the specific highlighting may be a display that makes the specific image displayed by the character effect ES1 appear to be displaced in the second direction different from the first direction.

[0223] The concentrated line image SC in the effect effect EF2 may be an image for emphasizing the image displayed by the text effect ES2. That is, the concentrated line image SC is an image composed of a plurality of lines converging toward a specific display area within the image display area of ​​the image display unit GH, and the specific display area may include the area where the image displayed by the text effect ES2 is displayed. The text effect ES2 may be executed to display the image displayed by the text effect ES2 by displacing the display area in a first direction (e.g., up / down or left / right). On the other hand, the effect effect EF2 may be executed to dynamically display the concentrated line image SC, expanding or narrowing the size of the specific display area that can be emphasized by the concentrated line image SC over time, thereby visually displaying the image displayed by the text effect ES2 as if it were displacing in a second direction (e.g., forward / backward) different from the first direction.

[0224] When the effect effect EF1 and the character effect ES1 are executed in an overlapping manner, the effect intensity of the effect effect EF1 may be weakened to relatively emphasize the character effect ES1. For example, when the effect effect EF1 and the character effect ES1 are executed in an overlapping manner, the contrast of the image displayed by the effect effect EF1 may be lowered to relatively emphasize the character effect ES1. When the effect effect EF2 and the character effect ES2 are executed in an overlapping manner, the effect intensity of the effect effect EF2 may be weakened to relatively emphasize the character effect ES2. For example, when the effect effect EF2 and the character effect ES2 are executed in an overlapping manner, the contrast of the image displayed by the effect effect EF2 may be lowered to relatively emphasize the character effect ES2.

[0225] The static display of a predetermined image does not necessarily mean that the predetermined image is a still image, but may also mean that the predetermined image is a moving image. In this case, the static display of a predetermined image may mean that the amount of movement (amount of displacement) of the image is smaller than that of a dynamic display of the predetermined image. Therefore, a display performance that includes a predetermined element and a display performance that does not include a predetermined element may have different dynamic image display modes.

[0226] An image based on the effect effect EF1 may be placed on a layer with a lower display priority than an image based on the effect game. When the effect game and the effect effect EF1 are executed, the sub-CPU 51 may control the effect display device EH so that the transparency of the image based on the effect game is increased. This may cause the image based on the effect effect EF1 to have a higher display priority than the image based on the effect game. An image based on the effect effect EF2 may be placed on a layer with a lower display priority than the image based on the effect game. When the effect game and the effect effect EF2 are executed, the sub-CPU 51 may control the effect display device EH so that the transparency of the image based on the effect game is increased. This may cause the image based on the effect effect EF2 to have a higher display priority than the image based on the effect game.

[0227] An image based on the character effect ES1 and an image based on the effect game may be displayed overlapping each other. An image based on the character effect ES1 may be arranged on a layer having a lower display priority than an image based on the effect game. When the effect game and the character effect ES1 are executed, the sub-CPU 51 may control the effect display device EH to increase the transparency of the image based on the effect game. This may cause the image based on the character effect ES1 to have a higher display priority than an image based on the effect game. An image based on the character effect ES2 and an image based on the effect game may be displayed overlapping each other. An image based on the character effect ES2 may be arranged on a layer having a lower display priority than an image based on the effect game. When the effect game and the character effect ES2 are executed, the sub-CPU 51 may control the effect display device EH to increase the transparency of the image based on the effect game. This may cause the image based on the character effect ES2 to have a higher display priority than an image based on the effect game.

[0228] The types of effect patterns may be changed as appropriate. For example, the effect patterns may include effect patterns different from effect patterns EP11 to EP28. For example, the effect patterns may not include some or all of effect patterns EP11 to EP22.

[0229] The type of fluctuation pattern and the fluctuation time of the fluctuation pattern may be changed as appropriate. Pachinko gaming machines that can be controlled to a high probability state include those that maintain the high probability state until the drop lottery is won (drop machine) and those that maintain the high probability state until the next jackpot game. Pachinko gaming machines that can be controlled to a high probability state also include those that maintain the high probability state when the game ball passes through a specific area (V probability variable machine). A pachinko gaming machine may be embodied in any of these specifications. A pachinko gaming machine may also be a pachinko gaming machine with a specification that combines the drop machine and V probability variable machine described above. A pachinko gaming machine may also be a pachinko gaming machine with a specification that can be controlled to a state (so-called small jackpot rush) in which the number of times (frequency) a small jackpot is won per unit time or the number of times (frequency) a small jackpot game is awarded per unit time is increased compared to the normal state. In addition, the pachinko gaming machine may be embodied as a pachinko gaming machine (a so-called type 1 / type 2 mixed machine) that has a jackpot game that is switched to based on winning a jackpot in a winning lottery, and a jackpot game that is switched to based on the game ball passing through a specific area.

[0230] A pachinko gaming machine may be configured to award a virtual medium composed of electronic data when awarding a gaming ball. In other words, the pachinko gaming machine may be a pachinko gaming machine that does not pay out physical gaming media (a so-called managed gaming machine). Such a pachinko gaming machine is configured to convert a gaming ball into a launchable gaming ball by using the virtual medium and to be able to launch the gaming ball.

[0231] The functions of the main control board 40 may be realized by dividing them among multiple boards. The main control board 40 may be composed of multiple CPUs mounted on a single board. The functions of the sub-control board 50 may be realized by dividing them among multiple boards. For example, a pachinko gaming machine may be equipped with a display board that specializes in controlling the effect display device EH, a frame lamp board that specializes in controlling the frame decorative lamp LA, a panel lamp board that specializes in controlling the panel decorative lamp LB, and an audio board that specializes in controlling the speaker SP, and may further be equipped with a master board that controls these boards in an integrated manner. Furthermore, the sub-CPU 51 may be composed of multiple CPUs mounted on a single board.

[0232] In the above embodiment, the gaming machine is a pachinko gaming machine, but the present invention is not limited to this. It may also be configured as a slot machine. In a slot machine, gaming medals are used as gaming media, and various lotteries, such as winning combinations, are conducted by operating the start lever, and the reels rotate, starting a variable game. In a slot machine, the rotation of the reels is stopped by operating the stop button, and the symbols are definitively stopped. In a slot machine, when all reels stop, the variable game ends, and a prize is awarded according to the symbol combinations that align on the active lines. In a slot machine, various effects are executed during the variable game. In a slot machine, display effects are executed on an effect display device that can display images during the variable game. A slot machine may be capable of executing various display effects, including character effect CH1, character effect CH2, effect effect EF1, effect effect EF2, character effect ES1, and character effect ES2.

[0233] The slot machine in the above modified example may be a gaming machine that uses gaming media other than gaming medals. For example, it may be embodied as a gaming machine that uses gaming balls (pachinko balls) as gaming media. Alternatively, the gaming media may be managed by data (information). In other words, the slot machine may be a so-called managed gaming machine. In other words, the slot machine in the above modified example may be embodied as a slot machine that allows play without using physical gaming media (so-called medalless slot machine). Such a slot machine is configured to allow play by using gaming media (virtual media) managed by data.

[0234] The technical ideas that can be understood from each embodiment and modified example will be described. (Appendix 1-1) A gaming machine comprising: a display means for displaying an image; and a display control means for controlling the display means for displaying an image; the effects that the display means can execute include a first display effect and a second display effect; the second display effect is an effect that can indicate the expectation of a predetermined benefit being granted; the modes of the second display effect include a first mode and a second mode in which the expectation is higher than that of the first mode; and when the first display effect and the second display effect of the second mode are executed in overlapping fashion, the second display effect is executed including a predetermined element, and the first display effect is executed without including the predetermined element.

[0235] (Appendix 1-2) A gaming machine as described in (Appendix 1-1), in which the effect display means can start the second display effect of the second aspect after the first display effect has started. (Appendix 1-3) The specified element is that at least a portion of the image surrounded by the outline of the image displayed by the second display effect is dynamically displayed in the gaming machine described in (Appendix 1-1) or (Appendix 1-2).

[0236] (Appendix 1-4) The first display effect is displayed including a specific element, and the specific element is an image displayed to emphasize a specific image. A gaming machine described in any of the appendices (Appendix 1-1) to (Appendix 1-3).

[0237] (Appendix 2-1) A gaming machine comprising: a display means for displaying an image; and a display control means for controlling the display means for displaying an image; the effects that can be executed by the display means include a first display effect and a second display effect; the second display effect is an effect that can indicate the expectation of a predetermined benefit being awarded; the modes of the second display effect include a first mode, a second mode in which the expectation is higher than that of the first mode, and a third mode in which the expectation is higher than that of the second mode; when the first display effect and the second display effect of the second mode are executed in an overlapping manner, the second display effect is executed including a predetermined element, and the first display effect is executed without including the predetermined element; and when the first display effect and the second display effect of the third mode are executed in an overlapping manner, the second display effect is executed including the predetermined element, and the first display effect is executed without including the predetermined element.

[0238] (Appendix 2-2) The first display effect is displayed including a specific element, and the specific element is an image displayed to emphasize a specific image (Appendix 2-1).

[0239] (Appendix 2-3) The predetermined elements include a first predetermined element and a second predetermined element different from the first predetermined element, and the second display presentation of the second aspect can be executed including the first predetermined element, and the second display presentation of the third aspect can be executed including the second predetermined element. A gaming machine as described in (Appendix 2-1) or (Appendix 2-2).

[0240] (Appendix 3-1) A gaming machine comprising an effect display means capable of displaying an image, and a display effect control means capable of controlling the effect display means, wherein the effects that the effect display means can execute include a first display effect and a second display effect, and when the first display effect and the second display effect are executed in overlapping fashion, the second display effect can be executed including a predetermined highlighting display, and the first display effect can be executed including a specific highlighting display without including the predetermined highlighting display.

[0241] (Appendix 3-2) The predetermined highlighting display is a display that highlights the image displayed by the second display effect, and the specific highlighting display is a display that highlights an image different from the image displayed by the first display effect (Appendix 3-1).

[0242] (Appendix 3-3) The predetermined highlighting and the specific highlighting are both displays that highlight the specific image displayed by the second display performance, and the predetermined highlighting is a display that makes the specific image appear to be displaced in a first direction, and the specific highlighting is a display that makes the specific image appear to be displaced in a second direction different from the first direction (A gaming machine described in Appendix 3-1).

[0243] (Appendix 4-1) A gaming machine comprising: a display means for displaying an image; and a display control means for controlling the display means for displaying an image; the effects that the display means can execute include a first display effect and a second display effect; the second display effect is an effect that can indicate the expectation of a predetermined benefit being awarded; the modes of the second display effect include a first mode and a second mode in which the expectation is higher than that of the first mode; when the first display effect and the second display effect of the second mode are executed in overlapping fashion, the color of the image displayed by the second display effect includes a similar or similar color to the color of the image displayed by the first display effect; the second display effect is executed including a predetermined element; and the first display effect is executed without including the predetermined element.

[0244] (Appendix 4-2) A gaming machine described in (Appendix 4-1) that is equipped with a specific light-emitting means and a light-emitting effect control means capable of controlling the specific light-emitting means, and when the first display effect and the second display effect of the second aspect are executed in an overlapping manner, the specific light-emitting means is capable of executing a light-emitting effect, and the light color of the specific light-emitting means that emits light in conjunction with the execution of the light-emitting effect includes a color similar to or similar to the color of the image displayed by the second display effect.

[0245] (Appendix 4-3) A gaming machine described in (Appendix 4-1) or (Appendix 4-2), in which when the first display effect and the second display effect of the first aspect are executed in overlapping fashion, the second display effect is executed without including the specified element.

[0246] (Supplementary Note 5-1) A game device is provided with a performance display means capable of displaying an image, and a display performance control means capable of controlling the performance display means, and the performances that can be executed by the performance display means include a predetermined display performance and a specific display performance, and the specific display performance is a performance that can suggest the degree of expectation of a predetermined benefit being granted, and the modes of the specific display performance include a first mode, a second mode in which the degree of expectation is higher than that of the first mode, and a third mode in which the degree of expectation is higher than that of the second mode, and when the predetermined display performance and the specific display performance of the third mode are executed in overlapping fashion, the specific display performance is a display effect is executed including a predetermined element, the predetermined display effect is executed without including the predetermined element, when the predetermined display effect and the specific display effect of the first mode are executed in an overlapping manner, the specific display effect is executed without including the predetermined element, the predetermined display effect is executed without including the predetermined element, when the predetermined display effect and the specific display effect of the second mode are executed in an overlapping manner, the specific display effect is executed without including the predetermined element, the predetermined display effect is executed without including the predetermined element.

[0247] (Appendix 5-2) A game device is provided with a performance display means capable of displaying an image, and a display performance control means capable of controlling the performance display means, and the performances that can be executed by the performance display means include a predetermined display performance and a specific display performance, and the specific display performance is a performance that can suggest the degree of expectation of a predetermined benefit being granted, and the modes of the specific display performance include a first mode, a second mode having a higher expectation degree than the first mode, and a third mode having a higher expectation degree than the second mode, and when the predetermined display performance and the specific display performance of the third mode are executed in overlapping fashion, A gaming machine characterized in that a display performance is executed including a predetermined element, the predetermined display performance is executed without including the predetermined element, when the predetermined display performance and the specific display performance of the first mode are executed in an overlapping manner, the specific display performance is executed without including the predetermined element and the predetermined display performance is executed including the predetermined element, when the predetermined display performance and the specific display performance of the second mode are executed in an overlapping manner, the specific display performance is executed without including the predetermined element and the predetermined display performance is executed including the predetermined element.

[0248] (Appendix 5-3) The predetermined display effect is executed including a specific element, and when the predetermined display effect and the specific display effect are executed in overlapping fashion, the specific display effect is executed without including the specific element regardless of the form of the specific display effect. A gaming machine as described in (Appendix 5-1) or (Appendix 5-2). [Explanation of symbols]

[0249] 10... Gaming machine 40... Main control board 41... Microprocessor 42... Main CPU 43... Main ROM 44... Main RWM 45... Random number circuit 50... Sub control board 51... Sub CPU 52... Sub ROM 53... Sub RWM EH... Performance display device LA... Frame decoration lamp LB... Board decoration lamp EH1... Effect performance EH2... Effect performance ES1... Character performance ES2... Character performance

Claims

[Claim 1] a performance display means capable of displaying an image; a display effect control means capable of controlling the effect display means; The effects that can be executed by the effect display means include a first display effect and a second display effect, The second display effect is an effect that can suggest the expectation of a predetermined benefit being granted, The second display effect includes a first mode, a second mode having a higher expectation level than the first mode, and a third mode having a higher expectation level than the first mode, The first display effect can be executed by including a specific highlighting display that highlights a specific image, The second display effect can be executed by including a predetermined highlighting display that highlights a predetermined image, When the first display performance and the second display performance of the second aspect are executed at the same time, it is possible to display an image dynamically displayed in the specific highlighting and an image dynamically displayed in the predetermined highlighting in an overlapping manner, and the second display performance of the second aspect can be executed including the predetermined highlighting without including the specific highlighting, and the first display performance can be executed including the specific highlighting without including the predetermined highlighting, When the first display performance and the second display performance of the third aspect are executed at the same time, it is possible to display an image dynamically displayed in the specific highlighting and an image dynamically displayed in the predetermined highlighting in an overlapping manner, and the second display performance of the third aspect can be executed including the predetermined highlighting without including the specific highlighting, and the first display performance can be executed including the specific highlighting without including the predetermined highlighting, A gaming machine characterized in that the image dynamically displayed in the specific highlighted display is different from the image dynamically displayed in the predetermined highlighted display.

Citation Information

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